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sickboy

6thSense.eu Presents: WeaponPack

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Don't make us blush inlove.gifbiggrin_o.gif

So any more major bugs found etc? If not, anyone who wants to mirror has my blessing notworthy.gif

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These weapons are GREAT ! thumbs-up.gif

But i have strange feeling about hk416's and scar's skins , is not ugly , but looks strange , i dunno why , maybe i saw Jason in last Friday  biggrin_o.gif

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Great weapons I have to say but is there any chance that we might see a different sort of muzzle flashes on them in the future, maybe more like the default BIS mfs... the current ones look very flat, just like a plain bitmap put in front of the gun.

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Yes, I agree. I have already added the BIS zaslesh proxy to all of the SCARs but we'll see when I get around to making it work properly...

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Thanks, that is the last detail that makes this addon 100% perfect!! yay.gifbiggrin_o.gif

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Proud to present to you: 6thSense.eu Weaponpack v0.2beta

There are still some todo's and things to wrap/finish up, but because of the endless requests to get the scar's seperated (from 6thSense.eu Mod) etc. etc, I decided to release the current status.

I hope you will enjoy! :-)

and only release this due to requests, e.g here:

http://www.flashpoint1985.com/cgi-bin....1224824

Thank you SO much sickboy! biggrin_o.gif

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Sick man you have made our modding team very happy these will be going in our US/China mod for definite

you and your team are gods amongst modders we from AACF salute you notworthy.gif

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Nice stuff. I noticed last night testing the HKs and Scars...the suppressed versions (with perhaps one or two exceptions, the HK416 carbine and Scar-L marksman I think) don't appear to have suppressors. I am assuming that they are meant to? I've certainly seen pics of SCARs with suppressors on them...

Any chance of a black/grey SCAR btw?

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I guess my announcement answers at least half of your post:

Quote[/b] ]Proud to present to you: 6thSense.eu Weaponpack v0.2beta

There are still some todo's and things to wrap/finish up, but because of the endless requests to get the scar's seperated (from 6thSense.eu Mod) etc. etc, I decided to release the current status.

If there are no immediate problems/big bugs, this might be the last of the 6thSense.eu Weaponpack Releases as i'm very busy with a lot of other ArmA stuff.

I hope you will enjoy! :-)

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Only to advise...m32 launcher have tracers (i'm usin' six tracers) beyond shells.

Regards

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Only to advise...m32 launcher have tracers (i'm usin' six tracers) beyond shells.

Regards

I believe those were enabled, because it's also done in real.

I only handle technics, not realism or other considerations :-)

If you want you can turn them off by configuring SIX_Tracers anyhow.

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thanks all authors very nice pack

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wouldn't it be better if instead of having one small ammo crate have a bigger ammo create since it has lot and lot of weapons + ammo?

There are a lot of weapons inside..

nvm.. nice pack smile_o.gif

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Some "warning messages" appear with M21:

Quote[/b] ]Warnings in six_weap_models_m21\m\six_m21_post_nam.p3d:9

Warning Message: No entry 'bin\config.bin/CfgModels.default'.

Warning Message: No entry '.sections'.

Warning Message: Size: '/' not an array

Warning Message: No entry '.sectionsInherit'.

Warning Message: '/' is not a value

AI wasn't able to shoot with SIX_M32 (even if i order "target" and "fire" commands).

another mentioned error:

Quote[/b] ]Bad muzzle direction in GLMuzzle:'usti granatometu'-'konec granatometu'

Thanks to all modelers and sickboy (hopefully he gets some more spare time for ArmA too) smile_o.gif

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@Errors; Will have a quick look for config patch smile_o.gif

Quote[/b] ](hopefully he gets some more spare time for ArmA too)
Hey Mate :-) This is nearly impossible, as about all my spare time goes into ArmA.

The direction and projects priorities have changed a lil, the weaponpack is one of them that goes on low priority :-)

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Hey, let me just say first of all: this pack is AWESOME. I've wanted the 416 in ArmA for however long that's even been possible (I don't remember when ArmA came out or when the gun came to my attention, probably within a few months of each other ;p)

Great work all around; these are probably the best weapons I've seen in game so far.

That said, there are a couple of weird issues. Any or all of these could result from mods I have (I'm running with about 400 trillion at the moment, so if I get a chance I'll test this by itself), but I dunno.

First of all, when switching between CQB and regular modes of some of the guns, the magazine has to be reloaded for each mode - you can reload it in CQB but then it must be reloaded if you switch to the regular (non CQB) sight - and yes, with the same ammo type (I'm not confusing this with sub/supersonic rounds). This might be unsolvable, and I don't care - I guess it's not realistic that you can keep subsonic and supersonic rounds loaded at the same time, either, but you CAN do that wink_o.gif

[Edit: I'm no means an expert (or even much of an amateur) when it comes to this stuff, but are the Subsonic and Supersonic variants both supposed to be zeroed at 300m? (Well, that's a rough estimate of what they're zeroed at, anyhow) It seems like you have to shoot pretty dang far [(in subsonic mode)] in order to get the rounds not to hit 1 or 2 meters above what you're aiming at wink_o.gif]

Second, when I use a .sqs file to add the magazines and weapon to a soldier, I have to hit the fire mode button at least once to put it into Semi-automatic mode. When first spawning, there is no [weapons] crosshair [(it's just a walking crosshair)] and I cannot fire without hitting that toggle. [Edit: Perhaps obviously, this does not affect AI troops. Had to go see for myself though wink_o.gif]

Third, and most interestingly, there are some anomalies I'm experiencing with the EOTech and Aimpoint sights. The M68 on the SCAR-L has a blurry spot in the middle where the red dot should be, kind of like frosted glass, but it's not red or illuminated whatsoever (and thus all but impossible to see). The Aimpoint on the 416, as well as the EOTech sight on it, (and the 417 too if memory serves) projects its crosshair onto the screen even when I'm not looking down the sight. Kind of cool on the aimpoint, I guess, like a laser pointer, and the EOTech I can pretend I've got some kind of HUD in my glasses or something, but it doesn't really look like it's supposed to be happening smile_o.gif

Sorry if these are mod-induced and nobody else gets these, but I just thought I'd let you know. After all, anyone using this mod probably has a lot of others too wink_o.gif

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These weapons are GREAT !  thumbs-up.gif

But i have strange feeling about hk416's and scar's skins , is not ugly , but looks strange , i dunno why , maybe i saw Jason in last Friday  biggrin_o.gif

yep I've got the same filling

also there is something wrong with scar and holo sight

dot is a litle bit to low

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These weapons are GREAT ! thumbs-up.gif

But i have strange feeling about hk416's and scar's skins , is not ugly , but looks strange , i dunno why , maybe i saw Jason in last Friday biggrin_o.gif

yep I've got the same filling

also there is something wrong with scar and holo sight

dot is a litle bit to low

Yip just noticed that after swearing that the enemies had bullet proof faces..

turns out the eotech sd SCAR L hits at the top of the sight circle and not the center dot. rounds were going just over thier heads.

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