Jackal326 1181 Posted February 20 SJB L119A'X' Rifles v1.01 ======================= After another few years out of the modding scene I am proud to present a pack of assault rifles used by UK Special Forces. Right now its only variants of the L119A1 and L119A2 rifles, but I may expand it to include other rifles in the future. This pack is an off-shoot of my SJB Rifle Pack v1.0 developed in tandem with the latest update as part of a series of addons made for private use with friends. However I've decided to make it available to the public to give something back to the community that has helped me through some tough times in my life. CONTENTS: The pack contains the following: - L119A1 (CQB and SFW variants with various furniture - 6 versions and 2 with UGL - 8 total). Each with 4 levels of camo (4 x 8 = 32) - L119A2 (CQB and SFW variants - 1 version of each and then an SFW with UGL - 3 total). Each one coming with just one camo version (3 x 2 = 6) - HK416 in two barrel lengths and one with UGL, all in gun-metal grey and tan/desert versions (3 x 2 = 6) - more to come...maybe... FUTURE PLANS: I might include other rifles in future versions including, but not limited to, HK416s, HK417s and maybe some other surprises....maybe... As I originally made this addon for private use it currently doesn't support/require SJB Weapons Core v1.0, but might in the future. At present the weapon makes use of default ammunition/magazines but is compatible with (and requires) CBA for Arma3's to make use of its 'Joint Ammo & Magazines (JAM)' functionality so the weapons function using magazines and optics/attachments (thanks to CBA's Joint Rails functionality) from other popular addons/mods that also use CBA (such as RHS for example). Throughout development I have been in two-minds as to whether or not to use custom sound files for the weapons firing sounds. I already use a few custom sounds for the bolt opening/closing and selector switches being used when switching firing modes. However, inheriting default weapon sounds from the base game's weapons allows users to use their own preferred sound mod and have this pack integrate seamlessly with other addons that do the same. If demand is high enough I may well implement custom sounds, or perhaps an alternate config to allow for choice but as of right now the weapons use sounds from the base-game's weapons. REQUIREMENTS: Arma3 with the latest update. This addon makes use of CBA's ASDG-JR (Joint Rails) and as a result requires CBA for Arma3 to function. CREDITS: Without the help, advice and permissions of the people listed below this pack would not have been possible, so a huge thank you needs to be extended to the following people: - Twinke Masta (Johan Santana) - (M4A1 base model/textures used to create the L119A1) - MrDucky - HK416 base-model and textures. - Stefan Engdahl - (M203 textures and base-model) - not currently used but may be included in the future as an alternative to the UGL. - Eddie Price - (Massive amount of work on the textures of most rifles and a lot of suggestions for model tweaks back in the day). VERSION HISTORY: v1.0 - Initital release v1.01 - This release - Fixed path error for L119A2 rvmats. - Added ACE config values for Advanced Ballistics etc. - Added HK416 10.5 and 14 inch barrel variants in gun-metal and tan. DOWNLOAD LINK: https://steamcommunity.com/sharedfiles/filedetails/?id=3164450578 4 2 Share this post Link to post Share on other sites
Jackal326 1181 Posted February 23 I've just released v1.01 of the pack. The Steam Workshop link (above) still applies. v1.01 - Fixed path error for L119A2 rvmats. - Added ACE config values for Advanced Ballistics etc. - Added HK416 10.5 and 14 inch barrel variants in gun-metal and tan 5 Share this post Link to post Share on other sites
gatordev 219 Posted August 12 @Jackal326 I rediscovered these on Steam yesterday when I was looking for some weapons for a scratch-built UKSF set of units for a mission I'm making and they're fantastic. First of all, thank you for releasing them. I was wondering if you would be willing to look at the memory point for laser devices on your L119A2 CQB weapons. Because the Magpul iron sights don't go away when you attach an optic (which I like), any PEQ you put on the weapon ends up sitting on top of the front sight which looks off. I've tested it with RHS, CUP, and Tier 1 (which have their own separate issues that aren't for you to fix) and they all intersect the front sight when put on the top rail. If the memory point was moved back slightly, everything should still fit fine. I haven't tested the 416 10.4s to see if they have the same issue, but will look at it when I get a chance. Share this post Link to post Share on other sites
Jackal326 1181 Posted August 15 On 8/12/2024 at 6:14 PM, gatordev said: @Jackal326 I rediscovered these on Steam yesterday when I was looking for some weapons for a scratch-built UKSF set of units for a mission I'm making and they're fantastic. First of all, thank you for releasing them. I was wondering if you would be willing to look at the memory point for laser devices on your L119A2 CQB weapons. Because the Magpul iron sights don't go away when you attach an optic (which I like), any PEQ you put on the weapon ends up sitting on top of the front sight which looks off. I've tested it with RHS, CUP, and Tier 1 (which have their own separate issues that aren't for you to fix) and they all intersect the front sight when put on the top rail. If the memory point was moved back slightly, everything should still fit fine. I haven't tested the 416 10.4s to see if they have the same issue, but will look at it when I get a chance. I'll look into it if/when I get around to updating the pack. 1 Share this post Link to post Share on other sites