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Aaw f88's (steyrs)

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tn_5.jpg

http://aaw.xtremedefenceforce.com/site_gfx/news/f88/5.jpg

Well heres the first ever addon to be released by the Australians At War addon team.

This addon pack features a series of F88s, the Australian derivative of the Steyr Aug.

It features the F88, F88 GLA, F88 Carbine, F88S 1.5 Optic, F88S 1.5 Optic GLA, F88S 1.5 Optic Carbine, F88S Elcan, F88S Elcan GLA, F88S Elcan Carbine,F88S ACOG, F88S ACOG GLA, F88S ACOG Carbine, F88S Aimpoint, F88S Aimpoint GLA, F88S Carbine, Steyr IW (NZDF), Steyr IW GLA (NZDF), Steyr IW Carbine (NZDF)

http://www.yousendit.com/transfe....6655F89

Armaholic Download Link

http://www.armaholic.com/page.php?id=2487

Armed Assault Info download link

http://www.armedassault.info/index.php?cat=addons&id=278

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Excellent work, cant wait until I can try these myself.

[edit]

I see you already added our page smile_o.gif

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Just got back from playing around with them. My only crit is that I would have preferred the 3d optic (e.g like the Steyr in XDF2 public mod) over the blackout/sight/reticle picture, but then again, the way it is atm is probably better.

Other than that top stuff.

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For good order's sake could you pls advise the names of the weapons and ammunitions for the editor?

Thanks smile_o.gif

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@icehollow... i agree 100%... but, we didn't care for the 'tunnel' effect of 3d scopes too much at all - it looked ghastly tbh... we managed it with the Elcan only 'cause, like the BIS Aimpoint it's a short scope, relatively speaking...

On another note if someone has any  wizzy ideas as to how we can keep the 3d optics for the GLA and still have it 'more' useable please let us know... I'm reticent about having to fall back on the BIS aiming method for the gold tops...

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On another note if someone has any wizzy ideas as to how we can keep the 3d optics for the GLA and still have it 'more' useable please let us know... I'm reticent about having to fall back on the BIS aiming method for the gold tops...

GLA as in Grenade Launcher Anything? biggrin_o.gif

Make 2 weapon models - one with and one without the sight in hinged position.

Use changeweapon.sqs to switch between both models:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; That script make's it possible to change the weapon per actionmenu

; If you want the use this script or if you want to use parts of it, contact me (kevin.loehlein@googlemail.com or ICQ# 125623317)

; (c) 2003 by TheCounter54231

_unit = _this select 1;

_id = _this select 2;

? _id == INQ_M24Camo : goto "m24_camo";

? _id == INQ_M24 : goto "m24";

hint "Error, no id!";

exit;

#m24_camo

_unit removeAction INQ_M24Camo;

_unit playmove "CombatReloadMagazine";

~1

_unit removeWeapon "INQ_M24";

_unit removeWeapon "INQ_Mac10";

_unit AddWeapon "INQ_M24Camo";

_unit AddWeapon "INQ_Mac10";

INQ_M24 = _unit addAction ["Remove Camo","\INQ_Soldiers\Scripts\camoweapon.sqs"];

exit;

#m24

_unit removeAction INQ_M24;

_unit playmove "CombatReloadMagazine";

~1

_unit removeWeapon "INQ_M24Camo";

_unit removeWeapon "INQ_Mac10";

_unit AddWeapon "INQ_M24";

_unit AddWeapon "INQ_Mac10";

INQ_M24Camo = _unit addAction ["Camo Weapon","\INQ_Soldiers\Scripts\camoweapon.sqs"];

exit;

Recently asked The-Counter about persmissions to use this script and he said it´s alright aslong as proper credits are given.

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@Mr Burns... a good work around suggestion indeed... do you actually find it all useable in, multiplayer arse hanging out game play?

I was thinking more along the lines of emulating or mucking about with the compass related anims myself... but haven't had the time to try it out...

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@Mr Burns... a good work around suggestion indeed... do you actually find it all useable in, multiplayer arse hanging out game play?

It´s not the most usable solution imho since you´d have to include another firing mode solely for the grenades because scope views are bound to firing modes.

Also never tested this script in MP .. been playing with it the last time when OFP was still young biggrin_o.gif

edit: But it´s the only way to have detachable/hinge sights in ArmA, unless someone figures out a way to use proxys on weapon models.

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@Mr Burns... a good work around suggestion indeed... do you actually find it all useable in, multiplayer arse hanging out game play?

It´s not the most usable solution imho since you´d have to include another firing mode solely for the grenades because scope views are bound to firing modes.

Also never tested this script in MP .. been playing with it the last time when OFP was still young biggrin_o.gif

edit: But it´s the only way to have detachable/hinge sights in ArmA, unless someone figures out a way to use proxys on weapon models.

It'll work SP only and also OFP only (anim names).

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Hi, the weapons look, fire and sound very good, but i've seen some

"weird things...", the magazine texture is like stretched in it's lower

part, allowing you to see the part that should be inside the weapon;

the steyr (F88-A1) scope looks good, but you notice a big FPS

impact when firing in Full Auto, same for the Optic 1.5 and the

ACOG.

The ACOG sight model shouldn't have the backup iron sights on top

of the fiver glass; the Aimpoint have really too much zoom, it makes

it not suitable for CQB or just close ranges, it also have a big impact

in the FPS. The Elcan don't have (yet i guess) the glowing marks

in the aiming cross, but somehow it's the one that have less FPS

impact. Also the steyr models look a bit too big, and the units

hold 'em too low, the finger of the trigger should be in the middle

of this, not just in it's lower part. But they've very good shape

to me anyways. The only thing that i can think in for "fix" the

M203 issue... is to recover again the E&S USMC Addon 1.0 GP25

2D's sights (if that's a solution...) and well... this are all the bugs

that i've seen in this well done weapons... . Let's C ya

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G'day X, just wanted to say that your F88s are TOP NOTCH! I absolutely love them - thanks so much mate!

yay.gifyay.gifyay.gifyay.gifyay.gifyay.gif

A perfect combination with your Aussie guys!

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Thanks this a great Addon and putting in the New Zealand Variant of the IW Steyr it looks really good on our NZDPM Troops.

263.jpg

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Excellent work thumbs-up.gif What is the difference between the Australian and New Zealand AUGs? The models looked identical as far as I could tell.

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The ACOG sight model shouldn't have the backup iron sights on top

of the fiver glass;

What's the 'fiver' glass... is that the fibre optic glass on the front... if so, oh well, never mind.

Quote[/b] ]Also the steyr models look a bit too big, and the units

hold 'em too low, the finger of the trigger should be in the middle

of this, not just in it's lower part. But they've very good shape

to me anyways.

We started with a correctly proportioned steyr, then placed it with a BIS character... of course, it didn't fit. Not surprising really. We adjusted the size as best we could to fit a standard BIS character pose and still keep the proportions as true as possible...

We stuck RC1.0 in the .rar name so that we could claim a cop out and just say it's all release candidate work...

The stretched textures and fps issues you mentioned will go on the list... after many hours we just got a bit tired of steyrs and decided enough's, enough and they can go out the door.

@ch_123... They are... except the 2d optic... they use the same physical model apart from that...

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Sorry, Sy, I forgot you in my last post - thanks so much for all your hard work on the Steyrs mate wink_o.gif

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i noticed some white part under the barrel near the foregrip.. is that untextured part or is really white? i think it looked like a gas regulator. forgot to tak a pics..

nice model anyway. and thanks

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Yep, that's the gas regulator, it's an aluminium type colour in real life wink_o.gif

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Hi, maybe i was wrong and it isn't an ACOG model problem, it may

be a textures path problem; the ACOG mounted now on the Aug's

is or uses the same textures than the BIS M16A4 ACOG, when it

should be/it should use the BIS M4 ACOG+M203 acog model/texture.

Bis did it wrong with the optic of the ACOG used by the Marines, it's

a retroiluminated sight (with no backup iron sights mounted on top)

while the most common yankee army used ACOG isn't retroiluminted.

Bis should had made the USMC acog sight optics aiming cross glow

in the dark, but they're lazy and they didn't. Anyway... enough

complains for this past fry day (im drunk) the thing is that im not

sure if it's a wrong ACOG model thing or a textures path thing.

Swapping the textures to: "ca\weapons\data\acog.paa" instead:

"ca\weapons3\m16a4\data\acogcompact_co.paa" i think that

will fix the thing with the ACOG external shape. And what i've

called: *"optic fiver" is what we (in spain) call: "fibra óptica".

Let's C ya

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Is it possible to edit the NWD optic fix to include the ACOG steyrs so they use the updated ACOG crosshair? The thin, illuminated one?

I can replace the ACOG optic p3d file in the steyr pbo with NWD's one but it would be easier to just add the steyrs into the NDW scope fix.

Can someone with more skill than me give this a go and paste the new config here? Please? The standard ACOG is so ugly crazy_o.gif

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