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wipman

Wip-m4a1's pack v1.0

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wipman you do not work it m16a4 family acog and acog+m203 on his version.

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Hi, i don't think that it be really needed... the BIS M16A4's can't be

improved (by me, unless the 1T31F sight) as theyr actual configuration

it's enough for the field needs of the average player; the only way

of improve 'em that i can think about... will be to add more sights

and attachments; but as im not a modeler... i can't do it, and i don't

want to do it; im spanish, i'm lazy!! as Deep Purple will say. So they're

alright for me as they're rightnow, but i've to agree that the few

wide FOV of the BIS ACOG sight is a disadvantage for the player

and that hubble zoom is for me a cheat, but you really can't accurize

a weapon for the sight that it uses unless you make a magazine

class for that exact sight that you gonna use. So we have to

live with it and we gonna have to live with it in the ArmA2 too.

Let's C ya

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Hi, i've put the Laser Beam on all the weapons in this pack and this

is how it looks like in game:

wip_m4a1_lb.jpgwip_m4a1_lb_01.jpg

wip_m4a1_lb_02.jpgwip_m4a1_lb_03.jpg

The only known issue yet, is that you don't see the laser beam when

you aim through the Aimpoint sight, seems to work well beyond the

200m and it's visible by night if there aren't too much clouds. The

weapons pack is ready for be updated, even when the triggers

aren't animated when you fire (they don't move); i just will need

the name/names of the Laser Beam model and texture from the

SWM before pack this up again and upload it for allow the rest

of the players to have fun. Let's C ya

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Nice one,

but the laser beam should only be visible with NV goggles

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Hi, yes i know; but the ArmA engine don't allows us to do it. Let's C ya

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Hi, we've the WIP-M4A1's Pack V1.6 ready for be released, with

the unreal AN-PEQ2's Laser Beam on all the weapons and the animated

triggers; also there gonna be a working replacement pack with the

release which only known issue is that don't works at the 100%

with the Red Fix v1.1 . Some weapons are not replaced due to the

changes introduced by that good mod, like the M4GL, the M4Aim

and if im not wrong... the M4Aim_SD; so it's not a big issue. Let's C ya

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-=WIP-M4A1's Pack V1.6 (Available by 7 days)=-

wip_m4a1_updated_03.jpg

UPDATE:

---------------------------------------------------------+

- V1.6

- Added a Laser Beam to the AN-PEQ2.

- Added M4A1 CQB/ACOG.

- Added M4A1 CQB/ACOG SD.

- Added Replacement Pack.

---------------------------------------------------------+

KNOWN BUGS:

---------------------------------------------------------+

- V1.6

- AN-PEQ2 Laser Beam always visible (only for the carryer).

- Trigger don't stay backwards in Full Auto.

- Not riseable M203 flip up sight.

- Bolts and Grenade Launchers are not animated.

- Don't leave empty shells in the ground.

---------------------------------------------------------+

Let's C ya

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Hey wipman....Exellent job there....How about an M9 with that lazer....Now that would be cool... pistols.gif

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Hi, im not a 3D maker, so i can't model a lader dot for the M9, but

if you want a gun with a Laser beam... then i'll recomend you to

download the Martin's BM HK Mk23 Pack v1.2; they're the most well

done hand guns released for the ArmA until date, and bugs free. Let's C ya

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Hi, thanks again to all for the download mirrors. Let's C ya

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wipman check out my scripts for my mercenaries that were released for ofp back then,

they had workings lasers, visible but colors changed upon switching to NVG mode.

it is pretty much possible.

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Hi, i'll do it Nephilim, but the RFJ Mercenaries V1.0 from the 2005

need a password for the .rar, so i can't; but nice interview. I'll had

like to give at least a coop and a SP version of the same mission,

with 18 players, 2 fire teams, Alpha & Beta, to offer cover & support

fire to a SOC fire team all 'em covered by 2 snipers & a spotter.

Jonn's USMC v1.6 grunts, Jonn's SF's v1.0, Aimpoint's Desert weapons

v1.2, Martin BM's Hk Mk23's Pack v1.2, my own M4's pack, and my

dear M1911-A1, plus RACS M60A3 & QG (for the partisans & technicals)

the city RACS controled and enter to rescue a spy and extract him

to a DLZ by land. But... sadly im a real townfolk, i should thank God

my "english level" so as i don't get most of the tutorials... i can't

do missions and much less coops and over all with the dregree

of work that make this mission requires; i don't even know how

do a simple mission as poison the water of that city without be

detected or creating a distraction in some other point to reduce

the number of units that will go to the water depot surroundings

in case of be spotted, im thinking in that Opterix's Avgani Iraq v0.9

but as i've said... im a dirty luckless towfolk, so even if you give

me the password for open that .rar i doubt that i get to understand

the scripts, and much less in... "french". Let's C ya

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Quote[/b] ]Hi, i'll do it Nephilim, but the RFJ Mercenaries V1.0 from the 2005

need a password for the .rar, so i can't; but nice interview. I'll had

like to give at least a coop and a SP version of the same mission,

with 18 players, 2 fire teams, Alpha & Beta, to offer cover & support

fire to a SOC fire team all 'em covered by 2 snipers & a spotter.

Jonn's USMC v1.6 grunts, Jonn's SF's v1.0, Aimpoint's Desert weapons

v1.2, Martin BM's Hk Mk23's Pack v1.2, my own M4's pack, and my

dear M1911-A1, plus RACS M60A3 & QG (for the partisans & technicals)

the city RACS controled and enter to rescue a spy and extract him

to a DLZ by land. But... sadly im a real townfolk, i should thank God

my "english level" so as i don't get most of the tutorials... i can't

do missions and much less coops and over all with the dregree

of work that make this mission requires; i don't even know how

do a simple mission as poison the water of that city without be

detected or creating a distraction in some other point to reduce

the number of units that will go to the water depot surroundings

in case of be spotted, im thinking in that Opterix's Avgani Iraq v0.9

but as i've said... im a dirty luckless towfolk, so even if you give

me the password for open that .rar i doubt that i get to understand

the scripts, and much less in... "french". Let's C ya

Read the readme to the END! FFS  biggrin_o.gif   wink_o.gif

My scripts arent french biggrin_o.gif

youll get through it, its easy smile_o.gif

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Hi, why 16 .paa's to make the laser beams work properly, are they

really needed or this could be made just with two textures?, also,

how this will perform in MP...?.

That script works over the weapons or over the units?, and just as

final note, i still beeing a townfolk; so i don't really know how to mod

it for implement it on the weapons pack, now F1. Let's C ya

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well... just a thing about the replacement pack....

why does the US chopper pilots now have M4´s with laser?

wouldnt it be better if they just had basic M4´s with iron sights and notjing extra fancy stuff? :P

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Hi, blame I0n0s for that, but i think that's pimp; what even i ain't

like at all of the replacement... is that it also replaces the M4A1

(CAR-15/M177E2 look alike) with our one, so now if you rearm the

RACS with a M4A1... seems as if the RACS has spent a bit more in

weapons, aside of the G36's... that if someone could give me a upper

rail model & a supressor model... i'll do a G36's K pack. But anyways,

anyone can fix this as seems that write a replacement it's so easy

that even i can do it, so... do your own. Let's C ya

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Hi, i've revised our Replacement Packs and i've made two separate

ones, one that's Red Fix v1.1 compatible and other for the players

that don't use (for some reason) that addon/mod.

-=WIP-M4A1's Replacement Packs (available by 7days)=-

The changes on booth replacement packs are:

- The BIS M4A1 it's again a CAR-15 look alike M4.

- Fixed M16A4-DMR Display name.

- Added theyr own optics to the m4a1_acg_m203 & m16a4dmr.

& that's all; have fun. Let's C ya

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