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fingolfin

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About fingolfin

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  1. fingolfin

    Tier 1 Weapons

    Will be fixed in the next hot fix. Does this occur on all RHS variants for you? It is the same model, and I can't see any difference:
  2. fingolfin

    Tier 1 Weapons

    Alright guys, here’s the release of version 1.1. Most of the things were already shown, but I also added two handguns as a little surprise: a Glock 19 and a Glock 22. As always, please report any bugs you can find! Here the full changelog... Version 1.1.0: • added Glock 19 and Glock 22 pistols with accessories • added HK416s with Remington handguards • added laser/light combos for many RHS weapons • changed the unsuppressed sounds to RHS sounds • added the RHS grip system to the SAWs and M110k1s • added Eotech NGAL laser module • added AAC M4-2000 and Dead Air Sandman-S suppressors • added Nightforce 1-8x ATACR optics
  3. fingolfin

    Tier 1 Weapons

    A small last status update: All the new stuff is finished, now only some small config work and testing is to be done. Expect a release within the next days. As for the sounds, the polls decided people wanted RHS sounds and Toadie’s silenced sounds. So, this will also come in the next update. But I will be leaving the old sounds in the pbo and the config, so making a config reverting the sounds should be super easy. At the moment I have no plans to do that, but if anyone else wants to do it, I would be willing help out with my limited config knowledge.
  4. fingolfin

    Tier 1 Weapons

    Some old stuff, some new stuff...
  5. fingolfin

    Tier 1 Weapons

    Yes, they are rather used as standalone weapons:
  6. fingolfin

    Tier 1 Weapons

    That would be a fun addition and I've found a model on CGTrader that isn't too expensive. So, yeah, maybe in the future. 😂
  7. fingolfin

    Tier 1 Weapons

    Some more WIP pictures... First, RAHG variant resembling a weapon from the UBL raid: Second, something for the fans of a certain TV series: ... and third, another RAHG variant:
  8. fingolfin

    Tier 1 Weapons

    I have an M3X model made by Lennard, but I think that would be something for a legacy pack of some sort (Mk18 Mod 0, Block I M4, Mk14 Mod 0). LA-5Bs alone will be available. No, I have no plans for UGLs at the moment as they see very little use in SOCOM. I haven't seen one picture of tier one unit operators with an UGL in at least a decade and the other SOCOM units use M4 Block IIs and Mk18s, both of which have UGL variants already in RHS. Are they already in use? Anyway, I would need to find a good affordable model. There will be LA5-Bs that will work on all weapons like RHS AN/PEQ-15s. They just won't have flashlights, fancy switches or cables.
  9. fingolfin

    Tier 1 Weapons

    A small progress report: The attachments for the SCARs, M4 Block IIs, Mk18s, M249s and MP7s are done. I think I’ll leave it at that. Normal M4 are not really in SOCOM-use anymore. Maybe in a later update... The model files are quite big, and I don’t want to increase the file size too much. ... and a MP7 for @Hythloday_: I've also added a grip/bipod combo for the M110s, so I could reduce the number of weapon models. Don’t worry, all the classnames are still there (just hidden). Next step will be adding HK416s with Remington handguards. Regarding the sounds: You can still vote on the workshop page if I should change them or not.
  10. fingolfin

    Tier 1 Weapons

    Maybe not all of the attachments but a LA-5B and a LA-5B/M300C combo for the MP7 are definitely possible. 😉
  11. fingolfin

    Mag proxies on handguns

    Thanks, that is good to know. I'll hope that most gear mods will update their mods if it is just a config fix.
  12. fingolfin

    Tier 1 Weapons

    Good news, I’ve managed to get the RHS grip system working on the Mk46/48s. So, you can enjoy different grip/bipod combos in black and camo variants. Also, I started making my attachments available for RHS weapons. As you can see, there will be specific models for each weapon type including switches and cables:
  13. fingolfin

    Mag proxies on handguns

    Thanks, in that case I’ll keep the current setup.
  14. Hey there, I have a quick question regarding the magazine proxy system regarding handguns. Everything works fine until the weapon is holstered on a vest, then the magazine does not show. I have looked at the vanilla pistols and saw that they do not use mag proxies, same for the ones in RHS. So, now my question: Did I forget something or is the system not designed for handguns and mag proxies generally do not show up on holstered weapons?
  15. Hey guys, I’m having a problem with a model config (it seems). When I start bulldozer to check the animations, I get this error message: No entry ‘model.cfg/CfgModels/G19_Urban/Animations/magazine_reloadmag_move_1.begin’. Problem solved, I forgot to define the axes. Duh... In game the magazine won’t move during the reload animation. This is the model config and I just can’t find my mistake: class CfgSkeletons { class Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]={}; }; class G19_Skeleton: Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]= { "recoil", "", "slide", "recoil", "magazine", "recoil", "trigger", "recoil", "safe", "trigger", "catch", "recoil", "barrel", "recoil", "ammo", "recoil", "zasleh", "" }; }; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class G19_Urban: Default { htMin=60; htMax=1800; afMax=200; mfMax=100; mFact=0; tBody=0; skeletonName="G19_Skeleton"; sections[]={"zasleh"}; class Animations { class magazine_hasmag_hide { type="hide"; source="hasmagazine.0"; selection="magazine"; sourceAddress="clamp"; minPhase=0; maxPhase=1; minValue=0; maxValue=1; memory=0; hideValue=0.5; unHideValue=-1; }; class magazine_reloadmag_hide { type="hide"; source="reloadmagazine.0"; selection="magazine"; sourceAddress="clamp"; minPhase=0; maxPhase=1; minValue=0; maxValue=1; memory=0; hideValue=0.248; unHideValue=0.64; }; class magazine_reloadmag_move_1 { type="translation"; source="reloadmagazine.0"; selection="magazine"; sourceAddress="clamp"; minPhase=0.2; maxPhase=0.248; minValue=0.2; maxValue=0.248; memory=0; offset0=0; offset1=-1.5; }; class magazine_reloadmag_move_2 { type="translation"; source="reloadmagazine.0"; selection="magazine"; sourceAddress="clamp"; minPhase=0.62; maxPhase=0.68; minValue=0.62; maxValue=0.68; memory=0; offset0=0; offset1=1.5; }; class trigger_reload_rot { type="rotation"; source="trigger.0"; selection="trigger"; sourceAddress="clamp"; minPhase=0.5; maxPhase=1; minValue=0.5; maxValue=1; memory=0; angle0=0; angle1=-0.2617994; }; class trigger_prefiring_rot { type="rotation"; source="trigger.0"; selection="trigger"; sourceAddress="clamp"; minPhase=0; maxPhase=0.2; minValue=0; maxValue=0.2; memory=0; angle0=0; angle1=-0.01745329; }; class trigger_safety_rot { type="rotation"; source="trigger.0"; selection="safe"; sourceAddress="clamp"; minPhase=0.2; maxPhase=0.3; minValue=0.2; maxValue=0.3; memory=0; angle0=0; angle1=-0.1745329; }; class slide_reload_move { type="translation"; source="reload.0"; selection="slide"; sourceAddress="clamp"; minPhase=0; maxPhase=1; minValue=0; maxValue=1; memory=0; offset0=0; offset1=0.22; }; class barrel_reload_move { type="translation"; source="reload.0"; selection="barrel"; sourceAddress="clamp"; minPhase=0; maxPhase=0.1; minValue=0; maxValue=0.1; memory=0; offset0=0; offset1=-0.1; }; class barrel_reload_rot { type="rotation"; source="reload.0"; selection="barrel"; sourceAddress="clamp"; minPhase=0; maxPhase=0.2; minValue=0; maxValue=0.2; memory=0; angle0=0; angle1=-0.03490659; }; class slide_empty_move { type="translation"; source="isempty.0"; selection="slide"; sourceAddress="clamp"; minPhase=0; maxPhase=1; minValue=0; maxValue=1; memory=0; offset0=0; offset1=0.22; }; class catch_empty_move { type="translation"; source="isempty.0"; selection="catch"; sourceAddress="clamp"; minPhase=0.9; maxPhase=1; minValue=0.9; maxValue=1; memory=0; offset0=0; offset1=-0.15; }; class barrel_empty_move { type="translation"; source="isempty.0"; selection="barrel"; sourceAddress="clamp"; minPhase=0; maxPhase=0.1; minValue=0; maxValue=0.1; memory=0; offset0=0; offset1=-0.1; }; class barrel_empty_rot { type="rotation"; source="isempty.0"; selection="barrel"; sourceAddress="clamp"; minPhase=0; maxPhase=0.2; minValue=0; maxValue=0.2; memory=0; angle0=0; angle1=-0.03490659; }; class ammo_empty_hide { type="hide"; source="isempty.0"; selection="ammo"; sourceAddress="clamp"; minPhase=0; maxPhase=1; minValue=0; maxValue=1; memory=0; hideValue=0.1; unHideValue=-1; }; class zaslehrot { type="rotationx"; source="ammorandom"; selection="zasleh"; sourceAddress="loop"; minPhase=0; maxPhase=4; minValue=0; maxValue=4; memory=0; angle0=0; angle1=6.283185; }; }; }; }; I’m thankful for any advice!
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