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Jackal326

SJB Weapons Pack Released

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Just to let you know, I've just released v1.1 of the pack. It can be downloaded from THIS LINK. As always, mirrors are welcome. A list of changes can be found in the readme.txt, as can a full list of classnames for weapons and their respective magazines.

NOTE: This addon now requires JAM3.

Nice.

But, could you please give us the readme separately, so that we can explain our visitors on several OFP related sites (I'm from OFPC.de) what changed so that they can see that before download?

If readme ist too long to be posted here, please could you send it to me via PM?

Thanx!

BtW: great work, again!

smile_o.gif

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Find the readme linked below (it doesn't look great in Internet Explorer, but once its saved to your computer and opened in a text editor (e.g. notepad), and provided it is viewed with Wordwrap off, it looks fine).

SJB Weapons Pack v1.10 README.TXT

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What a great pack,

BUT

Found one slight problem / bug with the pack, when using the handguns with JAMMED magazines the slide remains in the open position! Other than that haven't found any major gripes.

huh.gif

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Yes, thats an issue with the 'ModelSpecial' config.cpp command, that only changes the models with the SJB magazine loaded...but people wanted JAM compatability...

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I'm sure that there was a similar problem with LSR's weapon pack on his SOCOM pistol, I believe there is a way around it but as i'm useless at making stuff for the game I wouldn't know how it would be fixed.......

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Just to let you know, I've just released v1.1 of the pack. It can be downloaded from THIS LINK. As always, mirrors are welcome. A list of changes can be found in the readme.txt, as can a full list of classnames for weapons and their respective magazines.

NOTE: This addon now requires JAM3.

great! thanks for making one of the best weapons packs out there jam compatible.

now i can include in my missions.

biggrin_o.gifbiggrin_o.gif

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Errr Why not just make an ammo box for the guns?huh.gif?huh.gif? Instead of all this adding script stuf mad_o.gifbanghead.gif Ya i know u got an script in there that addes some of ur guns to ammo box ect... but also u have to use an script, but to make it easy vary simple just an frigen ammo box confused_o.gif

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Errr Why not just make an ammo box for the guns?huh.gif?huh.gif? Instead of all this adding script stuf mad_o.gifbanghead.gif Ya i know u got an script in there that addes some of ur guns to ammo box ect... but also u have to use an script, but to make it easy vary simple just an frigen ammo box confused_o.gif

It's also just a friggin script, give Jackal a break, he's busted his arse with this pack for over a year. Is it really going to kill you to just start a simple script???

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Errr Why not just make an ammo box for the guns?huh.gif?huh.gif? Instead of all this adding script stuf mad_o.gif  banghead.gif Ya i know u got an script in there that addes some of ur guns to ammo box ect... but also u have to use an script, but to make it easy vary simple just an frigen ammo box confused_o.gif

It's also just a friggin script, give Jackal a break, he's busted his arse with this pack for over a year. Is it really going to kill you to just start a simple script???

Thanks AOCbravo2004 for saying more or less what I would have done, had you not already said it. wink_o.gif

Hmm, let me think...slightly edit some simple scripts Monty made for the pack, OR, sit for several hours attempting to code a lot of ammo crates....hmm, thats a really tough decision. Personally, I find it a lot easier to type:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[this] exec "\SJB_TOSM4_cpp\scripts\Whatever.sqs"Also, these can be used in vehicles (provided they have the ability to carry ammo/weapons in cargo - something you'd have to do with extensive editing of the init. field without the scripts.

I stand by decision.

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don't do a ammocrate , the scripts are just fine smile_o.gif

scripts are maybe even better , cause you can have them in any thing, like a ammocrate , tank, car, truck , whatever tounge2.gif

i'll download the update and start cracking some missions, maybe convert some old mission with these new weapons biggrin_o.gif

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Hey, Jackal, these look fantastic. Very nice work, and I thank you.

One quick bug report. For the life of me, I can't addweapon using "SJB_TOS_M4_M203_ACOG_d" to work in an init line. I'll mess w/ it some more tonight, and see if the same problem happens w/ the aimpoint/reflex/etc models. If I take the _d away, it works 4.0, but otherwise OFP yells at me about not having the model. The regular M4_acog_d works fine, though, just not the M203.

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Thats because no models (or config.cpp defines) exist for the camo'ed M203 (except the default iron sights of course). The camo'ed M203 + optic versions of the M4A1s will feature in v1.2, along with various other versions of existing weapons, plus some new weapons entirely (as you've already seen with the WA2000).

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Hi Jackal,

Stunning work on these weapons. Love the modelling, sounds, everything. notworthy.gif

Regarding the pistols and v1.2, how about adding JAMmed pistols to the config, using the slide-forward model instead of the slide-back? That way, players could either use "SJB_Pistol" with SJB mags and modelspecial effect, or "SJB_JAM_Pistol" with JAM mags and no modelspecial.

I can slap together a new .cpp section for this if you like.

Cheers,

CH

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Thats because no models (or config.cpp defines) exist for the camo'ed M203 (except the default iron sights of course). The camo'ed M203 + optic versions of the M4A1s will feature in v1.2, along with various other versions of existing weapons, plus some new weapons entirely (as you've already seen with the WA2000).

Ahh, makes sense. I think I figured that out last night as I was going through the default editor guys, and there was no camo M203s. I only asked because the readme has an asterisk for that option. No worries though.

One more thing. I really hate to bug addon makers for changes, as I know it's a lot of work, but if I may... Is there any chance you could assign the M203 leaf sight from S&E's (and Laser's) weapons to your m203-equipped weapons. That sight is so easy to use and looks really nice. The one you have now pretty much blocks everything and isn't really calibrated. I notice you still use other sights from S&E's weapons, so I'm guessing you have persmission.

Again, it's only a request for an already awesome addon.

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I only asked because the readme has an asterisk for that option.  No worries though.

No it doesnt

Quote[/b] ]- M4 SOPMOD w/ M203 (ACOG) - SJB_TOS_M4_M203_ACOG

I'll see what I can do about the M203 Leaf optic for v1.2

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I see now. My appologies. I was reading it as a class heading ("M4 SOPMOD w/ M203* **") and then everything else as a sub-heading that falls into that general class. Now I see those asterisks were just for the vanilla M203. RTFM, I guess.

As for the leaf sight. Thanks for looking into it.

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Jackal326, mate, I am in state of shock!!! wow_o.gif

This really is the best weapon pack ever... I are the Man!!! notworthy.gif

I still didnt have time to try all of them, but those SIG and FNs are simply the best I have ever seen. inlove.gif

Thanks for your effort mate!!

NBR Out!

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I love this addon, nice work! One small thing - the silenced SR-25 has an M-16 magazine model as opposed to the correct one. I'm not too sure if anyone has brought this up before.

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Thanks CH_123, not quite sure how that got by my testers or myself, but its been fixed now.

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After I added custom equipment to one of my units last night I noticed that the Navy MP5s no more using the "SJB_TOS_MP5_Mag".

Not very funny if you're in a firefight and notice that you have not a singe bullet for your MP5.

It's Jackals fault that 6 brave SEALs died because they had only sticks and stones to fight biggrin_o.gif

The new magazine names for the MP5-N are now "SJB_TOS_MP5_Navy_Mag" and "SJB_TOS_MP5_Navy_SD_Mag".

@Jackal

You forgot to change you classnames list, there the ammo for the MP5_n is still "SJB_TOS_MP5_SD_Mag + Relevant JAM Magazine(s)"

The only hint given in your readme are on bottom of the file. But who reads the whole document when he just needs a classname?

As always, not meant as complaining. You did a very good job with this pack but by now you should know this smile_o.gif

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banghead.gif

I'll be sure to correct that and upload the corrected version of the readme ASAP.

In other news, work on v1.2 progresses well, with yet another addition to the line-up of weapons - More information to come soon.

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