da12thMonkey 1943 Posted April 7, 2017 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. Share this post Link to post Share on other sites
Azza FHI 50 Posted April 8, 2017 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 1 Share this post Link to post Share on other sites
BadHabitz 235 Posted April 8, 2017 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. 6 Share this post Link to post Share on other sites
Fallingstorm 1 Posted April 9, 2017 (edited) 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 April 9, 2017 by Fallingstorm 1 Share this post Link to post Share on other sites
jokoho482 39 Posted April 10, 2017 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 1 Share this post Link to post Share on other sites
TheMin1997 16 Posted April 20, 2017 I cant wait until v3.0 2 Share this post Link to post Share on other sites
johnny-o-rama 34 Posted May 5, 2017 small bug with the ACRhttps://picload.org/view/rcplcdrr/20170422110459_1.jpg.html Share this post Link to post Share on other sites
road runner 4344 Posted May 6, 2017 10 hours ago, johnny-o-rama said: small bug with the ACRhttps://picload.org/view/rcplcdrr/20170422110459_1.jpg.html Is that an SMA scope? looks like an alpha channel issue with the scope perhaps? Share this post Link to post Share on other sites
jarrad96 1940 Posted May 6, 2017 Looks like the ingame MRCO optic. Share this post Link to post Share on other sites
JD Wang 352 Posted May 6, 2017 Yeah that's the vanilla MRCO scope, and it's had issues like that on and off since the game was released. 3 Share this post Link to post Share on other sites
docb58 10 Posted May 22, 2017 I don't know if this has been acknowledged yet but I found that the way the grips are held the hand isn't actually touching the weapon: http://steamcommunity.com/sharedfiles/filedetails/?id=930689248 Share this post Link to post Share on other sites
SnakeDocc 72 Posted May 23, 2017 Is their an ACE3 SMA compat to get huntIR rounds ect working on SMA gl's? 2 Share this post Link to post Share on other sites
Jacali 7 Posted May 27, 2017 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. Share this post Link to post Share on other sites
jarrad96 1940 Posted May 27, 2017 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 2 Share this post Link to post Share on other sites
Jacali 7 Posted May 27, 2017 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! 1 Share this post Link to post Share on other sites
xxgetbuck123 945 Posted May 28, 2017 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. Share this post Link to post Share on other sites
wansec_6 200 Posted May 29, 2017 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. 1 Share this post Link to post Share on other sites
Meiestrix 25 Posted June 24, 2017 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. 1 Share this post Link to post Share on other sites
Guest Posted July 7, 2017 This mod has sound and animation bugs and hasn't been updated in almost a year. I think it's dead. Share this post Link to post Share on other sites
jacobs 165 Posted July 7, 2017 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. 4 Share this post Link to post Share on other sites
road runner 4344 Posted July 7, 2017 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. Share this post Link to post Share on other sites
TheMin1997 16 Posted July 7, 2017 The only bug ive encountered recently is that i cant use the SMA grippods on some of the 416s 1 Share this post Link to post Share on other sites
ineptaphid 6413 Posted July 7, 2017 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? 4 Share this post Link to post Share on other sites