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gvse

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Everything posted by gvse

  1. This is my port of Christian.1987's mp7, originally released for Arma2. Compatible with Arma 1.44 Thanks to Pomigit, it comes with several camo variants. DOWNLOAD version 2.3.3 (29.05.2015): Requirement: asdg joint rails Classnames: C1987_MP7 C1987_MP7_folded (front grip folded, stock collapsed) C1987_MP7_folded2 (front grip folded, stock extended) C1987_MP7_folded_p (sidearm) camo variants: C1987_Mp7_dmarpat C1987_Mp7_marpat C1987_Mp7_nwu C1987_Mp7_sand C1987_Mp7_ucp C1987_Mp7_urb C1987_Mp7_wcam Attachments: C1987_MP7_suppressor custom suppressor in camo variants: C1987_o_suppressor C1987_o_suppressor_wcam C1987_o_suppressor_sand C1987_o_suppressor_nwu C1987_o_suppressor_ucp C1987_o_suppressor_urb C1987_o_suppressor_marpat C1987_o_suppressor_dmarpat z-point sight: C1987_zeiss_AIM C1987_zeiss_AIM_sand C1987_zeiss_AIM_marpat C1987_zeiss_AIM_dmarpat C1987_zeiss_AIM_nwu C1987_zeiss_AIM_urb C1987_zeiss_AIM_ucp C1987_zeiss_AIM_wcam Laser pointer mounted on top rail (only for the non-sidearm variants of the smg!!!): peq15_top (desert) peq15_top_b (black) Do not use this peq on any other weapons! It fits only the mp7 (primary), and it will float around other weapons Magazines: C1987_40Rnd_46x30_mp7 C1987_20Rnd_46x30_mp7 Ammo box: C1987_Mp7_Box Change-log: 2.3.3 - compatibility with changes made to A3 version 1.4 (sounds, recoil) 2.3.1 - configs tweaked to ensure better compatibility. 2.3 -added peq15 that can be mounted on the top rail. The peq model has been donated by Alwarren.Thanks man! :) I have added some detail and a black color variant 2.2 - rewritten config (courtesy of Robalo!) - new variants: with folded stock and grip, and as a sidearm - rate of fire sped up and suppressed sound reverted to BIS smg sound - damage slightly increased to bring it between 9mm and .acp round - recoil slightly changed - loudness of unsuppressed shots adjusted - better reload animation (known issue: magazine animation a bit off in sidearm version) 2.1 - Added Christian's original z-point sight as a separate attachment (different camo variants) - Added Christian's original suppressor as a separate attachment (different camo variants) - AI engagment ranges tweaked - Added inventory icons with working indicators for different attachments - Suppressed weapon now utilizes original (Christian's/LordJarhead's) sounds - new muzzle flash (smg) 2.0 -Added new textures for different camo variants: created by Pomigit! (I think this warrants a bump straight to version 2.0). -removed some weapon variants from the crate (it was getting crowded in there) 1.4.1 - Fixed: dependency bug 1.4 - Rotating muzzle flash - Adjustments to attachment positions - Compatibility with Alwarren's updated FHQ Accessories Pack: http://forums.bistudio.com/showthread.php?153794-FHQ-Accessories-pack 1.3 - Top proxy (for sights) slightly adjusted (centered) - Holo and backup sights should now work in a similar way as with other BIS weapons (short range shots should land right at the center of the reticule) - additional config provided to extend compatibility (with attachments from R3F weapon pack) 1.2 - side attachments moved to the right side, as in default BIS weapons - slightly increased damage - better reload animation (from the MX) - signed and server key included 1.1 - Replaced rifle suppressor with pistol suppressor - Removed unnecessary SD mags - Added another class:"C1987_Mp7_ACO_point_snds" - Deleted a left-over proxy (triangle that popped up near the muzzle at a certain distance [LOD]) - added a variant with Zeiss Z-point sight that was featured in Christian's original release. Unfortunatelly Z-point is not modular (you cannot disasemble it from the weapon). - Added images for weapons (they are not very accurate, though). - Config rewritten by Robalo! - Some changes to class names (see updated class names above). 1.0 First release Credits: Christian1987 His original A2 release thread is here: http://forums.bistudio.com/showthread.php?90556-Christian-1987-AddOn-Release-Thread&p=2130298&viewfull=1#post2130298 Robalo: the cleaned up and rewritten config. Pomigit: created camo textures for version 2.0! Alwarren: let me use the red dot texture for the z-point sight My and Christian's thanks go to: 'Schmung' for the Mp7 ground base Model! 'The_Tub' for the Mp7 Texture base! 'TheLama' for the Acog/EoTech Model & Textures! 'Norrin' for the PERFECT Hand-Hold Animation! 'da12thMonkey' for the AWESOME LLM-01 Laser/Light Module Model & Texture! 'LordJarhead' for the AWESOME Sound's & Sound Config Edit! I personally want to thank: 1. Christian for giving me permission to port this outstanding addon 2. Alwarren, who has been guiding me every step of the way 3. Robalo for rewriting the config 4. Pomigit for creating camo textures 5. Robert Hammer for advice.
  2. Hi guys, first post updated with a new version, compatible with A3 1.44. Thanks as ever to Robalo for advice. I've pretty much lost interest in Arma so this might be the final update from me.
  3. Hi guys, Firstly, thank you for your work. Im trying to get back to arma and this mod helps heaps. Now, is it normal behavior with unsupported maps (Gorgona) that using Alive causes the game to hang infinitely at loading (spawning just 60AI)?
  4. hey Fabrizio, thank you for the update. Do I understand it correctly that native bullet detection works only in the developer version of the game; not in the latest stable build?
  5. .kju, ive been using aia since its inception and I am extremely grateful for your work and dedication to this. Even more so now that you have shared the history of the project. I was wondering how you managed to keep this massive exercise in check, provide updates and answer countless questions and then balance all that with life. As for your questions (the "What next"), given the facts concerning donations (lack thereof [i didnt contribute either, btw]) I think you have to make no excuses for quitting the project and focusing on financing your game mode or getting a job in another sector. It is very sad, and its gonna be a huge blow to the community in my view. I only hope you can somehow keep the project on the back-burner or someone as talented as you will step in. Thank you for everything so far and also for being transparent about the whole thing.
  6. gvse

    MRT Accessory Functions

    Wonderful. Thank you for your work on this. Works great. Now we need peq16.
  7. gvse

    ASDG Joint Rails

    Robalo, thank you for expanding the mod! which attachment addons already utilize the "light switch" functionality?
  8. gvse

    A2 Island Fixes

    Hi Reyhard, many thanks for bringing the new fixes. I've downloaded a3mp to try out your mod, and I noticed that windows of many enterable buildings in Cherna are still bulletproof. Any chance you will be looking into fixing this? Also I'm a dedicated aia sa user, but the two mods are now incompatible. Can you recommend which specific aia add-ons pbos should be disabled to make your mod work with kju's version of maps?
  9. thanks .kju. I tried that and the game launches but then it's back to the old problem with the user interface being that of a2, inability to launch other mods, and only Utes and VT available in the editor. I really hope you can integrate the fixes into aia sa, and I can't wait for it. And as usual, thank you kindly for your instant support on the forum. :)
  10. .kju, loading aia sa with reyhard's fixes results in game crashing. Here's the rpt and here the mod line:
  11. I'd rather see the mp5 first. You didnt mention the sd variant: is it also on the menu?
  12. .kju, could we have your advice on how to launch A2 Island fixes with aia sa? In my case placing the fixes last in the modline results in strange behavior of the game (e.g. no A3 islands in the editor), and when I place it before the aia sa I get the impression it doesn't work (e.g. I still cannot shoot through windows of many buildings). Hope you can advise!
  13. gvse

    A2 Island Fixes

    firstly, an awesome and much needed development. Thank you for it! Now for the questions: 1. I use AiA SA and is the order in this mod line correct: ? When I put the fixes last, the whole game turns into an a2 game with Utes only available in the editor.2. The next question is about shooting through windows of buildings: is this possible with the mod now and does it work on all A2 buildings? 3. Finally, am I correct in assuming that the mod affects all islands utilizing A2 buildings? Once again, thank you so much for working on this!
  14. super job and great animations! Thanks so much for sharing your work. one small question: the way you set up the honeybadger (with attachable suppressor): is it how it works in real life? Top job. thanks again!
  15. gvse

    MK18 Mod 1

    hmm, strange. perhaps it's sth really simple like a spelling mistake in the line of your config which references the animation? Ive done a number of hand animations now using da12thmonkey's method and its all been smooth so far. I do use a version of the addon builder that doesn't come with steam, though: AddonBuilder_67083. also, how's your addonbuilder set up? you sure the .rtm is not on he list of exceptions (files to be copied directly)?
  16. gvse

    MK18 Mod 1

    did you remember to place model.cfg in your animation folder before binarizing?
  17. gvse

    MK18 Mod 1

    da12th monkey is your friend. I always use his super easy to follow tutorial and files. Works well in a3 o2
  18. We are happy to give you Brugger and Thomet mp9/mp45 Models: Alwarren Textures and configs: GvsE Download version 1.2 (June 2014) Now dependent on asdg rail system The addon contains the mp9/mp45 (depending on the ammo you use: 9mm or .acp) in these variants: classes ag_mp9 (stock unfolded) ag_mp9_digi (stock unfolded digital camo) ag_mp9_wcam (stock unfolded woodland camo) ag_mp9_sand (stock unfolded desert camo) ag_mp9_folded (stock folded) ag_mp9_folded_digi (stock folded digital camo) ag_mp9_folded_wcam (stock folded woodland camo) ag_mp9_folded_sand (stock folded desert camo) AG_MP9_peq (1.1. variant where peq goes on the top rail and optic is moved to the back) AG_MP9_sand_peq (1.1. desert variant where peq goes on the top rail and optic is moved to the back) ag_mp9_sidearm (stock folded, used as a sidearm) The BT suppressor in your favorite camo variants: MP9_suppressor MP9_suppressor_wcam MP9_suppressor_digi MP9_suppressor_sand Laser attachment that goes on the top rail: mp9_peq15 (1.1 desert verison) mp9_peq15_b (1.1 black version) Ammo: standard BIS ammo: 30Rnd_45ACP_Mag_SMG_01 30Rnd_9x21_Mag Please do NOT try to use the extra peq on any other weapons! It will either float or clip as it's designed to work only with the two variants of the mp9. We would like to thank the following people for help and constructive feedback: da12thmonkey pomigit robalo Change log: 1.2: - compatibility with asdg rail system (all previous configs obsolete now) - no mag visible when magazine well is empty - added sound to selector - compatibility with Arma3 bootcamp sound revision 1.1 - server key included - additional configs included - custom top rail peq - 2 new variants of the mp9 that can be combined with the custom top rail peq - weapon position with stock extended slightly moved
  19. Updated version will be live in 5 minutes ;). June2014 changes: - compatibility with asdg rail system (all previous configs obsolete now) - no mag visible when magazine well is empty - added sound to selector - compatibility with Arma3 bootcamp sound revision
  20. tpw, any chance you will add this mod to the list of spawned civilians? It would be very welcome, especially in Chernarus, Bystrica and Bukovina.
  21. Guys, thanks to Robalo, we have a new config that does two things: 1. makes the sounds compatible with the dev branch and the upcoming stable patch. 2. makes the mod compatible with asdg joint rails how to install: delete your old configs but keep the weapon pbo ("c1987_mp7.pbo")! place the unrared c1987_mp7_c.pbo in the addons folder. Signed version will be released and available from first post once bis releases the update to stable branch. new config download
  22. hey .kju, speaking of updates, is it possible to make a2 walls react somewhat realistically in collision with vehicles? Right now walls just flip in a ridiculous way. Also, I believe it's impossible to shoot through windows of A2 buildings: any chance you can work your magic on this via scripting?
  23. Actually I contacted Robalo yesterday and asked him for help with it, and he kindly agreed, so yeah, an update will be released at some stage. The addon is in "maintenance mode" so do not expect any extra features. I will keep you guys posted as soon as the new version is ready.
  24. I have just reverted to stable branch (installed my first ssd today), and at least on stable the recoil is still bugged. Will the test be relevant only with the dev branch?
  25. good to hear about the lights and Im glad I could be of help.
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