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14 minutes ago, EO said:

 

Are you on the latest dev build?

1.95.145757

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2 minutes ago, Capwell said:

1.95.145757

 

As i mentioned in my previous post, it's a known issue. 

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17 minutes ago, EO said:

 

Are you on the latest dev build?

Judging from his video he's using the devbranch build.

Didn't run into this on the rc build 1.94, shot my fair share of units (at the very least 200) with both shotguns and slugs/pellets.

 

Cheers

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I found a small visual bug while playing around with Promet: when you switch the firemode to the underbarrel shotgun and throw something, the muzzleflash of shotgun appears for a moment.

 

EDIT: These classes don't have proper author.

Spoiler

 

CfgWeapons:


ProbingLaser_01_F
optic_Arco_AK_blk_F
optic_Arco_AK_lush_F
optic_Arco_AK_arid_F
arifle_MSBS65_ico_F
arifle_MSBS65_GL_ico_F
arifle_MSBS65_UBS_ico_F
arifle_MSBS65_black_ico_F
arifle_MSBS65_GL_black_ico_F
arifle_MSBS65_UBS_black_ico_F
arifle_MSBS65_ico_pointer_f
arifle_MSBS65_GL_ico_pointer_f
arifle_MSBS65_UBS_ico_pointer_f
arifle_MSBS65_black_ico_pointer_f
arifle_MSBS65_GL_black_ico_pointer_f
arifle_MSBS65_UBS_black_ico_pointer_f
arifle_MSBS65_Mark_SOS_LP_BI_F

CfgMagazines:


2Rnd_12Gauge_Slug
6Rnd_12Gauge_Pellets
6Rnd_12Gauge_Slug


 

 

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On 6/10/2019 at 6:55 PM, FoxFort said:

Hey devs, since you're playing with AK series, could you please fix this gap? It's freaking annoying and immersion killing, that's not how weapon is held.

 

C0B76C7AC2EC95E7F89804FAB77786FC5984FF63


Latest build has resolved this issue:

 

Tweaked: The AK-12 hand animation when used with a uniform without gloves

 

Thank you, this was annoying since APEX was released.

 

BTW, RPK-12 has a same problem. 

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5 minutes ago, arziben said:

I'll add to the slug issue, no mods. Plenty of laughter though

 

 


Just a tad those SLUG rounds are OP now.

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Best shotgun animations I found are in game Payday2 - very enjoyable to watch. Is an arcade shooter but guns are very well animated and done.

 

Right hand stay with shotgun and the left hand do all dance. I know, not in Arma style but so nice to watch. I think that non military-Arma-style payers would appreciated that kind of FUN.

Similar two-barrel shotgun from Payday2:

 

 

( In PD2 all animations speed can depend from player skill tree build, can be slower or crazy fast. )

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25 minutes ago, bourne2kill said:

My only gripe is that weapon sounds are still so unrealistic. It's a shame that I have to rely on mods to give a more authentic feel.

 

Remember this is still the Dev Branch, nothing is final.

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Would it be possible to make other 6.5 mm weapons' magazines compatible with the Promet and vice-versa? It makes logistics kind of complicated and inconvenient, especially given how the MX can use Katiba magazines.

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20 minutes ago, maccrawinthejaw said:

Would it be possible to make other 6.5 mm weapons' magazines compatible with the Promet and vice-versa? It makes logistics kind of complicated and inconvenient, especially given how the MX can use Katiba magazines.

The MX cannot use magazines for the Katiba, that's likely CBA doing that, when it very clearly shouldn't (and doesn't if you're running the vanilla game).

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Just now, GuyWithaJeep said:

The MX cannot use magazines for the Katiba, that's likely CBA doing that, when it very clearly shouldn't (and doesn't if you're running the vanilla game).

Oh, I didn't realize it did that. I thought it was a game feature. My error; disregard what I said.

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9 hours ago, FoxFort said:


Just a tad those SLUG rounds are OP now.

Someone please tell me how to duplicate this with my own ammo—is it the speed of the round or something else? 

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Quick PSA for those who haven't tried the slug bug on actual maps yet, corpses are hurled with enough force to knock down trees🤣

  • Haha 4

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2 minutes ago, odie0351 said:

Quick PSA for those who haven't tried the slug bug on actual maps yet, corpses are hurled with enough force to knock down trees🤣

Hurry, mod makers! Copy the code and use it to make accurate gauss cannons/railguns!

 

What I want to know is are they able to damage armored vehicles (the slugs themselves and the guys being thrown back like they just got Fus-Ro-Dah'd)?

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2 minutes ago, Grahame said:

Yeah, leave those bad-arsed babies in game! 🤣

Well, have normal, balanced slugs and then have these as "Super Slugs" as a joke ammo type.

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1 minute ago, maccrawinthejaw said:

Well, have normal, balanced slugs and then have these as "Super Slugs" as a joke ammo type.

Yeah... like the old Doomsday Rounds 

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28 minutes ago, the_one_and_only_Venator said:

I've noticed there are no hiddenSelections for the Kozlice at the moment. Are we gonna get those? I'd like to do some textures for it.

It's already there although not defined in cfg itself. You can use "camo" hidden selection. I will add default hiddenSelections[] entry later though so it should be clear what is name of that camo selection 😉

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If the black Mk. 200 variant is intended for the LDF, there should probably be a red-tracer-ed ammunition option for it.

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Today's DEV has added: MAAWS HEAT 55 round.

 

HEAT 75 looks like dual-tandem while 55 is not. What are penetration/damage values of 55 in comparison to 75?

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