Raptor 10 Posted September 13, 2005 first Mirror: SJB Weaopn Pack v.1.1 (51MB/Cab-File) from OFPcenter Raptor Share this post Link to post Share on other sites
clausewitz 1 Posted September 13, 2005 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! Share this post Link to post Share on other sites
Jackal326 1181 Posted September 13, 2005 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 Share this post Link to post Share on other sites
clausewitz 1 Posted September 13, 2005 Thanx! Will update our news soon! Share this post Link to post Share on other sites
PSYCHOSIM 0 Posted September 13, 2005 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. Share this post Link to post Share on other sites
Jackal326 1181 Posted September 13, 2005 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... Share this post Link to post Share on other sites
PSYCHOSIM 0 Posted September 13, 2005 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....... Share this post Link to post Share on other sites
twisted 128 Posted September 13, 2005 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. Share this post Link to post Share on other sites
1in1class 0 Posted September 13, 2005 Errr Why not just make an ammo box for the guns??? Instead of all this adding script stuf 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 Share this post Link to post Share on other sites
AOCbravo2004 0 Posted September 14, 2005 Errr Why not just make an ammo box for the guns??? Instead of all this adding script stuf 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 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??? Share this post Link to post Share on other sites
Jackal326 1181 Posted September 14, 2005 Errr Why not just make an ammo box for the guns??? Instead of all this adding script stuf  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 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. 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. Share this post Link to post Share on other sites
Sniperwolf572 758 Posted September 14, 2005 I agree, made my mission editing much easier Share this post Link to post Share on other sites
Commando84 0 Posted September 14, 2005 don't do a ammocrate , the scripts are just fine scripts are maybe even better , cause you can have them in any thing, like a ammocrate , tank, car, truck , whatever i'll download the update and start cracking some missions, maybe convert some old mission with these new weapons Share this post Link to post Share on other sites
gatordev 219 Posted September 14, 2005 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. Share this post Link to post Share on other sites
Jackal326 1181 Posted September 14, 2005 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). Share this post Link to post Share on other sites
cornhelium 0 Posted September 14, 2005 Hi Jackal, Stunning work on these weapons. Love the modelling, sounds, everything. 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 Share this post Link to post Share on other sites
sv5000 127 Posted September 14, 2005 Thanks Jackal, you da man Share this post Link to post Share on other sites
gatordev 219 Posted September 15, 2005 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. Share this post Link to post Share on other sites
Jackal326 1181 Posted September 15, 2005 I only asked because the readme has an asterisk for that option. Â 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 Share this post Link to post Share on other sites
gatordev 219 Posted September 15, 2005 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. Share this post Link to post Share on other sites
Guest Posted September 15, 2005 Jackal326, mate, I am in state of shock!!! This really is the best weapon pack ever... I are the Man!!! I still didnt have time to try all of them, but those SIG and FNs are simply the best I have ever seen. Thanks for your effort mate!! NBR Out! Share this post Link to post Share on other sites
echo1 0 Posted September 15, 2005 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. Share this post Link to post Share on other sites
Jackal326 1181 Posted September 16, 2005 Thanks CH_123, not quite sure how that got by my testers or myself, but its been fixed now. Share this post Link to post Share on other sites
W0lle 1050 Posted September 17, 2005 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 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 Share this post Link to post Share on other sites
Jackal326 1181 Posted September 17, 2005 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. Share this post Link to post Share on other sites