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mashmo0823

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Posts posted by mashmo0823


  1. Yeah, there is that ACOG that says its supposed to be tan but its the same one as the black one. But I am not sure that is the sole cause of the crashing.

    I see it now. I wouldn't think that it would cause any crashing, but it might. Are you guys using the dev build?

    Also, on a side note, is there any chance of you putting the old EOTech back into the game RH? I just kinda prefer it because it's black unlike the new one.


  2. yes sometimes when selecting the weapons and sometimes when closing the arsenal

    I don't if it'll work, but maybe try switching to a sidearm when selecting weapons in the Arsenal. Also, does this happen when calling the Arsenal in a mission or only when using the Virtual Arsenal from the main menu?


  3. For .300 Blackout you can use regular 5.56x45mm mags , as for Mk11 mod 0 that's intentional

    Mk11 mod 1 is updated with newer rail , barrel with flash hider like M110 and using old regular stock

    Mk11 mod 2 is the M110 variant in black colour

    Oh ok, so those were intentional. I didn't know that about the Mk11.

    Can you do some pictures? i guess that bipod bug is the same as on IAR

    I took some screens of the M110 front sight issue. It would appear that the issue is only visible in 3rd person with an optic, so it doesn't obstruct optics at all for the user.


  4. Started getting crashes after adding this weapon pack along with accessories as well. Going to do some further testing to see if its this mod or something else going on.

    I've had it crash as well. I just tested all of the weapons though, and I had no crashes on any of the weapons in the Arsenal, so it may be one of the attachments.

    I'd like to report a small oversight, the AAC Honey Badger's magazines are incorrectly labelled as 5.56x45mm. Also, the Mk11 has no muzzle device on the end of it, but I'm not sure if that was intentional or not.


  5. Out of interest if the Accessories mod is needed to run the core RH_weapons pack... Why not just roll it as one mod ?

    Confused :confused:

    So that way if he wants to update one pack and not the other he can do it like that. Also so if people want to run the attachments without the M4 pack they can.


  6. there's really nothing to complain about the camos except the tan maybe being a tad to bright and the TG showing a clear line on the buttstock, which are both very minor things and these are still probably the best camo variants I've seen so far. Really like the rugged look of them

    Yeah they're still pretty good. Definitely better than having no camo variants at all.


  7. You don't need that old ASDG attachment config , because the both packs support and requires ASDG Joint Rails to run

    also before someone will complain about those camos - yes they are not so good but better than nothing , so in future might someone help me with that

    I'll probably attempt a retexture at some point. Whether I'll do good enough to warrant a public release...we'll see. Anyways, loving the pack, top quality work as always.


  8. I don't know about those but maybe the KAC SR47 in the future

    I didn't even think about that. That'd be cool too.

    I really like this pack compared to other AR packs, but i think some variety in furniture would be nice

    Try the HLC AR-15 pack, it has a few unique looking ARs that might be just what you're looking for.


  9. I have the latest version plus the hot fixes for the M4 pack but whenever I try to add one to my player in the arma 3 virtual arsenal it crashes my game to desktop. I run it with other weapon mods but I took them away and it still happens. Any ideas?

    P.S. I have all the required mods for this mod also so that is not the issue. And there is no error and I do not know where to see errors if they appear in the back round.

    The hotfix is supposed to replace the original rh_m4_cfg.pbo file inside of the addons folder. Make sure you don't have 2 seperate cfg files.


  10. Hello,

    Can't say that I've read the whole thread, but I thought I'd add my input.

    I really like the weapon pack, but there is one thing keeping me from deploying it for use: weapon sway. I'm supposing this is a function of weight, but as a user of the M4 weapon system, I can say that the sway is pretty ridiculous here. Needs to be toned down considerably on all variants, especially GL version. It's gotten to the point where, when I do use it, I don't dare attach anything except a weapon sight, as doing so apparently raises my character's blood-alcohol content to the point where he cannot hold the rifle steady. Anything you can do that glues the ghost ring to the user's eye (since the user of the platform welds his cheek to the cheek weld, thus producing no rear sight sway, requiring only that the front sight align with the target, which is instantaneous for anyone with sufficient experience shouldering the weapon system) is a good thing. The next is the inconsistent recoil when in full auto, whose single-shot "tap" behavior produces much more recoil than when in semi-auto mode. Finally, and this is very nitpicky, the purist in me yearns for a variant of the carbine with standard, non-RIS handguards and safe/semi/full auto.

    (Edit: Oh, and of course, the 'painted' red dots.)

    Looking forward to seeing what you come up with. I very much like the mil-spec leanings of this pack as opposed to the 'other' big AR/M4 pack out there, though I grudgingly deploy it instead since its implementation is much more consistent and reliable in a firefight. Cheers, and good luck with your next update.

    It used to not do that. I think BIS changed something when they added the new fatigue system.


  11. Subsonic ammo configs work, it's just that since the new suppressor updates, suppressors increase velocity, pushing HLC subsonic rounds into supersonic velocities. Toadie is releasing a fix soon.

    so yeah, subsonic ammo works fine.

    But if that's true then shouldn't Toadie's MP5SD5 and SD6 work fine with subsonic ammo? As far as the game knows the weapons are just naked with no barrel attachment.


  12. How do I get switchmove to be executed across all clients? I'm using it in an addaction. It works fine locally, but the player just floats around when viewed by others in multiplayer.

    Here's my addaction code:

    player addAction ["Fist Pump", "Gestures\fist_pump.sqf", nil, 0, false];

    And here's the fist_pump.sqf:

    _angle = getdir (_this select 0); 
    (_this select 0) setdir _angle + 180;  
    (_this select 0) switchmove "Acts_welcomeOnHUB03_AIWalk_4";
    sleep 7.2; 
    (_this select 0) switchmove "AidlPercMstpSlowWrflDnon_AI";
    

    Any help would be greatly appreciated.


  13. Well i could add subsonic but only if they work properly in arma 3 - which i have no idea if they do

    I don't know if they do or not. I used a FAMAS mod a while ago and it used subsonic ammunition that worked, but the HLC mods have subsonic ammo that doesn't work. I checked the config files and the HLC mods set the velocity at subsonic speeds, so I'm not sure what's wrong with it.

    Oh, and by not working I mean that the ammo still made that "pop" when the gun was fired. Where the FAMAS mod didn't do that.

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