VKing 12 Posted March 23, 2010 A submachine gun with a bipod would indeed be weird, it's a good thing we don't have one. Share this post Link to post Share on other sites
galzohar 31 Posted March 23, 2010 IDF uses those all the time (pretty much in every infantry squad), except with an ACOG, not a Leupold, and an M4A1 or Tavor, not HK416. Shooting a target at 300m is not very easy without a bipod, but with a bipod you can hit without much effort (which means you also don't need to spend as much time trying to aim). I personally had an M4A1 with an ACOG and a bipod for almost a year. Share this post Link to post Share on other sites
-HA-badger 0 Posted March 23, 2010 Hi, I have a question on spectator. How do I use it? Here is my description.ext and onPlayerRespawnAsSeagull.sqs. I wrote them correctly? Or need to add anything else? respawn = 1; ShowGPS = 0; respawndelay = 3; respawnDialog = 0; disabledAI = 0; handleSpect = [] spawn { call ace_sys_spectator_fnc_startSpectator } If correct, then why the script does not work? After the death player sees a white screen with the words initialize spectator. Share this post Link to post Share on other sites
maturin 12 Posted March 23, 2010 (edited) What are the chances ACE_SM could fix the speed of sound, which is often out of order? Maybe 30% of the time the muzzle blast sound plays instantly instead of being delayed until after the round passes. I just looked on devheaven and a ticket like this was deleted. Probably because it's a vanilla BI issue, but ACE fixes these realism problems all the time. Edited March 23, 2010 by maturin Share this post Link to post Share on other sites
-=Grunt=- 10 Posted March 23, 2010 Isn't the HK416 an assault rifle? Share this post Link to post Share on other sites
sickboy 13 Posted March 23, 2010 @Maturin; Tried the ArmA 2 Official Beta Patch? This is supposed to resolve sound spatialization issues. @badger: please use this as onPlayerRespawnAsSeagull.sqs: _this execVM "x\ace\addons\sys_spectator\specta.sqf"; we have fixed the fnc_startSpectator for friday, then you can/should use: _this spawn ace_sys_spectator_fnc_startSpectator; Share this post Link to post Share on other sites
=kct=blackmamba 44 Posted March 23, 2010 yes its a assault rifle but u can mount different attachements on it... http://www.robarm.com/Sniper-XCR-2.gif http://farm4.static.flickr.com/3358/3450166219_1d879c51bf.jpg http://upload.wikimedia.org/wikipedia/commons/c/cf/SIG-552-p1030040.jpg Share this post Link to post Share on other sites
clawhammer 10 Posted March 23, 2010 yes its a assault riflebut u can mount different attachements on it... http://www.robarm.com/Sniper-XCR-2.gif http://farm4.static.flickr.com/3358/3450166219_1d879c51bf.jpg http://upload.wikimedia.org/wikipedia/commons/c/cf/SIG-552-p1030040.jpg Would be awesome to have some hk416s with such attachments in ACE2 Share this post Link to post Share on other sites
Alex72 1 Posted March 23, 2010 What are the chances ACE_SM could fix the speed of sound, which is often out of order?Maybe 30% of the time the muzzle blast sound plays instantly instead of being delayed until after the round passes. This cannot be fixed by modders unfortunatelly. At least i dont think so. This happens with any soundmod/vanilla sounds. BIS are aware of this so we hope the next patch sorts this out. Sickboy thaught of another problem wich in fact was fixed. Share this post Link to post Share on other sites
scubaman3D 0 Posted March 23, 2010 Would be awesome to have some hk416s with such attachments in ACE2 I added several CompM3 416s as well... Share this post Link to post Share on other sites
=kct=blackmamba 44 Posted March 23, 2010 oow boy that sound great.. thnx very much. Share this post Link to post Share on other sites
stephsen 79 Posted March 23, 2010 I have this failure message in game ... Sound ACE_AB_4_order_action_suppress_06 not found is that a bug ?? Share this post Link to post Share on other sites
manzilla 1 Posted March 23, 2010 I have this failure message in game ...Sound ACE_AB_4_order_action_suppress_06 not found is that a bug ?? Is there a ticket for it? Not sure about that one. Share this post Link to post Share on other sites
maturin 12 Posted March 23, 2010 @Maturin; Tried the ArmA 2 Official Beta Patch? This is supposed to resolve sound spatialization issues.@badger: please use this as onPlayerRespawnAsSeagull.sqs: _this execVM "x\ace\addons\sys_spectator\specta.sqf"; we have fixed the fnc_startSpectator for friday, then you can/should use: _this spawn ace_sys_spectator_fnc_startSpectator; Ah! I didn't realize that beta patching had started up again. It was the last few betas that broke the sound in the first place. I'll go see if it works. Share this post Link to post Share on other sites
stephsen 79 Posted March 23, 2010 Originally Posted by Manzilla Is there a ticket for it? Not sure about that one. what do you mean the map or what ? i play with Gl4,caa1 and afghan village Share this post Link to post Share on other sites
VKing 12 Posted March 23, 2010 Try again with only the ace mods running, if you still get the error, open a ticket and attach your rpt file. See: http://ace.dev-heaven.net/wagn/Bug_Reporting for details Share this post Link to post Share on other sites
Smurf 12 Posted March 23, 2010 I have this failure message in game ...Sound ACE_AB_4_order_action_suppress_06 not found is that a bug ?? Got the same error while back while using the "AI Shouting" module. Share this post Link to post Share on other sites
scubaman3D 0 Posted March 23, 2010 (edited) Be sure to read my blog about the MGs at the link below: http://ace.dev-heaven.net/wagn/Machine_gun_WIPage And about the HK416 here: http://ace.dev-heaven.net/wagn/HK416_with_scope_and_bipod Edited March 23, 2010 by scubaman3D Share this post Link to post Share on other sites
stephsen 79 Posted March 23, 2010 holy s... what a detail good work ace team :bounce3: Share this post Link to post Share on other sites
Uglyboy 10 Posted March 23, 2010 Amazing pornish guns and good idea about the blog entry, it's nice to see what are you up to :D Share this post Link to post Share on other sites
AnimalMother92 10 Posted March 23, 2010 Awesome! do want :D Nice to see the modern MGs pop up again. Share this post Link to post Share on other sites
Requiem007 10 Posted March 23, 2010 I'm very glad and thankful to see some more MGs making it into ACE. I am an Automatic Rifleman at heart so I will be enjoying these very much. Share this post Link to post Share on other sites
m1n1d0u 29 Posted March 24, 2010 awesome pics and news for the mgs just a little thing did you release it on a dev release (monday and friday) or on a "big udapte" ? Share this post Link to post Share on other sites
LJF 0 Posted March 24, 2010 Amazing work guys, can't wait for those new toys :D Share this post Link to post Share on other sites
Jingle 0 Posted March 24, 2010 Yes! The MK46 Thank you sooo much guys Share this post Link to post Share on other sites