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Australians At War Addon Team - Infantry Weapons Pack

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Im holding out on downloading these until we have some units to give them to but the weapons look awesome, best quality Aussie gear I've seen, top notch work guys.

Looking forward to the unit release.

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Could be a little while off mate.

In the meantime Ardvarkdb's SASR units, are pretty nice, and a couple of the boonie wearing versions can pass as regs. If you've already seen them, then disregard.

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Love this Weaponspack.

Though one little note/bug: in real life the Mag58 ejects its spent cases from the underside of the weapon and not from the side. Just like any other addon your FN Mag ejects its cases from the side.

Should be a quick fix in the memory lod.

Other than this minor thingie its perfect.

Lennard. ;)

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Awesome pack guys, hope to get more time to play with them soon. Keep up the excellent work!

:shoot:

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OCB are currently assisting with beta testing the Anzac mod and are having great fun with your awesome weapons mod at the same time. It's just been pointed out to me today that there is a bug where you cannot hear another players weapon (they all sound like silenced weapons). Unsure if this is possibly related to your mod, one of the Anzac mods, ACE or the individual mission. Will do more testing today but thought I would mention it in case someone else has discovered a similar problem.

Thanks all.

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Is it just our weapons? I had the same issue, It was because I didn't realise that my ACE_SM (Sound Mod) wasnt installed properly.

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OCB are currently assisting with beta testing the Anzac mod and are having great fun with your awesome weapons mod at the same time. It's just been pointed out to me today that there is a bug where you cannot hear another players weapon (they all sound like silenced weapons). Unsure if this is possibly related to your mod, one of the Anzac mods, ACE or the individual mission. Will do more testing today but thought I would mention it in case someone else has discovered a similar problem.

Thanks all.

We have heard of such an issue but have not been able to replicate the problem our selves. I suspect it is an issue with conflicting mods but again not sure.

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OCB are currently assisting with beta testing the Anzac mod and are having great fun with your awesome weapons mod at the same time. It's just been pointed out to me today that there is a bug where you cannot hear another players weapon (they all sound like silenced weapons). Unsure if this is possibly related to your mod, one of the Anzac mods, ACE or the individual mission. Will do more testing today but thought I would mention it in case someone else has discovered a similar problem.

Thanks all.

Hi tromac,

Some guys at AEF reported a similar problem, here's the repro they gave:

1. On a dedicated server on which the AAW weapons are loaded, load a mission that doesn't use the AAW weapons.

2. Have a couple of guys join and go get them to select different weapons from a weapons crate

3. After selecting new weapons from the crate the players cannot hear each other firing

I spent a couple of hours trying to reproduce this error on a dedicated server and couldn't, which makes me feel, though I'm not entirely certain, that it is not related to the AAW weapons. Note I was using the ACE sound mod - do you know if the players encountering this bug are using ACE sounds?

I encountered an almost identical bug to this (long before AAW was released) when ACE first separated the sound component from the rest of the mod. As Sabre suggested the only way I could fix the problem was to redownload ACEX_SM - so this maybe worth trying.

By the way, a new "bugs and issues" thread has been kindly created by the mods at AusArmA so if you find anything else please post there so we can try and keep all the issues in one place

See here: http://ausarma.org/forum/viewforum.php?f=36

norrin

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Are there coming infantry and tanks etc. from you guys?

Just re quoting my self on something I posted to a similar question on our forums

I'm not going to say what we are working on because I don't want to give false impressions on what we will be able to achieve due to real life rearing its head and constantly slowing things down but I will say that we are currently only working on infantry stuff and that the priority for the infantry and corresponding vehicles will be geared towards players being able to try and recreate scenarios of the ADF in Afghanistan when OA is released, this isnt to say that we will wait for OA before we release anything but we are prioritising the addons to fit in with its eventual release

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Weapon pack updated

Vanilla Beta 3 - Requires CBA and Inkos disposable launchers

http://www.megaupload.com/?d=EHZ4441X

ACE Compatible beta 3 - Requires CBA and ACE

http://www.megaupload.com/?d=Q12AZGJD

Beta 3 Change log

1. Sound fixes by ANZAC SAS Steve

2. Mag 58 and F89 are compatible with the m240 and m249 magazines respectively

3. Normal maps fixed for various weapons

4. ACE version has adjustable sights for Carl Gustav, F88 GLA and M72a6. Use the up and down arrows to adjust

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ACE version is signed with the normal signature.

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they actually have there own sig keys its just hey are both generated off the same file. Last time we generated the ACE sig key another key which was named aaw_ace, the only reason we did this was to make it easier for people to differentiate between the 2 sig key versions. I lost the original keys when i did a reformat and had to create new ones, when I did this i forgot to make a separate one for the ACE version but this shouldn't be an issue.

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Nice mod.

The crates are genius. You can actually tell whats inside without having played the game x amounts of times. That you can move them is pretty neat too, even if it is kinda limited in usage :).

I have a question though:

Are you guys planing on doing air burst shells for the Carl Gustav 84mm?

I dont think it would be impossible. Just add a white scale, green scale option for the weapon where white is direct, like normal, and green scale tilts the weapon sight down a bit (so the shell goes overhead of what your aiming at) and link the "timer/meters" on the shell with distance to player before it explodes. The arrow keys could both set the sight range and the ammo pre set meters range.... or am I missing something?

Just a suggestion.

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My favourite AUG mod in the game to be honest ;)

Now, i recently realised just what a major pain ACE was becoming to me lately, mainly coz they can't seem to agree on what to keep and/or fix. Anyway this being said i reinstalled this addon as it didnt work with the latest ace2 updates.

The thing is, i put the vanilla version + inko disposables, but i get an error when loading up the game saying it's not present, which it clearly is, as the m72 worked fine and then it gets tossed at the ground. Is there any quick fix?

Edited by Evil_Brownie
forgot some words : P

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