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fingolfin

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Everything posted by fingolfin

  1. Tier 1 Weapons - A mod by Fingolfin Description This mod adds several weapons used by US SOCOM units in different setups and color variants. It is based on the RHS framework and should work fine with ACE. Content Weapons: • HK416s with 10.4 and 14.5inch barrels, Geissele rails, various stocks in different color variants • Mk46s & 48s in different color variants • M110k1s • Glock 19 and Glock 22 handguns Optics: • Vortex Razor HD Gen II • Leupold M3A • ShortDot 1-8x24 PM II CC • Nightforce 1-8x ATACR • Elcan SpecterDR 1.5x/6x • Eotech 551 • EXPS3-2 • Micro T-1 & T-2 • 3X magnifier • G33 magnifier • L3 magnifier • all in various color variants Accessories: • LA5B and NGAL • Surefire M300C, M600V and M603V • KAC, Daniel Defense, Larue, and gangster grips • Gemtech Halo, Rotex-IIIC, Surefire SOCOM 1 & 2, KAC 7.62 QDC/CRS, AAC M4-2000 and Dead Air Sandman-S suppressors Features • highly detailed models and textures (mostly) • a wide variety of weapon accessories and scopes • ACE compatibility (not fully tested, please report all bugs you encounter) • optional BettIR config here: https://steamcommunity.com/sharedfiles/filedetails/?id=2271191070 Download https://steamcommunity.com/sharedfiles/filedetails/?id=2268351256 Changelog 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 • many small config changes/bug fixes 1.02.6: • changed T1 & T2 zeroing to 50m • fixed T1 & T2 clipping with backpacks in modified prone 1.02.5: • added Surefire SOCOM 762-MG • fixed red dot sights on the Leupold M3As and ShortDots • fixed LA5 lasers 1.02.4: • changed Leupold reticle to RHS' one 1.02.3: • still tweaking the red dot sights... 1.02.2: • improved aiming on the red dot sights • corrected the Shortdot reticles 1.02.1: • fixed automatic fire mode on M110s and SR-25s 1.02: • added ammo belts for the Mk48 (100 and 250 rounds) • darkened textures for the "tanodised" parts of the HK416s • changed Elcan 6X ironsight zeroing to 100m 1.01: • added key • fixed aiming for EXPS3 and Micro T1 & T2 • Larue riser instead of UTG for some optics • RHS sounds for the M110k1s 1.0: first release Known issues • Only the light cone is showing on the SAW laser/light combos, not the light point. No idea how to fix that... • Pistol magazines won’t show up if the pistol is holstered. That will be fixed when the next A3 update comes and mod authors add the “showHandgunMagProxy = 1;” to their configs. Please report all bug you find. Future plans • a modern DEVGRU HK416 (still waiting on some models) Requirements • CBA • RHS USF Origin of the content All of the models and most of the textures I used were not made by me but all of them are either open source or were purchased legally by me (mostly via CGTrader). Here is a list of the original creators: • Toadie2K: HK416 base models, Mk46s & 48s, Leupold M3A, Doctor III, Gemtech Halo, Rotex-IIIC, ammo belt, AAC M4-2000 • ParallaxGameStudios: Geissele rails, EXPS3, ShortDot, Micro T-2, G33, M300C, M600V, Daniel Defense VFG, Larue FUG, SOCOM 1, Nightforce ATACR, NGAL, Glock 19 • Hans Christian Lie Johannessen: M110k1, KAC 7.62 QDC/CRS • Kiory: Harris Bipod • natelaurin: 3X magnifier • n3600: Vortex Razor HD Gen II • janxo: LA5B, M603V, Surefire Switch, SOCOM 2 • 3DSanTan: KAC VFG, Sandman-S • TeoCG: Elcan SpecterDR 1.5x/6x • zraider: Micro T1, dual switch • Artistwall07: Larue riser • chamferzone: Glock 22 • san_san37: L3 magnifier Credits Along with these talented creators I have some other people to thank: • the RHS team for their outstanding work and the framework for this mod • Toadie, Spartan0536 and Navaro for their great add-ons and their kindness to make them open source • and to Bohemia Interactive for a great game and their continued support. Disclaimer For personal entertainment purposes only. You are not allowed to reupload parts of this mod or the whole mod without the written permission of the author. You are not allowed to use parts of this mod or the whole mod in your own creations without the written permission of the author. You are allowed to retexture parts of the mod using the hidden selections as long as the original mod stays a dependency. The creator claims no responsibility for any damages this add-on or mod may cause, use at your own risk.
  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. After teasing people with promo shots in the combat photography thread for quite some time, I decided to open a separate thread for my upcoming AAF add-on. The idea behind this was to have a AAF faction for contemporary missions on Altis and Stratis using RHS assets and having only the RHS mods as a dependency. Over time I got permission to add some more models to this add-on and, so you’ll get a bit more than just RHS retextures… To provide mission makers with a possible storyline, I wrote a small history of Altis, which ends in a republic being on the brink of civil war in 2017 and with interventions of both Russia and NATO as a real possibility: Some screenshots: More: The content so far: • AAF infantry in pixelated camo • AAF reservists in greek lizard camo • Altian Police units • BMP-3s, GAZ Tigrs, HMMWVs and Urals for the AAF • Ka-60 and L-159 for the Altian Air Wing • pro-western Rebels Links: https://drive.google.com/open?id=1Yxn32iV400uCdolzrKmTl5ftJq5jZnGr http://steamcommunity.com/sharedfiles/filedetails/?id=1298282761 (More mirrors are always welcome!)
  6. fingolfin

    Tier 1 Weapons

    Yes, they are rather used as standalone weapons:
  7. 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. 😂
  8. 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:
  9. 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.
  10. 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.
  11. 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. 😉
  12. 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?
  13. 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.
  14. 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:
  15. fingolfin

    Mag proxies on handguns

    Thanks, in that case I’ll keep the current setup.
  16. 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!
  17. fingolfin

    Tier 1 Weapons

    I've opened a discussion topic regarding weapon sounds on the workshop page. So, If you want me to keep the NIArms sounds or change them to RHS, you can vote.
  18. fingolfin

    RHS Escalation (AFRF and USAF)

    Love the new cold war/chechnya stuff in the last dev-branch updates!
  19. fingolfin

    Tier 1 Weapons

    I think is was about a 100rnd mag that doesn't clip with the arm. Anyway, the ammo belts are a good stopgap for now (and have only minimal clipping).
  20. fingolfin

    Tier 1 Weapons

    You can already use the RHS 50rnd mag on the Mk48s.
  21. fingolfin

    Tier 1 Weapons

    I have released two small updates in the last hours: EXPS3 and Micro T1&2 aiming should be fixed/better now, Larue riser replaced the old ones on some models and there are now two ammo belts for the Mk48s. Also, I have darkened the HK416 “tanodised” textures. Unless any game breaking bugs are found, do not expect the next update to be so soon.
  22. fingolfin

    Tier 1 Weapons

    I have no model for the magazine in the picture but an ammobelt should be possible.
  23. This started out as a small add-on adding a few textures for a single player mission that will probably never see the light of day and ended up as a (still small) CAG/Delta Force faction for RHS. It is merely a stopgap until UnderSiege’s Gear & Uniforms are released. To make it clear for the start: The gear used for the units isn’t a hundred percent accurate or even close. Since I do only retextures, I have to work with what the community gave us and in this case I wanted to keep the add-on dependencies to a minimum. So, what do you get? · one assault troop with four teams and a HQ · one recon team · in total, more than 30 individually equipped operators (no identical units) in two variants: night ops and day ops · armed with Toadie’s HK416s and RHS’ weapons · equipped with JPCs, MMACs, OpsCores and Airframes from Adacas Military Gear Pack · some retextures (mostly OpsCores, Airframes with Multicam covers and some patches) · a CCT and a PJ unit · units with Pufu’s excellent SCARs once RHS releases them · ZEUS support (hopefully… hasn’t been tested) What won’t you get? · new models · big updates in the future (I consider is add-on finished and will only maintain but not expand it) · DEVGRU (many other mods out there) Changelog: 1.1 · HK416s in camo paint · new backpacks (thanks to Jonny's MLODs) · updated loadouts · some new vests with flags/patches · ZEUS support (hopefully for real this time) 1.0: first release Here are some pictures: If anyone wants to take some more and post them in this thread, feel free to do so. To change the tabs/flag patches on the G3 use _objectname setObjectTexture [6,"yourtexture_ca.paa"]; for the right side, _objectname setObjectTexture [7,"yourtexture_ca.paa"]; for the left side and _objectname setObjectTexture [4,"yourtexture_ca.paa"]; for the patch on the left sleeve. Since I only wrote the config there is a long list of people to thank: · the RHS team for their outstanding work · Adacas as the author and Warden_1, Sabre, Ardvarkdb, Binkowski, Johannes, Road Runner, Zeealex and all other contributors to the Military Gear Pack · Toadie, Spartan0536 and Navaro for their great HK416s · Teeha and The Krusty Krab Pizza for their GPNVG18 add-onon · Jonny for the backpack models · Alex Vestin for the Multicam template · BIS for the game Download: Steam Workshop Google Drive Dependencies: · RHSUSF Steam Workshop Armaholic · MGP Steam Workshop Armaholic · NIArms Core Steam Workshop Armaholic · NIArms Core RHS Compatibility Steam Workshop Armaholic · NIArms HK416 Rifles Steam Workshop Armaholic · L3-GPNVG18 Panoramic Night Vision Steam Workshop Armaholic Disclaimer: For personal entertainment purposes only. Do not edit and redistribute without permission of the author. Creators claim no responsibility for any damages this add-on or mod may cause, use at your own risk.
  24. fingolfin

    CAG/Delta Force Faction

    Still waiting for the next USP update to work on a major overhaul of this mod, but here is a new weapon pack: https://steamcommunity.com/sharedfiles/filedetails/?id=2268351256 (... and yes, the HK416s can use grips now.)
  25. Add-ons: Aliabad Region, CUP, RHS, MGP, 1st SFOD-D (A), Tier 1 Weapons
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