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Everything posted by ardvarkdb
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Already stated. A collapsed stock would require more effort than reward at this point. New animations so it didn't look goofy and no affect on gameplay for a minor variation is not something I am interested in. I'm not sure if this is still the case, but weapon length didn't affect weapon maneuverability in Arma 3, so there is no benefit to a stock length modification aside from purely cosmetic, and there is enough cosmetic variety already in the pack.
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There will be both a foregrip and non-foregrip M203 version. Can you better define "rather awkward"? Maybe a picture or something to point out what you are referring to.
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Yeah there will be config changes. Not sure what all will be included but it should at least have the Mk262 ammo. I'm slowly making progress on things. I have the basics for the M4 GL variant done. Currently working on making some KAC sights.
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Yeah both. A new stock wouldn't really change the gameplay of the weapon any to make it worth the effort, and there are a fair amount of variations as it is. New ironsights might be a nice alternative for people who don't like the magpul ones, and that does have a direct impact on gameplay, as does a GL variant.
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Buttstocks don't' really add to the weapon in any way, it's purely cosmetic. If Arma 3 had the same weapon customization DayZ standalone had I might consider it, but it wouldn't be worth the effort to add another buttstock. I might look into some additional iron sights though.
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I was referring to the MK18s. I have no plans to do any other weapons at this time.
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Still trying to figure out what all to add. If people have suggestions (aside from a GL variant) I will take them into consideration.
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Australian SOTG - Commandos
ardvarkdb replied to sabre's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I'm pretty sure this is a bug caused by the camo faces. We liked the russian camo faces, but for some reason the face type overrides the language you give the soldiers. They should all use BAF voices, but the ones with camo speak russian because of their face paint. It must seep into the soldiers brains or something. If it really bothers you just change the config to not use the camo faces. -
Australian SOTG - Commandos
ardvarkdb replied to sabre's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Araripe - The weapons are part of the SOTG pack and there is no separate download, but the weapon pbo's within the addon are self contained and do not require the unit pbos. -
SpectreRSG: that would be cool. Send me the stuff and I can add it to an update. I'm currently tracking down some of the models that I've found on my dropbox as well as some that Sabre had to see if I have everything that I lost. When I gather everything together I will be more than happy to add in the changes. On that note, if anyone is willing to help with configs I would be more than grateful. I'm horrible at them and any help would be appreciated.
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New sounds and a grenade launcher variant would be cool, unfortunately I built a new computer and because I had not played arma or done any modding in a few months I completely forgot to back up my P drive. Sadly I lost most of the resources and models I had and I doubt this mod will be updated any time soon. Sad times.
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Thanks for the tip Kiory, I'll give it a look.
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I would imagine you would just need to make a new config file for the MK18's that reference the new sounds rather than the default sounds.
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No plans on any updates at this time. Haven't been in an Arma mood lately.
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Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
ardvarkdb replied to Placebo's topic in ARMA 3 - GENERAL
Atlis has a semi-Tonal vibe in some parts. The TSF fit in well :) Full Size -
You can say it a thousand times, it won't make an update come any faster. Right now I'm completely swamped with other things so I don't know when I will get back to these.
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Yeah I've taken out the custom mags and now just use the default BI ones since it has all the trace colors. I'll take out the caseless stuff as well, thanks for the tip GvsE! As far as zeroing goes, Robert Hammer is having a similar issue and posted a question in the arma 3 weapon guidelines thread, so hopefully we will get a response soon from the Devs on how to configure zeroing for ironsights.
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I'll look into it some more but I'm not really sure why that's happening.
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Damage is related to the magazine as far as I can tell. The value Brain was modifying is the damage modifier for the suppressors, not the rifle itself, so were people complaining about the rifle not doing enough damage or the rifle with suppressor? Need more details to know what "issues" people are having. Zeroing is related to the scopes from the looks of it. There are no values for zeroing in the MX config for the base rifle that I can see, and the optic zoom values it has are what I am using in the MK18 config. I have added in the BIS default tracer mags now so that should be fine whenever the next update is.
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If someone can send me what to do to update the config for damage / zeroing / magazines / etc. I would appreciate it. I am not a config man myself.
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The damage is BI's default 556 ammunition, I have nothing to do with damage values.... If someone makes an FHQ compatible config I will include it in the next update.
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Thanks for the mirror Foxhound! Added to first post. Glad everyone likes the update. As far as the FHQ stuff goes, I did not add it in because if you do not run that mod you would get an error. I would prefer BI update the way weapon attachments work and make them global based on what slot an attachment is made for, rather than having to hard code in every attachment that every mod makes and constantly updating weapon packs as new attachments come out. Hopefully BI will address this in a future update.
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0! Check first post for download link for version 0.2 Changes in the new version include: - Updated Recoil - Sharpened up MK18 model / fixed some errors - Updated BUIS with higher poly version - Updated reload animation - Added Magpul AFG version - Added M4 Block 2 variants - Fixed animation issues with bolt and fire selector Also, special thanks to vagrantauthor for all his testing and bug reporting!
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No plans for optics at this time
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As I've said before, if someone wants to make some better sounds I will gladly test them and if I like them I will include them in the pack. That doesn't mean tell me who has cool sounds so I can track them down, see if they want to give me sounds, write the config for the sounds, etc. That means YOU do the work. YOU find some sounds, you get them working in the config (which I will gladly send you a copy of if you need it) and then YOU send me a PM and say "Hey Ardy, I've got these sweet sounds I think you should try and see if you want to include them in your mod. Just pop these in and bam, give them a test". I can spend 10 minutes on youtube finding videos of gun sounds too, that doesn't mean they are easy to get ingame. I have never really messed with sounds, nor do I care to, as they do not interest me. If the sounds that the weapons currently use totally kill the immersion for you then don't use them. You're not paying anything for it, so you're not really losing anything. The next version is moving along, but keep in mind that every variation that is added adds more development time, so it will take longer. Just minor bug fixes and endless inventory icons at this point, so it shouldn't be much longer.