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mcnools

Interesting find: M4A3 With Acog (from OA)

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I was mucking around in the weapons_e.pbo today and found this, an unused (as far as I know?) model of an M4A3 with an Acog, it seems to work fine, apart from the fact that he aims down a CQB-sight on the top of the acoc instead of the acog itself. But that could probably be reconfigured, right?

Just thought I'd share this with all of you incase people didn't know about it already. Someone could mod it into the game properly. :) (the model is in the M4A3 folder in weapons_e.pbo)

m4a3acog.jpg

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Excellent!

If only there was a M4+203 variant without the Acog we'd be set to go. Yes yes, there is one in Red Harvest -- but it doesn't confirm to the colour/layout of the M4a3's

[tongue in cheek]Also is this desert colour all the army can issue me? That simply doesn't work with my skin tone. [/tongue in cheek]

-k

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Haha, yeah. :) I'll try to get the acog-optics working properly and then I'll put it up for download. I'll see if I can't reskin it to use the same desert-camo as the other M4A3s do aswell, as you can see the acog sight (which is the same texture the other one uses) is a lot brighter, so it doesn't really fit in.

I can't seem to get the Acog to work, here's my config so far (anyone can just put it in a config.cpp in a folder, compile it as a pbo and you'll get the rifle ingame):

#define _ARMA_

//Class config.bin{

class Mode_SemiAuto{};

class Mode_Burst: Mode_SemiAuto{};

class Mode_FullAuto: Mode_SemiAuto{};

class CfgPatches

{

class Mc_m4a3_acog

{

Units[] = {};

weapons[] = {"Mc_m4a3_acog"};

requiredVersion = 1;

requiredAddons[] = {};

};

};

class CfgWeapons

{

class M4A1;

class Mc_m4a3_acog: M4A1

{

displayName = "M4A3 Acog";

model = "\ca\weapons_e\m4a3\m4a3acog.p3d";

handAnim[] = {"OFP2_ManSkeleton","\Ca\weapons_E\SCAR\Data\Anim\SCAR.rtm"};

picture = "\ca\weapons_E\Data\icons\m4a3_cco_CA.paa";

modelOptics = "\Ca\weapons_E\SCAR\ACOG_TA31_optic_4x.p3d";

opticsPPEffects[] = {"OpticsCHAbera2","OpticsBlur2"};

opticsZoomMin = 0.0623;

opticsZoomMax = 0.0623;

distanceZoomMin = 300;

distanceZoomMax = 300;

opticsFlare = 1;

opticsDisablePeripherialVision = 1;

class OpticsModes

{

class ACOG

{

opticsID = 1;

useModelOptics = 1;

opticsPPEffects[] = {"OpticsCHAbera1","OpticsBlur1"};

opticsZoomMin = 0.0623;

opticsZoomMax = 0.0623;

opticsZoomInit = 0.0623;

memoryPointCamera = "opticView";

visionMode[] = {"Normal"};

opticsFlare = 1;

opticsDisablePeripherialVision = 1;

distanceZoomMin = 300;

distanceZoomMax = 300;

cameraDir = "";

};

class Kolimator: ACOG

{

opticsID = 2;

useModelOptics = 0;

opticsFlare = 0;

opticsDisablePeripherialVision = 0;

opticsZoomMin = 0.25;

opticsZoomMax = 1.1;

opticsZoomInit = 0.5;

memoryPointCamera = "eye";

visionMode[] = {};

};

};

};

};

Let's get this Acog working men!

Edited by McNools

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Using lighter texture on them will be difficult, hidden ones have few different details... I'm also making a config for them - should be ready in 10 mikes for testing.

With 3 new M4s...

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No, nothing mentioned and no reference in config...

Wonder why BIS didn't config/used them?

EDIT: I've got the ACOG working:

class CfgPatches {

class 255_M4A3_unlocker {

weapons[] = {"M4A3_ACOG_EP1","M4A3_EP1","M4A3_REF_EP1"};

requiredVersion = 1.50;

reqiuredAddons[] = {"CAWeapons_E"};

};

};

class CfgWeapons {

class M4A3_CCO_EP1;

class M4A3_ACOG_EP1 : M4A3_CCO_EP1 {

scope = 2;

displayName = "M4A3 ACOG";

model = "\ca\weapons_E\m4a3\m4a3acog";

handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons_E\SCAR\Data\Anim\SCAR.rtm"};

picture = "\ca\weapons_E\Data\icons\m4a3acog_CA.paa";

modelOptics = "\Ca\weapons_E\SCAR\ACOG_TA31_optic_4x.p3d";

opticsPPEffects[] = {"OpticsCHAbera2", "OpticsBlur2"};

opticsZoomMin = 0.0623;

opticsZoomMax = 0.0623;

distanceZoomMin = 300;

distanceZoomMax = 300;

opticsFlare = 1;

opticsDisablePeripherialVision = 1;

class OpticsModes {

class ACOG {

opticsID = 1;

useModelOptics = 1;

opticsPPEffects[] = {"OpticsCHAbera1", "OpticsBlur1"};

opticsZoomMin = 0.0623;

opticsZoomMax = 0.0623;

opticsZoomInit = 0.0623;

memoryPointCamera = "opticView";

visionMode[] = {"Normal"};

opticsFlare = 1;

opticsDisablePeripherialVision = 1;

distanceZoomMin = 300;

distanceZoomMax = 300;

cameraDir = "";

};

class Kolimator : ACOG {

opticsID = 2;

useModelOptics = 0;

opticsFlare = 0;

opticsDisablePeripherialVision = 0;

opticsZoomMin = 0.25;

opticsZoomMax = 1.1;

opticsZoomInit = 0.5;

memoryPointCamera = "eye";

visionMode[] = {};

};

};

};

class M4A3_EP1 : M4A3_CCO_EP1 {

scope = 1;

model = "\ca\weapons_E\m4a3";

displayName = "M4A3";

picture = "\ca\weapons_E\Data\icons\m4a3_CA.paa";

};

class M4A3_REF_EP1 : M4A3_CCO_EP1 {

scope = 1;

model = "\ca\weapons_E\m4a3ref";

displayName = "M4A3 Reflex";

picture = "\ca\weapons_E\Data\icons\m4a3ref_CA.paa";

};

};

Edited by Max255[PL]

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I wonder that too, will this version be in your pack? with working acog etc.? then I can stop trying to do it myself, I'm trying to fix it up with a lighter texture though.

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If you'll do the lighter texture just use my config and release it (I won't mind if you mention me in credits).

And the other 2 models of M4 are FUBAR - error opening .p3d in game. I'll just set their scope to 1 for now...

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;1689877']If you'll do the lighter texture just use my config and release it (I won't mind if you mention me in credits).

And the other 2 models of M4 are FUBAR - error opening .p3d in game. I'll just set their scope to 1 for now...

I managed to make a lighter texture wich fit in nicely. :) PM me your config and we can release it as a joint effort. :) did you get the acog working correctly etc.?

Edit: Ah, I just saw that you posted the config here! sorry

Could we get the lasers working aswell? (that is a IR-laser thingy on the weapon, right?)

Edit again: Hm, when trying your config I get this error: "no entry 'bin\config.bin/cfgpatches/255_m4a3_unlocker.units'", not on startup, but in the editor when saving the mission, or loading, or when starting the mission. The weapon shows up with a working Acog though!

Edited by McNools

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I didn't checked the lasers but if they're not working there was no entry responsible for this in M4A3 RCO GL... But we'll see...

And did you change the class name in CfgPatches to match the name of the pbo?

Config just needs adding :

units[] = {};

in CfgPatches...

And those damn lasers are not working, will look into it...

Edited by Max255[PL]

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;1689907']I didn't checked the lasers but if they're not working there was no entry responsible for this in M4A3 RCO GL... But we'll see...

And did you change the class name in CfgPatches to match the name of the pbo?

Have a look and see. :) I'll try aswell.

Haha, I forgot to do that!

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I just rememberd something... M4A3 RCO GL we already have in game also doesn't have IR laser...

Hope it's just not configed and model isn't lacking memory points...

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;1689919']I just rememberd something... M4A3 RCO GL we already have in game also doesn't have IR laser...

Hope it's just not configed and model isn't lacking memory points...

Yeah' date=' I hope so too. :/ I tried looking for it on weapons that had IR-lasers, but I couldn't find anything, I'll add that thing in the config from the last page, I hope that does the trick. :)

Hm, I got a crash on startup, how exactly should I add "units['] = {};" in cfgpatches? for me it looks like this:

class CfgPatches {units[] = {};

which causes the crash, (I'm not good at this whole config-thing)

Edit: I'll go make a proper inventory-picture aswell! (with the lighter texture)

Edited by McNools

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Ok, got the laser working. Also it seems that on the RCO GL model points are messed up and laser is coming out to the side from the magazine... lol.

Config in PM.

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Thanks mate, I'll try it out. :)

Edited by McNools

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I think BIS should have included more variants for the guns.

theres not enough dakka for my liking

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