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purple

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Everything posted by purple

  1. Dear comrades, im happy to release my first benelli pack. That's still a beta version so there may be some bugs and stuff that are not perfect, but i considered it already advanced enough for a release, so here it is. I want to thank Oliie for helping me with the sounds. some screenshots: requires ASDG Joint Rails As always with my packs, they are open source so feel free to get the source files, modify them etc... download links: binarized addon: mediafire: http://www.mediafire.com/download/3pfwgqfwbheb4cg/prpl_benelliM4_1.2.7z playWithSix: http://play.withsix.com/arma-3/mods/prpl-benellim4 armaholic: http://www.armaholic.com/page.php?id=21870 source pack: https://drive.google.com/file/d/0B1QUAobMgri5cTZUQXZWSk85R28/view?usp=sharing also available through google drive: https://drive.google.com/folderview?id=0B1QUAobMgri5UE5HTGZ3cHNHek0&usp=sharing
  2. Hi all, This pack includes 4 versions of famas F1: all of them have deployable bipod (through action menu), and working APAV rifle grenade. I'm also sharing the source archive so all of you can reuse the contents (like grenade and bipod scripts) and/or tune the config to your tastes. So feel free to reuse any part of the archive and redistribute them (just please give me some credits if you do ;) Some screeshots: Requirements: The mod requires CBA to work. The pack was made compatible with R3F_armes and FHQ accessories, the mod should work without them, but you may get some error messages so it is better to use them as well. Famas pack requires ASDG Joint Rails Downloads: the binarized pack: mediafire: http://www.mediafire.com/download/46rnb46dntgts3t/prpl_famas_a3_0.16.7z playwithsix: http://play.withsix.com/arma-3/mods/prpl-famas armaholic: http://www.armaholic.com/page.php?id=20649 check the readme for the list of classnames. the source pack: http://www.mediafire.com/download/gefbds1d6xe3fi3/prpl_famas_a3_SRC_0.12.7z repository on google Drive: https://drive.google.com/folderview?id=0B1QUAobMgri5UE5HTGZ3cHNHek0&usp=sharing
  3. purple

    Purple Famas pack

    Just released Version 0.16 (updated to work with Marksmen update).
  4. I'll release a new version soon with some fixes and updates. cheers. -- EDIT -- I released version 1.2: http://www.mediafire.com/download/3pfwgqfwbheb4cg/prpl_benelliM4_1.2.7z
  5. Thanks Jackal, i'll try your workaround and keep you updated whether it fixed it. As for the animation, i really would like to improve them but i really suck at animations ... (i have a script in the work to reload the shotgun with a shell at a time, but i still miss a good anim for that). stay tuned for updates
  6. Hello Mates, i was a little bit away from ARMA3 lately (but i still check the forum from time to time), but yeah, im still supporting the mod. I'll try to look into it and update the mod with a fix if i can... thanks for your feedbacks. I've already noticed this issue and indeed, i thought it was due to bug with the shotgun shell implementation....
  7. purple

    Purple Famas pack

    Hi Apache7, i came back from vacation, i'll update the pack with fixed rtm soon. --------------------------------------------------------------------------------------------------- EDIT: I released version 0.15 with the updated rtms. cheers
  8. Hi Dorak, when do you have this error ? I made a lot of tests, and could not see that error anywhere
  9. Hello mates, version compatible with 1.24 was released
  10. purple

    Purple Famas pack

    Pack updated to work with 1.24: version 0.14 cheers, Purple
  11. purple

    Purple Famas pack

    @lonesquad: i may add the grenade sights, the problem is that most of the famas i have made have the additional rail mounted on the handguard, thus you won't be able to unfold the grenade sights (especially when you have optics) ... so i don't think these sights are really in use anymore: ... but maybe, if i have some extra time to spend i'll make an raw famas without rail (like used in the 80s and 90s) and with the rifle grenade sights
  12. purple

    Purple Famas pack

    @distractor2004: to fix the issue, i simply removed the references to classes WeaponSlotsInfo class SlotInfo and Rifle_Base_F from CfgWeapons definition: Before: After: It looks like when you refenrece those class, it messes with some other configs ... @Corporal_Lib[bR]: ok, thanks for the feedback; I'll try to reproduce it (because ive never experienced it) and fix it... cheers, Purple
  13. purple

    Purple Famas pack

    released version 0.13 to fix an issue with vanilla sniper rifle attachements
  14. @Scruffy: Yes that's the idea... since you can also add a new mag and specify the amound of ammo in it; Let's say you have a 8rnds mag in your inventory: then when you "reload" a single shell, you can remove that mag, add a new one with only 1 round, remove add the weapon again so the gun is loaded with the 1 rnd mag; and add a new 7 rnds mag instead of the 8 rnds mag... For each iteration, you can get the number of ammo in the weapon, remove the loaded mag, replace it with a new mag + 1 rnd, and add a new mag in the inventory decremented of 1. The only limitation, is that once you've loaded a round type, all the following rounds will be of the same type. But if you track all the mag in memory, you could theoretically have multiple ammo types mag... anyway, i don't know why Bohemia coded the weapons and mags like they did, this is so poorly designed... and it is like this since OFP, that's depressing; It would have been so easy to code it right from the start and simulate ammo, magazines load, weapon, chamber ... etc ... correctly All those realism issues related to weapon handling in ARMA are just that: poor coding design from the start. Im almost sure most of the source code of ARMA3 is basically OFP code that they never touched... @distractor2004: i'll look into it; I thought i corrected that bug already with the famas pack ... ---------- Post added at 10:05 PM ---------- Previous post was at 09:44 PM ---------- @distractor2004: i release version 0.13 of the famas pack to fix the issue
  15. @Scruffy: thanks; ideally i would like to find a way to simulate reloading shells one by one and have a single animation for reloading one round; Im thinking of binding a shortcut to "override" standard reload to reload a single round and not a whole "mag". If i can figure out how to do it, you'll have to press that shortcut 8 times to reload 8 rounds (or keep it pressed until the gun is full), or press R to reload all 8 rounds at once the standard way
  16. Hi guys, sorry i was quite busy IRL lately, i'm releasing the version 1.0 of the benelli pack. I've added a removeable muzzle break you can add to your rifles... and mainly updated materials and textures. Check the first post for links... A screenshot: @Scruffy & arthuro12 : looking into those reload animations thing will be my next task; Im not happy at all with the long and boring animation, especially since you can't interrupt it ... stay tuned
  17. hello Robalo! ok thanks for the tip! I'll fix it ... also thanks a lot for your addons! cheers, Purple.
  18. purple

    Purple Famas pack

    @Carne_molida: sorry, i don't understand what you mean with the magazine :confused: Do you mean some magazines are removed? Are you sure they are not somewhere else in the inventory?
  19. @armatech: thanks for the feedback mate ... i'll include the fix in the next update, cheers, Purple.
  20. Hello guys, i released the version 0.6 with a quick fix for a script bug
  21. purple

    Purple Famas pack

    I just released the version 0.12 with a fix of the script bug found by Carne_Molida
  22. purple

    Purple Famas pack

    Ok, i see; on the devbranch there are debug messages that pop up ... they are harmless (the messages pop up because you maybe has no secondary weapon (launcher).... You can turn off the script debug info to remove them. As for the grenades indications, i think that they are only due to a reorganization in the inventory, i have to check... ------ EDIT: i could reproduce the issue, i have to check it out and find a solution for this; It looks as if some grenade disappears and is replaced by a grenade of a different type every time you action the bipod... crap, i wished ARMA3 inventory code was better designed, it is so weirdly and badly implemented ...
  23. you're welcome Flipper, im now working on to update the textures and fix a few things... so more updates will come in the future cheers, Purple
  24. purple

    Purple Famas pack

    Hi Carne_Molida, you need to run CBA addon for the deploying bipod to work... do you have it ? also version 0.11 requires ASDG joint rails mod, you can grab them here: CBA ASDG Tell me if you still have problems with these addons
  25. @sickboy & Foxhound: thanks mates!
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