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nillie

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Posts posted by nillie


  1. Hey nillie

     

    That's a negative on the surefire/PEQ 15 combo on any weapons with asdg. The reason for this is that it simply does not work, for example Every weapon is different , Size, width, height, length so i have made each weapon its own unique Combo so it looks right on each weapon. Some Authors believe its ok to make attachments like this ASDG compatible but it simply looks ridiculous when it clips through the weapons you put it on. On the other hand the stand alone surefire and peq will go on any weapon you like if it has correct rails and set up.

    Just the combos need to be done specific.

    About the AK we are currently doing a nice custom AK and it will have the option of The combo so look out for that soon.

     

    The grip pod is hard to explain but again its not something that can be universal on all weapon mods or even a selection of our own guns .. Explanation =  The Grip pod Uses a reference Point on the gun the placement of that point determines where it sits so it can only be placed over the existing grip. As you could imagine if people had the option to put this on anything that did not have a vert grip it would clip and look real silly. Also you can not change the animation from how the character is holding the weapon to match the grip pod so if they are holding say a weapon with angled grip when you attach the GP it will not look right at all. So for now the GP is only compatible with Vert grip versions of most SMA weapons. 

    currently ARMA have a bug in their code that does not allow us to delete the original grip so when the grip pod is attached the old one disappears , when they fix this error we will add the function, Here is a link to our Issue tracker to them about it.   http://feedback.arma3.com/view.php?id=24045  Please upvote if you would like to see it fixed.

     

    Hope that helps explain this issue a bit better.

    Thanks and enjoy

     

    Just wanted to thank you for taking the time to clear this up. It took me a while to realize the obvious problems that would come with the grippod. Also, i agree about the PEQ15/surefire combo. Its supposed to look right on the weapon and shouldnt clip trough it.

     

    Beeing a real AK man myself, i cant wait to see what you guys will come up next !

     

    This weapon mod has always been my favorite one, but if you guys start adding AK's, i would appreciate it even more, if that is at all possible...

     

    Greets !


  2. Stunning as always ! The weapons really are top quality.

     

    About the accessories : Finaly a surefire + PEQ 15 combo in black. I also love the grippod.

    Is there a way that i can use them on other weapons? I can use the older accessories on almost any weapon i have, but the new accessories are only available for the SMA weapons.

     

    I checked the optionals but did not find an extra .pbo or file to update asdg? Would be great to try out the grippod or the surefire/PEQ 15 combo on an AK

     

    Anyway keep up the great work ! Love this.


  3. Hi,

     

    Guys first of all : Congrats on this mod. Even though its still only the first release, there are already some great models and features to start with !

     

    Now some questions and suggestions for the team :

    First : It says in the first post the mod is fully compatible with ASDG muzzles. However at this time, i cant seem to place any muzzle device on the Beryl rifles. Is this a problem on my end, or are suppressors/muzzle devices not yet available for these weapons?

     

    Secondly : Like somebody said above here, i think the clear magazines should be less transparent.

     

    Finaly : Will you guys be adding a 1996 Beryl with a STANAG magazine adaptor like this ?

    mspo_1.jpg

     

    Great work so far ! I will definetly keep following this one. Hope to see more soon.


  4. I have spent a lot of time looking for a good AK-12 or tactical AK mod for ArmA 3. This looks really good and certainly has a lot of potential. The only thing that keeps me personally from using the weapons in this mod all the time, are the very weak sounds. The type of sound is open for debate and everybody has a different preference, but its not just that the sound is not that good for my personal taste, it would be a lot better if it where actually loud. I think adding some more volume to it would be a big improvement already. Are there any plans to update this or is there a sound mod that provides replacement sounds that is endorsed by the creators?

    Anyway :

     

    Keep up the good work. Im keeping an eye on this one.


  5. Hi. I am making a custom mission using the ravage loot spawn modules and also ACE3. However, for this specific mission i would like my character to start with some basic items already in the inventory.

    These Items can be found in the loot containers from the spawn module. But i want my character to start with these items in its inventory, rather than having to search for them for half an hour.

     

    I need following items specifically : The gut knife and the Tool kit for repairing vehicles.

    I have tried searching for these items in Zeus, virtual arsenal and in editor but i cant seem to find them. I only find the non-functional kitchen knife, which unlike the gut knife does not work

    and the only toolkit i find is the one provided by ACE, which does not work for repairing vehicles.

    Where can i find these items in Zeus ? Is there a container that i can spawn that holds these items?

    Thanks in advance


  6. First off : Big fan of this mod. The modules are easy to use and provide a fun gameplay experience.

    Using some different mods and some basic editor work, i have made a nice "survival" type mission with loot spawns etc. for me and my friends to play.

    Now for my question to the community as well as the author : Does anyone have a workaround for the fact that once zombies spot you, they follow you around the map, even when you are far beyond the line of sight?

    It would be cool if they "die" once they have wandered too far from their spawning module, so they can respawn when we re-enter an area later on.

    I can easely spawn fresh zombies with MCC or something else, but that kinda breaks immersion. I like the way the modules spawn zombies.

    But if the zombies are still alive chasing us, and the zombie cap is reached, then an area that we re-visit is often empty because the zombies are still alive and chasing us around the map somewhere, and we have to leave the town and go find them.

     

    Any tips are welcome.

     

    Thanks for this mod again.


  7. Is there any way to modify the init field for a unit you are going to spawn, like you would do for exported Virtual Arsenal loadoats in the init field in the editor? I like spawning enemies to kill, but i would want some more control over what type of weapon they have and what type of clothing they wear. Is this possible in MCC, as it seems as if i can only spawn default classes like BLUFOR rifleman, marksman etc etc...


  8. Hey,

    How do i get these Raptors to do anything but walk in a straight line?

    I cant get them to attack me. I have disabled my other mods. I tried adding one from independent faction and setting independent to hostile to everyone. They will slowly walk to me and bump into me but no attacks. When i set them to OPFOR or CSAT and use the opposing faction, its the same thing.

    I have messed with presence settings, i have tried giving them higher ranks than me. I have set way points with aggressive settings... They just wont attack or do anything. Even after i shoot them.

    I have tried all of this on custom maps, as well as the default Altis off course.

    When i try to play as one, the texture is missing and i can only steer it with the arrow keys as it keeps walking forward. All other controls fail.

    What the hell am i missing? What parameters should i add to them in editor so they attack and act at least semi intelligent? I cant find any solutions for this problem.

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