sickboy 13 Posted March 12, 2008 Don't make us blush So any more major bugs found etc? If not, anyone who wants to mirror has my blessing Share this post Link to post Share on other sites
nastros 0 Posted March 12, 2008 just had a quick pl\y around with these and there very good Share this post Link to post Share on other sites
roberthammer 582 Posted March 12, 2008 These weapons are GREAT ! 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  Share this post Link to post Share on other sites
mr burns 131 Posted March 12, 2008 Awesome, just what i needed No errors found during a quick test. edit: Mirror @ Armed-Assault.de Share this post Link to post Share on other sites
Karaya1 0 Posted March 12, 2008 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. Share this post Link to post Share on other sites
scubaman3D 0 Posted March 12, 2008 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... Share this post Link to post Share on other sites
Karaya1 0 Posted March 12, 2008 Thanks, that is the last detail that makes this addon 100% perfect!! Share this post Link to post Share on other sites
Chip360 0 Posted March 12, 2008 Proud to present to you: 6thSense.eu Weaponpack v0.2betaThere 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! Share this post Link to post Share on other sites
ONI.au 0 Posted March 12, 2008 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 Share this post Link to post Share on other sites
Jolly_Roger 0 Posted March 12, 2008 Tanks dude... really tanks !!!! "A++" GRADE !!! Share this post Link to post Share on other sites
inferno7312 0 Posted March 13, 2008 my favorite M14 still hasn't shadow... Share this post Link to post Share on other sites
All-a-Mort 0 Posted March 13, 2008 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? Share this post Link to post Share on other sites
sickboy 13 Posted March 13, 2008 I guess my announcement answers at least half of your post: Quote[/b] ]Proud to present to you: 6thSense.eu Weaponpack v0.2betaThere 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! :-) Share this post Link to post Share on other sites
HGuderian 0 Posted March 13, 2008 Only to advise...m32 launcher have tracers (i'm usin' six tracers) beyond shells. Regards Share this post Link to post Share on other sites
sickboy 13 Posted March 13, 2008 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. Share this post Link to post Share on other sites
HGuderian 0 Posted March 13, 2008 thanks a lot. Go on with your work! Share this post Link to post Share on other sites
sickboy 13 Posted March 13, 2008 Tnx guys :-) But please thank the Modelers Most, it's mostly their sweat and tears v0.2beta2 [*] Fixed Silenced versions of SCARS (Config fix by Scubaman3d) http://6thsense.eu/d.php?d=/arma/6thSense.eu-WeaponPack_v0.2beta2.rar Share this post Link to post Share on other sites
Dwarden 1125 Posted March 13, 2008 thanks all authors very nice pack Share this post Link to post Share on other sites
bravo 6 0 Posted March 13, 2008 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 Share this post Link to post Share on other sites
NoRailgunner 0 Posted March 13, 2008 Some "warning messages" appear with M21: Quote[/b] ]Warnings in six_weap_models_m21\m\six_m21_post_nam.p3d:9Warning 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) Share this post Link to post Share on other sites
manzilla 1 Posted March 13, 2008 Nevermind, newest beta fixed the problem. Excellent job guys. Share this post Link to post Share on other sites
sickboy 13 Posted March 14, 2008 @Errors; Will have a quick look for config patch 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 :-) Share this post Link to post Share on other sites
dwringer 45 Posted March 15, 2008 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 [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 ] 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 ] 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 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 Share this post Link to post Share on other sites
mant3z 1 Posted March 15, 2008 These weapons are GREAT !  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  yep I've got the same filling also there is something wrong with scar and holo sight dot is a litle bit to low Share this post Link to post Share on other sites
sandzibar 0 Posted March 15, 2008 These weapons are GREAT ! 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 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. Share this post Link to post Share on other sites