bugkill 7 Posted July 8, 2005 wip, your weapons look great in vbs1 and i just want to say that i appreciate your work. also, for those people who are having a problem with the sound for the silenced weapons, just de'pbo the file and change the weapon sound file yourself. not hard and then everyone is satisfied Share this post Link to post Share on other sites
Jimboob 0 Posted July 8, 2005 They're looking great. Ive had a play around with them and they're very good fun. Share this post Link to post Share on other sites
monty67t 0 Posted July 8, 2005 Excellent work man. These are beautifull weapons. I'm so glad you made a CQB version. Keep up the good work. Monty Share this post Link to post Share on other sites
Just an OFP Freak 0 Posted July 9, 2005 Yup, great work, hats down Share this post Link to post Share on other sites
ruff 102 Posted July 9, 2005 Hi, the laser beam of the LAM in the short CQB m4's should be visible only for the player, in 1st person view; i don't see it in 3th person view or using the tactical view, that's how it should be; otherwise i think that the AI's will "see" it too. Let's cu i meant first person sorry i love the pack but the beam really distracts me but its your weapons pack so ill live with it if you keep it i was thinking instead of using a beam why dont you just use red crosshairs when the weapon is unzoomed like bas and inquistors m4sopmods Share this post Link to post Share on other sites
wipman 1 Posted July 9, 2005 Hi, well Ruff, in some servers they remove the crossairs in 1St person/3Th person view and the laser beam should only be a help at really close ranges and at medium/long ranges, u shouldn't care that laser beam; u should be checking the orizon line & forget that laser, and use the weapon sight for spot/aim. In case of remove the laser i'll do it only to remove the LAM, why the fuck u'll want to have it there taking place in the memory... if it's just atrezzo?. In this way looks like as if it'll work; it don't do it by night because of the OFP engine. Let's cu Share this post Link to post Share on other sites
MrZig 0 Posted July 9, 2005 Quote[/b] ]it'll work; it don't do it by night because of the OFP engine. Have you tried setting it to "shining"? The same way your optics are set? Pack is good btw. Share this post Link to post Share on other sites
wipman 1 Posted July 9, 2005 Hi, yes Mr. Zig it's already setted up to:"shine" but that's how the OFP seem to work, the M68 aimpoint lenses like the LAM place where the laser beam begins it's also setted up to: "shine". It does, they do it; but for some reason using NVG's instead shine a lot with a white light... it/they look as a deep green or just black. There's no way of change that i fear. Let's cu Share this post Link to post Share on other sites
bugkill 7 Posted July 9, 2005 wip, let me just chime in on this laser arguement. i have a pac-4 on my m4 with the eotech halo sight. you will not see the laser unless you are using your nvg's. so, i would recommend looking into making an action where you could turn on your laser while wearing your nvg goggles. it is more realistic because you don't see the laser with the naked eye. also, you will see a dot (you can adjust the brightness), not a straight beam (maybe a VERY faint one). now, i know alot of people who seen those type of lasers that you used in your addon, but in the REAL army we do not use that because it would be a tactical hazard (the enemy would see you with laser beams jumping all over the place). just my two cents worth. Share this post Link to post Share on other sites
FerretFangs 0 Posted July 9, 2005 That's true. The AN/PEQ also functions as an IR spotlight, so the most realistic thing to do, is attach a flashlight to the weapon, ( or the soldier ) that can only be seen through the NVG's. The problem is getting OFP to do what's most realistic, in a realistic manner. Share this post Link to post Share on other sites
wipman 1 Posted July 9, 2005 Hi, the problem is... that i don't know how to do that; in the OFP, for simulate a red dot, u should (in MP, the server) have the "Crossair" option activated, in most of the servers that i've been (even some CTF based servers) that's deactivated; that's the only way of simulate a red dot; that if it's red... it'll don't shine by night, it'll look as very deep green. It's already late to add things like: mose variants, like the eotech sighted versions, versions with a Elcan, some reflex sighted, or with other scopes. If some one whant to do that using as base "our" models & textures... go ahead, but... but... DON'T TOUCH our config once that it reach the v1.0 (now it's the v0.8) take the models, take the textures, the sounds, whatever... look at the readme for the credits if u think that u'll had to ask some one, and then... do your own M4's that share or not the values that our M4's use or don't. BUt anyway... we don't gonna remove that laser, u could use versions of the weapon that don't use it, or do your own. Let's cu Share this post Link to post Share on other sites
monty67t 0 Posted July 9, 2005 wip, Â Â let me just chime in on this laser arguement. i have a pac-4 on my m4 with the eotech halo sight. you will not see the laser unless you are using your nvg's. so, i would recommend looking into making an action where you could turn on your laser while wearing your nvg goggles. it is more realistic because you don't see the laser with the naked eye. also, you will see a dot (you can adjust the brightness), not a straight beam (maybe a VERY faint one). now, i know alot of people who seen those type of lasers that you used in your addon, but in the REAL army we do not use that because it would be a tactical hazard (the enemy would see you with laser beams jumping all over the place). just my two cents worth. This is all correct. The ones we use in real life have IR flood lights included as well. I don't think you would be able to limit the light when only using NVGs, I asked some people about it before and they said it could not be done, just because of the game engine. I have a laser you can see with the naked eye, but it's on my Baretta 9mm pistol. Monty Share this post Link to post Share on other sites
metallicAL 0 Posted July 10, 2005 Hey wip really nice pack. I thought maybe the black m4 variants was maybe too scratchy, it looks great in 3rd person but in 1st person its a little bit odd. Only other concerns were the m4-203 aimpoint with SD didnt have and SD but sounds SD :S unsilenced its too quiet (im guessing thats been covered, so sorry if i repeating old news) Nothing hides that fact though that this is a truely great addon. Share this post Link to post Share on other sites
wipman 1 Posted July 12, 2005 Hi, i think that that's been already fixed by DSA Drill Sargeant, like some config issues, now there'r the wip_flares & wip_flaresbox i think; and the wip_m433vest now takes only 2 slots, so, the grenadier, could use a wip_flaresbox (15 flares), a M433 nades vest (24 nades) and still having place to carry 7 mags, or 5 mags + all that + 2 hand nades, or a satchel, or 2 smoke nades or a LAW or an AT-4; giving the unit the multy role & a good range of options, helping to enforce the idea of "i can do whatever i want". I think that that'll be good for some SF's kind of units, Marines, airborne, rangers, deltas, green berets & even seals. All 'em high tryned units that have a lot of resources to frag you. Let's cu Share this post Link to post Share on other sites
stingfish74 0 Posted July 13, 2005 any chance of updating the mod to include the M$ Scope with a silencer for those assasination night ops? that would be really nice to have. Share this post Link to post Share on other sites
wipman 1 Posted July 13, 2005 Hi, we don't made a scoped + sd model of any variant because the SD bullets don't fly so far, so... the ACOG sighted should serve for that task; all the models in the pack are all the models that we made and we don't gonna make more models. But anyway... if someone think that we forget some M4A1 version... open the pack, take the model that u want, as base; take the textures that u need... & make your own using the magazines in our (all the OFP players) M4's or make a different config, with it's own magazines & maybe adding units to it; for example recall the LSR_Delta 1.2 units making your own unit class; only dependency... wip_m4a1 & lsr_delta, lsr_weap, bis_resistance & bis_weapon pack. That was just an idea. Let's cu Share this post Link to post Share on other sites
OG_Killer 0 Posted July 18, 2005 Hi Wipman First i want to say that these M4s are great!! And to make it better i have two suggestions 1.Is it for you or your config writer possible that i can take every mag? Example: I have a normal M4 and my teammate has a LMG with Cmag. Why can i not take his  mag if he is dead??? I know i can write it in the config, but if i take a cmag i dont see the cmag on the weapon. So can you make it like in the old HK Pack were the G8 can take a normal mag, a drum (50) and a belt with 100 2.Have you got Inq's weaponpack? There is a M4 Sopmod with three normal Mags and three SDmags.If i load the normal Mag its loud and if i load the Sdmag i have a Supressed weapon with silencer on it. Is it possible to make it with your weaponpack too?? Sorry for my bad English Hopefully you understand what i mean Mfg OG Share this post Link to post Share on other sites
Jay L.Macrae 0 Posted July 18, 2005 Unless he finds an UBER-scripter... NO, not possible! Mapfact team did it with their XM8 pack but... Share this post Link to post Share on other sites
Big Dawg KS 6 Posted July 19, 2005 Unless he finds an UBER-scripter... NO, not possible!Mapfact team did it with their XM8 pack but... Ha, nope, its easy and I have done it before its not hard to script that stuff. Infact me and some others are currently working on a pack to do this. Its really simple to do using my method at least. Share this post Link to post Share on other sites
scruffy 22 Posted August 1, 2005 Hi Wipman After I finally got around to test your addon with Blackbloods infantry I want to say they look great and good work to everyone involved. I found a small bug with the Masterkey, don't know if it was already mentioned. When you select the Masterkey you can lock on to objects with the second mouse button as in tanks. Just a minor issue, but if you patch the pack you could also solve this pretty quick i think. Scruffy Share this post Link to post Share on other sites
B-2-0 0 Posted August 1, 2005 I never thought i'd say this as i too am a member of the 'Too many M4's in OFP' brigade, but these M4's are the best yet!! Although they go well with Blackblood's SAS a set of M16/M203 would look a lot better....any chance you could rustle up some Wip? Thanx for your efforts, much appreciated *Edit* Anyone know if there is a nice plain/desert M16/M203 (preferably desert) around until Wipman grants my wish? Share this post Link to post Share on other sites
Andrew B 0 Posted August 8, 2005 Just wanted to pop in with a small realism note: Subsonic ammo is rarely used with 5.56 weapons, so putting a scope on one should be fine. Suppressors also make weapons more accurate. 99% of the time, regular ball (normal velocity) ammo is used with M4s because: 1) subsonic ammo usually won't cycle an M4's action 2) subsonic 5.56mm produces wounds similar to heavy .22 rounds (much less than normal-velocity ammo, which can produce fist-sized internal wounds) 3) subsonic ammo is produced only in very small amounts A suppressed M4 with regular ball or match ammo is just a bit more quiet than shooting a .22 rifle with a long barrel; i.e. you hear more of a "POP" noise (instead of "BANG"). Share this post Link to post Share on other sites
stgn 39 Posted August 8, 2005 Just wanted to pop in with a small realism note: Subsonic ammo is rarely used with 5.56 weapons, so putting a scope on one should be fine.Suppressors also make weapons more accurate. 99% of the time, regular ball (normal velocity) ammo is used with M4s because: 1) subsonic ammo usually won't cycle an M4's action 2) subsonic 5.56mm produces wounds similar to heavy .22 rounds (much less than normal-velocity ammo, which can produce fist-sized internal wounds) 3) subsonic ammo is produced only in very small amounts A suppressed M4 with regular ball or match ammo is just a bit more quiet than shooting a .22 rifle with a long barrel; i.e. you hear more of a "POP" noise (instead of "BANG"). this has been covered the subsonic is a mistake as the weapon i configed as a m855. Besides while the suppressor works as a slightly longer barrel it also changes the POI(Point Of Impact) STGN Share this post Link to post Share on other sites
Delta-Force 0 Posted September 5, 2005 Hello, I have with some weapons (not all). there is no textures on some weapons, m4 m98 CQB and somme others! Share this post Link to post Share on other sites