wipman 1 Posted February 9, 2008 -=WIP-M4A1's Pack v1.1 Temporary Link Available by 7 days.=- Update: This this update you can find a m16a4 dmr and a m4a1 acog/m203 also now if you drop a magazine in the ground, there will appear a 30 rounds magazine instead the BIS ALLICE small back pack (thanks to HitmanFF) also there's a new wallpaper in the publicity folder and the updated readme with the classnames and ammo names. *Sabre_UK: No, i don't know how to do that because im not a 3D modeler; im just a player that haves the Adobe Photoshop. So i don't know how to do that, that isn't really that realistic... the reaction time of the holographic dot is too slow so it don't really helps when you're aiming from the sights. Thanks to HitmanFF for have fixed what i screwed up in the config and for make the drop magazine thing; without his help we wouldn't be enjoying this addon. Let's C ya Share this post Link to post Share on other sites
PSYCHOSIM 0 Posted February 9, 2008 Tried these and they are of fantastic quality as always. Great work Wipman............ Share this post Link to post Share on other sites
Guest Posted February 9, 2008 Frontpaged at the Armaholic.com homepage. The Armaholic.com download page can be found here: http://www.armaholic.com/page.php?id=2526 (including the new signfile) Excellent work wipman  Share this post Link to post Share on other sites
Tomislav 0 Posted February 9, 2008 really nice, good work wip Share this post Link to post Share on other sites
SaBrE_UK 0 Posted February 9, 2008 Quote[/b] ]that isn't really that realistic... the reaction time of the holographic dot is too slow so it don't really helps when you're aiming from the sights. It's in total real-time, actually, since it's part of the model. So it does work realistically. I didn't know you were just a skinner, sorry. Share this post Link to post Share on other sites
wipman 1 Posted February 9, 2008 Hi, thanks to all for the support words, but keep in mind that the models were made by BIS, all what i did was assemble parts like any monkey could do; so this are basically... BIS made weapons putted to work with the hard job of all those named in the credits section of the readme. And by the way... i've re-binarized again the wip_m4a1 folder and i've signed it (when i binarized it) using my: "wip.biprivatekey" as resoult of this binarization process, it gave me in return this file (that's not included in the weapons pack): "wip_m4a1.pbo.wip.bisign". Is that the right/needed file for allow this weapons to be used in dedicated servers?. In case of be the right file for this... now, after the release... what should i do?, make a temporary download for this file...? or just .rar everything again without do anything more than add this file?. Sorry but im an asshole, just ask arround. Let's C ya *EDIT *Sabre_UK: I was trying to meant that the reaction time of the red dot (in the aimpoint's case) and the aiming cross in the EO500's series, that you putted on as example, is too slow in comparison with it's reaction time/speed in the real life; so it don't makes much of a difference, it's pimp yeah, but that's all; If it don't works/moves at the same speed than in the real life it's just a 35% of improvement over the BIS default Aimpoint's Red Dot way of work, that i don't know how to implement to this weapons that have the only basic purpouse of offer more gear to the players with the same quality than the default game's weapons. Nothing more but nothing less. Share this post Link to post Share on other sites
Stavanger 0 Posted February 9, 2008 News + Mirror by Combat-Prison.net M4A1s Pack v1.1 by Wipman Regards, Stavanger Share this post Link to post Share on other sites
SaBrE_UK 0 Posted February 9, 2008 I don't think you understood my post, Wipman, or I don't understand yours. How can there be lag in the hologram if it is part of the model, and so moves in exactly the same speed, direction and angle as the weapon. Wherever the hologram is, the bullet will hit. Did you actually use the weapon in-game? EDIT: I just watched it again and what you're seeing is not anything but the way BIS have created the "sway" effect of the player's weapon. So when the player moves the weapon, it takes a small time for the front end of the weapon to line up with the final position. It happens to all iron-sights in-game and isn't the hologram "lagging" at all. Share this post Link to post Share on other sites
HitmanFF 6 Posted February 9, 2008 i've re-binarized againthe wip_m4a1 folder and i've signed it (when i binarized it) using my: "wip.biprivatekey" as resoult of this binarization process, it gave me in return this file (that's not included in the weapons pack): "wip_m4a1.pbo.wip.bisign". Is that the right/needed file for allow this weapons to be used in dedicated servers?. In case of be the right file for this... now, after the release... what should i do? Hi wipman, Correct, wip_m4a1.wip.bisign is needed together with the pbo file. But when you created the wip.biprivatekey, you've also created a key called wip.bikey. That's needed for server admins to install on their server. Installing wip.bikey on a server means 'I trust wipman's signed addons to be safe', so if someone comes to the server with wip_m4a1.wip.bisign + wip_m4a1.pbo in their addons folder, they can play on that server. HTH Share this post Link to post Share on other sites
wipman 1 Posted February 9, 2008 Hi, ok man, then here it goes that file; if those who has gave us download mirrors... could add it inside the m4's .rar file that they've on they're servers... they'll do me/us a big big favour: wip_m4a1.pbo.wip.bisign (available by 7 days) Sorry for this inconvenience and throuble; but i don't know exactly how to sign properly the files, my english level only serves for look for a fight. Inside the current addon.rar file there're the next files: - wip.bikey - wip_m4a1.pbo.bikey - wip_m4a1.pbo what that wip_m4a1.pbo.bikey serves for? it doesn't serves for nothing?!, is that inside my "C:\ArmA Tools\DSUtils\" folder, the only .exe files there are: - DSCreateKey.exe - DSCheckSignatures.exe while the only place that i've seen (now/today) the required: - DSSignFile.exe is in my "C:\ArmA Tools\BinPBO Personal Edition\DSSignFile" folder. So i guess that as i've said before (many times...) i'm an asshole. Sorry again for this throuble to the file servers managers and to all the players. Let's C ya Share this post Link to post Share on other sites
pauliesss 2 Posted February 9, 2008 Thanks man, great weapons, respect ! Share this post Link to post Share on other sites
Chip360 0 Posted February 11, 2008 So how exactly once more would one replace the default bis weapons with these? Share this post Link to post Share on other sites
wipman 1 Posted February 11, 2008 Hi, i don't know how to replace the default BIS weapons with this ones, but that wasn't my intention; i made 'em to complete or extend the weapons range available for the players, mainly for rearm the units by hand with the "this addmagazine "xx";this addweapon "xx";". I haven't made enough weapons to replace the original ones and i wouldn't like to replace the default weapons with some of this ones; but that's because i'll loose weapons in general and sure that it will affect to the MP aspect of the game. Let's C ya Share this post Link to post Share on other sites
Chip360 0 Posted February 11, 2008 Hi, i don't know how to replace the default BIS weapons with thisones, but that wasn't my intention; i made 'em to complete or extend the weapons range available for the players, mainly for rearm the units by hand with the "this addmagazine "xx";this addweapon "xx";". I haven't made enough weapons to replace the original ones and i wouldn't like to replace the default weapons with some of this ones; but that's because i'll loose weapons in general and sure that it will affect to the MP aspect of the game. Let's C ya well, they have weapon replacement packs on the forums, and I am mainly a singleplayer kind of guy (ill play online when my computer can run ArmA at a steady 10 fps ) I really enjoy your weapons, and I hope someone is able to script a quick config to replace the defaults so that people can use your great weapons in the main campaign, as you know, it would be in the form of a Pbo, so we arent talking about permanently replacing the weapons just temp. Edit: Oh, and about you not having enough weapons to replace: Basically you could do something as follows: Team Leader: wip_m16a4aim Rifleman: wip_m4aim Grenadier: wip_m4aim_m203 At: wip_m4aim and Stock BIS At4 Aa: wip_m4aim and Stock BIS Strela You see where I am going with this? Share this post Link to post Share on other sites
wipman 1 Posted February 11, 2008 Hi, no Chip360 i don't see where you're going with this; i don't know how to do that replacement thing and i don't want to do units to go with this weapons, at least not made by me. But im glad that you like this weapons. Let's C ya Share this post Link to post Share on other sites
Chip360 0 Posted February 11, 2008 Hi, no Chip360 i don't see where you're going with this; i don'tknow how to do that replacement thing and i don't want to do units to go with this weapons, at least not made by me. But im glad that you like this weapons. Let's C ya Oh Lol, No no no haha, I dont want you to make units to go with the weapons, here let me show you an example of what I mean lol okay, so, i am sure you have heard of unit replacement packs right? Okay, heres an example British Forces Replacement Pack Quote[/b] ]Description:This replacement pack replaces all BIS units with the units from this pack. You see, when you download this and put it in your Addon Directory, the default Us soldier Bis models are overwritten to become the British models. This is called a unit replacement pack, and it will not replace weapons, only units. (This is why you don't need to make units to go with your weapons, only the weapons will be added to default bis soldiers) There are also weapons replacements, ArmPoint Desert Weapons Replacement Quote[/b] ]This will replace all default BIS weapons with aimpoint's desert weapons addon. BigMikes Weapon Replacement Pack Quote[/b] ]Description:This pack will change the models the game uses and tell it to use this weapon models so you use red dot optics in place of the iron sights. You see, if one was made for your weapons, we could simply tell the game to use your weapons as default instead of the normal bis ones. I understand you do not know how to do such a thing (I am stumped as well ) and so my question was more aimed towards anyone with knowledge of how to make such a replacement, as they seem to be easily done and very possible. And yes, your weapons are most excellent Edit: heres an excerpt from a replacement config (config.cpp): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">//AimPoint Desert Weapons 1.1 //Replacement file made by Inkompetent (edited by benus for version 1.1) class CfgPatches { class AMP_DesWps_ReplaceAll { Units[]= {}; weapons[] = {}; requiredVersion = 1.000000; requiredAddons[]= {"CAWeapons"}; }; }; class Rifle; class M4; class CfgWeapons { class M4 : Rifle { model = "\AMP_DesWps\AMP_M4_ironsight"; picture = "\AMP_DesWps\data\equip\w_m4_ca.paa"; }; class M4A1 : M4 { model = "\AMP_DesWps\AMP_M4_ironsight"; picture = "\AMP_DesWps\data\equip\w_m4_ca.paa"; modes[] = {"Single", "FullAuto"}; }; class M4AIM : M4 { model = "\AMP_DesWps\AMP_M4_Aimpoint"; picture = "\AMP_DesWps\data\equip\w_m4aim_ca.paa"; }; class M4GL : M4 { model = "\AMP_DesWps\AMP_M4GL_Acog"; picture = "\AMP_DesWps\data\equip\w_m4gl_acog_ca.paa"; }; class M4A1GL : M4GL { model = "\AMP_DesWps\AMP_M4GL_Acog"; picture = "\AMP_DesWps\data\equip\w_m4gl_acog_ca.paa"; }; class M4A1SD : M4AIM { model = "\AMP_DesWps\AMP_M4SD_Aim_CQB"; picture = "\AMP_DesWps\data\equip\w_m4SD_aim_ca.paa"; }; class M4SPR : M4 { model = "\AMP_DesWps\AMP_M4_SPR"; picture = "\AMP_DesWps\data\equip\w_spr_ca.paa"; }; class M249 : Rifle { model = "\AMP_DesWps\AMP_M249"; picture = "\AMP_DesWps\data\equip\w_m249_ca.paa"; }; Â Â Â Â class M24 : Rifle { model = "\AMP_DesWps\AMP_M24"; picture = "\AMP_DesWps\data\equip\w_m24_deser_ca.paa"; }; Â Â Â Â class M107 : Rifle { model = "\AMP_DesWps\AMP_M107"; picture = "\AMP_DesWps\m107d\w_m107_ca.paa"; }; }; Share this post Link to post Share on other sites
1in1class 0 Posted February 11, 2008 vary nice work any chance of an MP5 in the works? Also any chace of camo desert and woodland paint? Would be lovely Share this post Link to post Share on other sites
wipman 1 Posted February 12, 2008 Hi, Chip360 yeah i know about those replacement weapons, but i made this ones for be used with, the BIS weapons, just to have more where choose and let the Single/Burst M4A1's for rearm the RACS or the GQ Partisans, and i repeat that i made this weapons to extend the weaponry selection available for the players. My weapons wasn't made thinking in replace the standard BIS weapons, they made thinking in "damn it, this uggly M4's should be full auto and the Johnn's USMC units need M16A4's Aimpoint" that's all. 1in1class, sadly after try a few times... i dropped the idea of do woodland and desert camoed versions of all the M4A1's in this pack and the default ones; for two reasons, the current mapping is chaotic, and without a wire frame or even having it, it would be really hard to make the camos pattern match; plus the fact that i don't know anything about the UV mapping, so it would suck alot to have camoed weapons shiny like a brand new Mercury Cyclone Spoiler 426 RT/SW. I hate the MP5's; in the Cristal Jungle movies, in the Mel Gibson's movies, in the games... and hell yes; in the BIS games too. The sounds are a joke, the fire crackers that i played with when i was a kind sound louder than ANY BIS made MP5, and not only that... they must be a kind of key ring "weapons", at least here; they need to be resized and as im not a modeler... i don't know how could i do the Aimpoint's clamp mount that the MP5's & many HK weapons use. I though about touch 'em some time ago, change they're (not SD) sound and the fire modes, but is pointless in my opinion; no one in his sane judgement will use such crap of (game's) weapon in this enviroment unless that you gonna use 'me in a house. And even then... sure that the SVD minigun "sniper..." will gun you down before that you pull down the lever to the "R'n'R mode", so... no. I don't gonna touch the MP5's. Let's C ya Share this post Link to post Share on other sites
Chip360 0 Posted February 12, 2008 Ah, got ya wip, they are made to go with the weapons. lol, then let me revise my question. Would it be possible to rearm stock bis units with your new additions? (Cqb weapons and the Dmr) Share this post Link to post Share on other sites
wipman 1 Posted February 12, 2008 Hi, yes Chip360, it would be possible; but not for/by/from me. I don't know how to do it and above all i don't think that i would be a good idea. But that's because i think more in the MP part of the game than in the SP campaign/missions. But i agree that have this whole weapons range available to the players in the campaign missions will make it easyer and better for the players, that with the ArmAEffects 0.6 and the 6Th Sense Pack 1, u know... those star wars tracers... that reduced GUI... the super GPS that blocks your view at the rigth side of the screen and that USS Enterprise compass big like the arecibo radio telescope. But yeah, it will be possible (i think) to use all my weapons along with the default game's weapons. Let's C ya Share this post Link to post Share on other sites
Chip360 0 Posted February 12, 2008 lol, well I'm not so sure about the other things you said, such as the unrealistic star wars tracers or the huge "enterprise" compasses haha, but I would certainly look forward to playing a campaign mission in which enemy engagements are short-range with your Cqb m4's, would be neat. So anyone in the community want to script up a quick replacement/ stock weapons edit for moi? Share this post Link to post Share on other sites
Mabes 0 Posted February 15, 2008 We updated to the newest version of this addon and put it up on our server, now we get an error message on certain maps saying that it can't find the addon. Now, this only happens on maps that DON'T use the weapons. Any ideas? (One such map is Quarentine and Under Siege) Share this post Link to post Share on other sites
wipman 1 Posted February 15, 2008 Hi i don't know why that happens, sorry. The other day i entered in a server and i get (in each mission) an error message that said: "can't find the wip_m4m16.pbo, deleting the wip_m4a1.pbo" or something like that; i don't know why it happened, there's no trace of that wip_m4m16.pbo in any of my Mod folders. I think that may be something with the signatures?. But i don't know; i'll apreciate some help to find what's wrong too, to fix it myself. Let's C ya Share this post Link to post Share on other sites
wipman 1 Posted February 16, 2008 Hi, the wip_m4a1's v1.1 gave a multiplayer error message due to a config mistake; that has been fixed and now in this version v1.2 it comes already with the right BIS signature files necessary for use this weapons pack into dedicated servers. -=WIP-M4A1's Pack v1.2=- (Temporal Link Available By 7 Days - 7964Kb) Let's C ya *Edit: Fixed/Updated by: HitmanFF. Share this post Link to post Share on other sites
Guest Posted February 16, 2008 New version frontpaged at the Armaholic.com homepage. The Armaholic.com download page can be found here: http://www.armaholic.com/page.php?id=2526 Share this post Link to post Share on other sites