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blazenchamber

(SMA) Specialist Military Arms

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If you're launching the game with PWS it might still be forcing MRT to load in addition to CBA, even if MRT is not in your current Collection.

 

I sent a message to one of their staff about removing the dependencies from mods in their system that used MRT and when I got no response to that I've tried filling out the request for for removing the mod completely, but that didn't seem to do anything either.

 

So if this is the problem you're having, I suggest you also go and ask them to sort their shit out because I don't have any further time for it.

 

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21 hours ago, Nichols said:

 

Weird we haven't noticed any issues with the mod in our mission we are currently running. When CBA updated I removed the mod from our modpack and launched the mission and it still functions using the ctrl + num + / to change the weapons magnifier. It works with the Aimpoint and the Eotech versions from what I have seen and no complaints from our player base yet either.

 

Yeah my bad, should have listened to my own advice. Didnt realise we were still running MRT with the new cba which caused the issue. All working fine now

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18 hours ago, da12thMonkey said:

If you're launching the game with PWS it might still be forcing MRT to load in addition to CBA, even if MRT is not in your current Collection.

 

I sent a message to one of their staff about removing the dependencies from mods in their system that used MRT and when I got no response to that I've tried filling out the request for for removing the mod completely, but that didn't seem to do anything either.

 

So if this is the problem you're having, I suggest you also go and ask them to sort their shit out because I don't have any further time for it.

 

 

PWS doesn't care. I tried to contact them in the past, but they always ignore whatever I've asked and never replied to any of my messages. They never even asked to host my mod. They just did it anyway, changed my version numbers, and just overall made it more difficult to maintain a mod while trying to keep the community happy. I will never install that malware again.

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Hi @ all, i found following in our RPT-Log on Server.

Do you now about this? and could you fix it?

 

Conflicting addon SMA_Weapons_Accessories in 'SMA_BARSKA\', previous definition in 'SMA_AIMPOINT\'
Conflicting addon SMA_Weapons_Accessories in 'SMA_CMORE\', previous definition in 'SMA_AIMPOINT\'
Conflicting addon SMA_Weapons_Accessories_2 in 'SMA_EOTECH_552\', previous definition in 'SMA_EOTECH_33\'
Conflicting addon SMA_Weapons_Accessories in 'SMA_weapons\accessories\', previous definition in 'SMA_AIMPOINT\'

 

We use Version 2.7

Edited by Fallingstorm
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i just noticed that the current version dont uses the new vaules for soundSets what makes the sounds work very wierd. this new config entrys for soundSets are occlusionFactor and obstructionFactor. default values are 0.5 and 0.3. that should fix the issues that the sounds are very hard faded when you have something between the shooter and you

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Looks like the ingame MRCO optic. 

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Yeah that's the vanilla MRCO scope, and it's had issues like that on and off since the game was released.

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Is their an ACE3 SMA compat to get huntIR rounds ect working on SMA gl's?

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Hey,

 

As you guys probably already know 1.68 update has fucked up with all the ingame sounds due its new ambient occlusion factor etc. Sma weapons' sounds are currently way too muffled behind the objects especially when compared to jsrs modified vanilla guns. I know the fact that niarms are fixing the problem on their part atm and will out on the next big update but what is your response to this issue? Hopefully you guys are going to fix it as well as it is currently making your weapons unplayable which I hate to say.

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There is already an un-official hotfix out, has been for a few weeks. 

I'll see if I can get you a link.

 

EDIT- I can't link from Steam mobile, but the name of the fix

is-

"Specialist Military Arms (SMA) Sound Fix 1.68"

uploader name (unofficial, not by SMA team) 

joko 

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3 hours ago, jarrad96 said:

There is already an un-official hotfix out, has been for a few weeks. 

I'll see if I can get you a link.

 

EDIT- I can't link from Steam mobile, but the name of the fix

is-

"Specialist Military Arms (SMA) Sound Fix 1.68"

uploader name (unofficial, not by SMA team) 

joko 

Thank you very much!

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Would anyone know why when making custom class weapons using SMA inheritance it doesn't work for me?

 

 	class SMA_Mk16_Green;
	class SOR_USMC_W_Mk16_RIFLEMAN: SMA_Mk16_Green
	{
		class LinkedItems
		{
			class LinkedItemsOptic
			{
				item = "rhsusf_acc_ACOG_3d";
				slot = "CowsSlot";
			};
			class LinkedItemsAcc
			{
				item = "rhs_acc_perst1ik_ris";
				slot = "PointerSlot";
			};
			class LinkedItemsUnder
			{
				item = "SMA_Gripod_01";
				slot = "UnderBarrelSlot";
			};
		};
	};

 

For example, that above. When I spawn in my custom soldier, the soldier is carrying the weapon, however it has none of the linked attachments (It doesn't work for even SMA attachments). However if I change the class of the weapon to a Vanilla or RHS weapon for example, the linked attachments spawn on the weapon just fine when I place down my soldier. I have no idea as to why this would happen as the attachments are fine in the Arsenal, but when I put them in config wise like this, they don't work.

 

Any advice or help is much appreciated!

 

Cheers. 

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G'day Xxxgetbuck123,

 

Had the same issue. If memory serves correct, SMA have their own slot designators. Not at my gaming machine to check at the moment. When I get the chance I will check it out.

 

Just checked the config I a rifle I created. Here it is:

Spoiler

 class TFSD_SMA_MK16 : SMA_MK16
 {
  class LinkedItems
  {
   class LinkedItemsOptic
   {
    slot = "asdg_OpticRail_SMAAssault";
    item = "EOTech3xIbex_Down";
   };
   class LinkedItemsMuzzle
   {
    slot = "MuzzleSlot";
    item = "SMA_supp1TT_556";
   };
   class LinkedItemsAcc
   {
    slot = "PointerSlot";
    item = "SMA_ANPEQ15_TAN";
   };
   class LinkedItemsUnder
   {
    slot = "asdg_UnderSlot_SMAAssault";
    item = "SMA_Gripod_01";
   };
  };
 };

 

Hope this helps you out.

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Hi,

does someone know if there is a compatibility patch for SMA and RHS?

It would be very nice if you could use the RHS ammo in the SMA weapons.

At the moment you cant use the ammo wich is already stored in the RHS vehicles when you spawn them.

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Guest

This mod has sound and animation bugs and hasn't been updated in almost a year. I think it's dead.

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43 minutes ago, Fros7bite said:

This mod has sound and animation bugs and hasn't been updated in almost a year. I think it's dead.

 

I use this daily and never seen any bugs, I think it's one of the most polished mods out there. It would be nice of you could describe your bugs.

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1 hour ago, Fros7bite said:

This mod has sound and animation bugs and hasn't been updated in almost a year. I think it's dead.

Updated to latest version October 2016. hardly "almost" a year. It's not dead either.

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The only bug ive encountered recently is that i cant use the SMA grippods on some of the 416s

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4 hours ago, Fros7bite said:

This mod has sound and animation bugs and hasn't been updated in almost a year. I think it's dead.

Could you be a bit more clear? Just saying "this mod has bugs" is totally useless to everyone involved.

What kind of bugs? In what weapons? In what circumstances? Running other mods too?

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