PSYCHOSIM 0 Posted September 16, 2008 After numerous tests, it appears that VictorFarbau's vfai addon causes problems with your weapon pack. When I haven't got it in my addons folder, I have no problems. As soon as I use vfai no magazines are recognised for the HK53's. Hope this helps Jackal........ Share this post Link to post Share on other sites
ZeroG_181 0 Posted September 16, 2008 Oh awesome, I've always wanted more H&K weapons. And an EoTech sight! Share this post Link to post Share on other sites
hamis 0 Posted September 16, 2008 Well,you forgot SJB_TOS_MP7A1_SD_ZPoint from your config. Share this post Link to post Share on other sites
Jackal326 1181 Posted September 16, 2008 Well,you  forgot SJB_TOS_MP7A1_SD_ZPoint from your config. Yeah, no-one noticed that I also haven't defined the TMPs yet :P Its a BETA, sue me Share this post Link to post Share on other sites
Commando84 0 Posted September 16, 2008 i get a error message saying No entry 'bin\config.bin/CfgVehicles/SoldierMB.scope'. other than that great work on the Smg pack! Can't wait for the other packs! I can't comprehend how much work and time has been put into this massive amount of weapons The amount of custom sights and every weapon in the pack with around 3 different sights for every weapon and counting the amount of weapons in the pack is making my head ache Take a break and work out the last tiny bits when you get the time for it. Share this post Link to post Share on other sites
Jackal326 1181 Posted September 16, 2008 i get a error message saying No entry 'bin\config.bin/CfgVehicles/SoldierMB.scope'. Then you probably don't have Queen's Gambit. Uninstall the Mercenary units (as they require QG) and the error will go away. Share this post Link to post Share on other sites
Shadow_Spyder 0 Posted September 17, 2008 Any chance for an ammo box with these weapons in it? Or maybe a list of class names for the weapons and ammo so I can drop them in my own box? Share this post Link to post Share on other sites
Spartan 163 0 Posted September 17, 2008 Class names are in the "readme" included in the download. Great addon and I love the merc units. Share this post Link to post Share on other sites
manzilla 1 Posted September 17, 2008 Huh? Really there's this many SMG's and no ammobox? I never looked for the crate, just tried the merqs and added some class name to Mando Bombs so they were air dropped in a box. Share this post Link to post Share on other sites
Commando84 0 Posted September 17, 2008 I have QG installed but i didn't use the QG shortcut but i can load Porto island and new sahrani island Share this post Link to post Share on other sites
Jackal326 1181 Posted September 17, 2008 I have QG installed but i didn't use the QG shortcut but i can load Porto island and new sahrani island  Well, do yuo see the default QG Mercs in the editor? If not, then thats why my mercs aren't working, they need the default Mercs loaded - they not only use textures from the default QG mercs, but they also inherit from their classes. Share this post Link to post Share on other sites
Deathstruck 375 Posted September 18, 2008 Minor question: Mercs Possible empty holsters at the next update ? Share this post Link to post Share on other sites
Jackal326 1181 Posted September 23, 2008 @Salvatore_Lee: I'll see what I can do, but the Mercs were primarily a bonus addon, and inititally were a fun project. I may release an update, I may not, I still haven't decided. The SMG update is my main priority. @All: I've made some progress with the SMG Pack update, fixing a few bugs here and there (mainly with the aimpoint and eotech sights being hard to make out, though the eotech reticle still requires further work). I have however come to a point where I need to take suggestions from the community as to what to do next with the weapon's animations. After a few suggestions to further animate the MP5 series' (correctly rotating the charging handle into the locking lug when its pulled back when the magazine is empty), which I have done, this has caused another issue. When the MP5 is reloaded when it ISN'T EMPTY, the charging handle is rotated downwards and back up again into place; its only quick, but its noticable. I haven't, as yet, been able to find a way to change this. If I do, its a bonus, but if I don't, do you want to keep the charging handle animations the way they are (so they simply draw back and don't rotate), or will you all settle for the slight visual bug of the charging handle being rotated downward even when it shouldn't be? Share this post Link to post Share on other sites
_BARNS_ 0 Posted September 25, 2008 ... any plans of setting up a UMP version with 9 mm ammo? awesome work btw Share this post Link to post Share on other sites
CameronMcDonald 146 Posted September 26, 2008 Quote[/b] ]If I do, its a bonus, but if I don't, do you want to keep the charging handle animations the way they are (so they simply draw back and don't rotate), or will you all settle for the slight visual bug of the charging handle being rotated downward even when it shouldn't be? If you don't find a solution, I'd reckon include the charging handle rotation anyway - the only times I've seen full reloads is by myself (I do it all the time in MP) and AI picking up weapons from a crate. Neither would bother me if the charging handle was rotated. Cheers for working on it, I remember back in the day helping Skaven out with rotating the charging handle on the G3s he imported. Share this post Link to post Share on other sites
Col. Faulkner 0 Posted September 26, 2008 You dont have to lock the cocking lever back into the cocking lever housing indent when you reload any of the Heckler & Koch weapons. You can make it ready by just pulling and releasing the cocking lever. The only proviso to that is if you have overfilled the mag you won't be able to get it in with the bolt forward. Share this post Link to post Share on other sites
Jackal326 1181 Posted September 26, 2008 ... any plans of setting up a UMP version with 9 mm ammo? awesome work btw Yes, I'd already included a few UMP9 Models, I just hadn't coded them in yet. @CameronMcDonald: In that case I may need to contact you with regard to getting these to work correctly as I am having a few issues besides correct rotation. @Col. Faulkner: I know, but I wanted t try and simulate the "MP5 Slap" reloading technique. Might even include the sound in the reload. Share this post Link to post Share on other sites
PSYCHOSIM 0 Posted September 26, 2008 Cool, UMP9's look great, Can't wait............. Share this post Link to post Share on other sites