wipman 1 Posted July 17, 2008 Hi. -=WIP-M4A1's Pack V1.5 Available for 7 days=- Sadly the replacement pack can't be added to this release due to that when the M4GL is replaced by the wip_m4a1ironm203, the M4GL keeps using the BIS ACOG sight when you hit MB2, so i haven't added it due to that; i haven't added the units that i wanted to add due to unspected changes in theyr config, so... we gonna still have to add an ammo box in the editor to try out the new weapons. Have fun and thank I0n0s this last update, he's who made it work. Let's C ya Share this post Link to post Share on other sites
big 0 Posted July 17, 2008 Armaholic mirror updated: - WIP-M4A1 Pack v1.5 (packed with 7zip, anyways u can also use winrar to extract it) Share this post Link to post Share on other sites
Deadeye 1 Posted July 17, 2008 Great ! ArmedAssault.info Mirror : http://www.armedassault.info/download.php?cat=addons&id=339 also packed with 7z (12,5 MB) Share this post Link to post Share on other sites
gL33k 0 Posted July 17, 2008 is there any replacement pack for these weapons ? Share this post Link to post Share on other sites
i0n0s 0 Posted July 17, 2008 Replacements for WIP-M4A1's Pack V1.5: WIP-M4A1's_Pack_V1.5_Replacement.rar *ION_wip_m4a1_replacement.pbo Replaces all weapons with their corresponding model *ION_wip_m4a1_2_replacement.pbo As above but replaces the M4GL with the non scoped version. USE ONLY ONE REPLACEMENT ON TIME! And wipman: I need a picture for the GL4 in the ArmA-style for your replacement. This is missing in the above replacement. Share this post Link to post Share on other sites
imutep 0 Posted July 17, 2008 Thx for new version Mirror from BIS.4Players WIP-M4A1's Pack V1.5 Regards Imutep Share this post Link to post Share on other sites
miller 49 Posted July 17, 2008 Great, thanks wipman  ArmABase.de Mirror and News: Wipman's M4A1 Pack v1.5 Kind regards Miller Share this post Link to post Share on other sites
Stavanger 0 Posted July 17, 2008 Mirror updated from ePrison.de. Regards, Stavanger Share this post Link to post Share on other sites
i0n0s 0 Posted July 17, 2008 Thanks to "faster-then-light" wipman the requested image is there and I made an update to replacement 2: When using the replacement 2, the M4 M203 don't have a ACOG in the inventory image too. No other changes were made. Url stays the same. Share this post Link to post Share on other sites
Pirin 0 Posted July 18, 2008 Using the replacement the M4A1 203 RCO (Class name M4A1GL) had a covered up sight. I think the problem is that the m4a1 pack uses a very nice new ACOG sight overlay, which isn't showing up in the replacement maybe? Share this post Link to post Share on other sites
monty67t 0 Posted July 18, 2008 Great work as always Wipman. I would recommend collapsing the stock on the CQB versions to make the overall length even shorter. Congrats on the release and thanks for the addon. Share this post Link to post Share on other sites
wipman 1 Posted July 18, 2008 Hi, thanks Monthy, i though about it, but finnaly i decided to let the stock at it's max lenght to match the units animations, im glad of how they look now, but with im not that happy... is with the weapons triggers possition (always backwards) and that they aren't animated; wich i think that will be pimp and will be the last touch that the weapons will need. Let's C ya Share this post Link to post Share on other sites
i0n0s 0 Posted July 18, 2008 @Pirin: Thanks for that hint. It was a fault of my replacement. The M4A1 203 RCO is just a M4 GL with another name and fire modes. So the removed sight had to had added to the M4A1 203 RCO. A new version is online and fixes that bug. Link stays the same. Share this post Link to post Share on other sites
wipman 1 Posted July 18, 2008 Hi, this are the right classnames for the v1.5 weapons pack: +-+-+-+-+-+-+-+-+-+ WIP-M4A1 Pack v1.5 +-+-+-+-+-+-+-+-+-+ Weapons: ---------------------------------+ wip_m4a1iron wip_m4a1iron_sd wip_m4a1ironm203 wip_m4a1ironm203_sd wip_m4a1acog wip_m4a1acog_sd wip_m4a1acogm203 wip_m4a1acogm203_sd wip_m4a1aim wip_m4a1aim_sd wip_m4a1aim_m203 wip_m4a1aim_m203_sd wip_m4a1cqb wip_m4a1cqb_sd wip_m16a4aim wip_m16a4aim_m203 wip_m16a4dmr ---------------------------------+ Let's C ya Share this post Link to post Share on other sites
wipman 1 Posted July 21, 2008 Hi, i've been thingking lately in what this weapons pack could need to be the "definitive update" and don't touch it no more; aside of animate the triggers (thing that i don't know how to do...) this is what has came to my mind: AN-PEQ2 Laser Beam: I should ask to the Swiss Army Mod for permission before add that laser beam (for CQB pourpouses) to all the weapons in the pack so you'll no need the crossairs to aim and that way they may work in a more real way, the update will still be called v1.5 pack; i don't want to make more publicity for this weapons. So... what you think, do i ask the SWM crew for permission to add that to our weapons pack while i whip a bit more our config writer for animate the triggers of the weapons when you pull the trigger?. Let's C ya Share this post Link to post Share on other sites
manzilla 1 Posted July 21, 2008 Now that sounds like one helluva an idea. The example pic looks great. You're right, a usable laser would be a good way to "close out this pack". Well done on the current version by the way. I'm thoroughly enjoy the new incarnation. Share this post Link to post Share on other sites
NoRailgunner 0 Posted July 21, 2008 Mostly you'll see those lasers beams only under specific (weather) conditions. Otherwise you will have some Jedi & laser war Such visible things could be noticed by all units at close combat area like extensive use of tracers. Share this post Link to post Share on other sites
Pirin 0 Posted July 21, 2008 Yes please! A working PEQ laser would be great! Even better would be a working on/off tactical flashlight, but as I understand it that's far more difficult to add? Share this post Link to post Share on other sites
wipman 1 Posted July 21, 2008 Hi if this still works as it did in the OFP... the laser beam will only be seen by the player and it wouldn't be noticeable for the AI; the problem is that as far as i can remember... it can't be properly made (the shining effect) with the O2 properties and will work only during certain day time conditions, by night it'll look as black or something if i set it to: "shine". (In the O2). About the flashlight or the On/Off function... it can't be made, as far as i know; or will be more bad than good apart of the ammount of work that it'll require to minimize the "colateral damage" that it'll add, so... make the flashlights work is not something that i want to do or that i would do it. Let's C ya Share this post Link to post Share on other sites
manzilla 1 Posted July 21, 2008 Well.... Let's C ya then. Share this post Link to post Share on other sites
olemissrebel 0 Posted July 21, 2008 wipman, you might already know this, but the PEQ2 IRL does not have a visible laser, only an IR one, and it has different settings, if you're wanting to go realistic, get a model of a PEQ 15, which has a visible RED laser, as well as IR lasers, your weapons are looking good, and i'm glad to see someone with a realistic ACOG... check this out, a picture taken thru mine in iraq about a month ago: http://www.facebook.com/photo.p....1380048 Share this post Link to post Share on other sites
wipman 1 Posted July 21, 2008 Hi, yes man i've seen that pic in another thread, i took the ACOG 1T31F model and textures made by NonWonderDog after ask him 2 times and await a reply for a month, and if the engine were different... i'll have made it better; but this is all what i can do for improve the shape and working features of this weapons. I don't want to modify the ACOG sight made by NonWonderDog and we can't do working laser beams with this engine, we can't even add On/Off functions for the attachments on our weaponry or equipment... at least not without heavy scripting and some O2 work; so i think that this is sadly the best thing that i can do. Let's C ya Share this post Link to post Share on other sites
wipman 1 Posted July 22, 2008 Hi, rightnow im awaiting for the reply of the SWM crew for allow me to use the laser beam model and texture made by 'em before release the updated version; soon as a reply arrives i'll release an updated weapons pack with a Cfgmodels and this Laser Beams, if everyone agrees on this update changes; if i knew how to make a poll... i'll do it and then i'll make the update based on the players feedback. But i don't know how to do it. Let's C ya Share this post Link to post Share on other sites
NoRailgunner 0 Posted July 22, 2008 You don't need a poll if there is a choice for all "Wip-M4 pack" and "Wip M4 lasers pack" Â Share this post Link to post Share on other sites
wipman 1 Posted July 22, 2008 Hi, i like the idea, i think that we could even just put 'em all in the same damn folder and call 'em: "wip_m4a1acog_m203_sd_ld". For example... but before i need that someone on the SWM replyes me giving me or not, permision for use the laser beam made by 'em and tell me too the name/s of who did it and it's texture, for the credits of the pack, and then we could begin to work for a release of a V1.6 pack ASAP for all the players to play with; and hopefully with a signed replacement pack inside the same release. That could be pimp... Let's C ya Share this post Link to post Share on other sites