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Posts posted by Laertes

  1. Those soldiers are Special Forces, 5th SFG to be more accurate, in that video. That's why they don't look normal.

    A US soldier is does not specifically mean army or marines. it is simple a soldier of the united states. Not sure what you are trying to say there Rhodesy. Although there is a difference between an Army Soldier and a Marine Corps Soldier.

    Rhodesy's point (please correct me if I'm wrong, Rhodesy) is that somebody in the USMC is known as a Marine, not a soldier. In the same way as you'd refer to somebody in the Navy, as a sailor not a soldier.

  2. You need to find the class-name of the weapon and of the magazine. You've done all the right things except you've used the display-names rather than the class-names. (Well almost all right, if you put the magazine before the weapon, it'll be automatically loaded ;))

    I forget what it's called (sorry) but there is a script somewhere on the forums that gives the class-names of the weapon you're using, which you could use to find out the right class-names.

  3. It's a bit late, but there is one issue. The FAL actually inherits from M16A2, rather than AK_47_M like your mod. That's why it's picked up sight adjustment for some people, it's getting it from the AK. The config can also be stripped down a bit, you don't need to redefine the Single firemode. Here's a fixed-up version:

    class CfgWeapons {
    class Rifle;
    class M16_base : Rifle {};
    class M16A2 : M16_base {
    	class FullAuto;
    class FN_FAL : M16A2 {
    	modes[] = {"Single", "FullAuto"};
    	class FullAuto : FullAuto {
    		reloadTime = 0.0923;
    		soundBurst = 0;
    		recoil = "recoil_single_primary_4outof10";
    		recoilProne = "recoil_single_primary_prone_3outof10";
    		minRange = 0;
    		minRangeProbab = 0.3;
    		midRange = 80;
    		midRangeProbab = 0.7;
    		maxRange = 200;
    		maxRangeProbab = 0.05;
    		dispersion = 0.0005;
    		begin1[] = {"Ca\Sounds_E\Weapons_E\FNFAL\FNFAL_single_1", 1.77828, 1, 1500};
    		begin2[] = {"Ca\Sounds_E\Weapons_E\FNFAL\FNFAL_single_2", 1.77828, 1, 1500};
    		soundBegin[] = {"begin1", 0.5, "begin2", 0.5};

    I've also changed the reloadTime for auto, since the BIS value was for burst fire and much too fast.

    Thanks, if it's all right with you, I'll add that into the next version.

  4. A suggestion (if you'll permit me to share) for the M4 replacement mod: replace the sniper weapons, also, with the fine desert-camo'd M24 model for the M110.

    And, of course, it would be nice if the basic rifleman had some hand grenades too as I mentioned above.

    Thanks again, Laertes!

    Tell you what, I'll check the rifleman issue and I'll add an optional .pbo changing the M110 to the M24 :)

  5. Laertes' US Weapon Replacements - 1.0

    These addons change how the US Army troops are armed. It does not have any effect on the Special Forces.

    There are two versions:

    The difference between the two being the weapons used.

    The CO version, utilises a variety of M4s and an MP5 included in A2 and OA, whilst the OA version, solely uses weapons included in Operation Arrowhead ("M4A1", "M16A2", "M16A2GL").


    If you have Combined Operations, you can either version and they should work fine.

    If only you have Operation Arrowhead, you can only use the OA version.


    Whilst this has not been thoroughly tested, it should work absolutely fine. If however, it doesn't please let me know what the problem is and I will do my very best to fix it.

    Mirrors welcomed as always.

  6. Out of interest Laertes, how did you add the adjustable range settings to the FN-FAL? Could you add to to other rifles with iron sights, like possibly the M4, M16 and G36? Although I'm not 100% certain, I'm pretty sure these had adjustable sights too.

    I added adjustable range settings to the FAL? I had no idea, I'd done that.

    I'll have a look, though ;)