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Found 11 results

  1. Dear Arma community, Previously i've shared all my knowledge and information on ACE3 Sniper Tutorial & Specifications of all Military Sniper Rifles in BI Offtopic forum (attached below): Now I'd like to share some reasearch i just made related to Arma 3 rifles performance. Yes i did some thorough analysis on the precision & accuracy of Arma 3 Rifles (vanilla & mods). I tried to measure their performance by analyzing their shot-group (bullet dispersion) just like real snipers determine the accuracy of their guns. I shot 40-shot group at their zero range (100 m) and 40-shot group at their maximum effective range. Then i calculated the analysis using a Gun Precision Calculator called "TARAN" to determine the in-game rifle's true precision & accuracy. Then I compared the in-game precision to real-life precision to see if the in-game rifles are overpowered or not. There are 5 Types of Rifles based on their Precision level: 1) Benchrest Rifle --> Circular Error Probable = 0 MoA – 0.09 MoA --> Shot Group / Shot Dispersion / Extreme Spread size is about 0 MoA - 0.23 MoA (0.00 inch - 0.23 inch at 100 yard) 2) Precision Rifle --> Circular Error Probable = 0.1 MoA – 0.3 MoA --> Shot Group / Shot Dispersion / Extreme Spread size is about 0.25 MoA - 0.76 MoA (0.25 inch - 0.76 inch at 100 yard) 3) Sniper Rifle --> Circular Error Probable = 0.4 MoA - 0.6 MoA --> Shot Group / Shot Dispersion / Extreme Spread size is about 1.00 MoA - 1.53 MoA (1.00 inch - 1.53 inch at 100 yard) 4) Designated Marksman Rifle --> Circular Error Probable = 0.7 MoA – 0.9 MoA --> Shot Group / Shot Dispersion / Extreme Spread size is about 1.78 MoA - 2.30 MoA (1.78 inch - 2.30 inch at 100 yard) 5) Assault/Battle Rifle --> Circular Error Probable ≥ 1 MoA --> Shot Group / Shot Dispersion / Extreme Spread size is bigger than 2.54 MoA (2.54 inch at 100 yard) here's all the videos & their analysis. Sorry for not narrating the videos coz i don't got time :( Please check them all out & tell me if you think these rifles are overpowered or underpowered or spot on (in terms of Precision & Accuracy). Let's start the discussion, shall we? :D ==================================================================================================================== CheyTac M200 Intervention Precision & Accuracy of M200 Intervention in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIamtvMXlQRVZRVk0 Precision & Accuracy of M200 Intervention in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIMkpsblJXLURuTVU/view bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxIMFFKS0ZoWEN5c1U/view Conclusion --> SPOT ON! CheyTac M200 Intervention (vanilla gun) with CheyTac 419 gr Lost River ammo --> ======================================================================================================================== AI AWM L115A3 Precision & Accuracy of AI AWM L115A3 in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIU2dpZjc3Y0JFNzA Precision & Accuracy of AI AWM L115A3 in Reality --> https://drive.google.com/file/d/0B-evVfZruOxITGwybXB6dXdZWWM/view bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxIZUk5R0ZnRzVzZ3c/view Conclusion --> SLIGHTLY OVERPOWERED! AI AWM L115A3 (from Dagger mod) with Berger 300 gr Hybrid OTM ammo --> =========================================================================================================================== Remington M2010 ESR & MSR Precision & Accuracy of Remington MSR & M2010 ESR in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIY0lKVDAtLUx4UjQ Precision & Accuracy of Remington MSR & M2010 ESR in Reality --> MSR --> https://drive.google.com/file/d/0B-evVfZruOxIczd5eWoxWlRzb0E/view ESR --> https://drive.google.com/open?id=0B-evVfZruOxIQlpRX3FiV3RkazQ bullet drop, wind drift, & hit probability: MSR --> https://drive.google.com/file/d/0B-evVfZruOxIQm5oMnJ3emhSd0k/view ESR --> https://drive.google.com/open?id=0B-evVfZruOxITlB6TVVhYlBTYU0 Conclusion --> VERY SLIGHTLY UNDERPOWERED! Remington MSR & M2010 ESR (from Red Hammer Studio mod) with M118LR ammo --> =============================================================================================================== Remington M24 SWS Precision & Accuracy of M24 SWS in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIYlZEWXdxYmhsZTQ Precision & Accuracy of M24 SWS in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIX1ZCWUJua0VLNnc/view bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxITThKQ3BGUEZQa28/view Conclusion --> VERY SLIGHTLY OVERPOWERED! Remington M24 SWS (from Massi mod) with M118LR ammo --> ================================================================================================================ USMC M40A5 Precision & Accuracy of M40A5 in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIUklqMWVITDVBTTA Precision & Accuracy of M40A5 in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIYjF1SUVUM1JtNUE/view bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxIZ0VhRWE4ZndQVXM/view Conclusion --> SLIGHTLY OVERPOWERED (when using Match ammo)! & OVERPOWERED (when using standard ammo)! USMC M40A5 (from Dagger mod) with M118LR ammo --> ============================================================================================================== PGM Hecate 2 Precision & Accuracy of PGM Hecate 2 in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIQ1BRV3lHYU1sV2M Precision & Accuracy of PGM Hecate 2 in Reality --> https://drive.google.com/file/d/0B-evVfZruOxISHNyRGt0bHZ4MGM/view bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxIamlaa0h4TFcxRVk/view Conclusion --> SPOT ON! PGM Hecate 2 (from R3F mod) with Hornady 750 gr Amax ammo --> ================================================================================================================= Remington M24A2 Precision & Accuracy of M24A2 in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIU1REXzRQZkp6STA Precision & Accuracy of M24A2 in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIRDExVDRnSjhiXzQ/view bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxITUxRNXlhUnR4NlU/view Conclusion --> OVERPOWERED! Remington M24A2 (from Dagger mod) with MK248 mod 0 ammo --> =================================================================================================================== AK12 Precision & Accuracy of AK12 in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIQnJqV1R5MDV3Z0U Precision & Accuracy of AK12 in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIRk8wUFVZMG1yR2M/view bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxIckx1LTQ5VURxZW8/view Conclusion --> SPOT ON! AK12 (from Massi mod) with 7N6M ammo --> ============================================================================================================== AK74M Precision & Accuracy of AK74M in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIRkhCSUFmR18wZWM Precision & Accuracy of AK74M in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIVF9fcWdhX2JacUU/view bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxIcVJaenFWT1BqMnM/view Conclusion --> SPOT ON! AK74M (from Red Hammer Studio mod) with 7N6M ammo --> ============================================================================================================= M4A1 Precision & Accuracy of M4A1 in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxISEFZSHRKSzVvaWM Precision & Accuracy of M4A1 in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIbVlNN3U2RGliVjQ/view bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxIajRNQVdlQV91OGM/view Conclusion --> SPOT ON! Colt M4A1 (from Massi mod) with M855 ammo --> ============================================================================================================= M16A4 Precision & Accuracy of M16A4 in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIMFpYMXcwc3czOWM Precision & Accuracy of M16A4 in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIbHNwYVNuWmM5ZkU/view bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxIR2h3OTVNM3RXRUk/view Conclusion --> VERY OVERPOWERED! Colt M16A4 (from Red Hammer Studio mod) with M855 ammo --> =============================================================================================================== Dragunov SVDS Precision & Accuracy of Dragunov SVDS in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIZzRhNl92cFBXZmM Precision & Accuracy of Dragunov SVDS in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIS09BNU5sc3B1Uzg/view bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxIUlVVa29ZQ0x6SzQ/view Conclusion --> SPOT ON! Dragunov SVDS (from Red Hammer Studio mod) with 7N1 ammo --> =============================================================================================================== Lee Enfield No.4 Precision & Accuracy of Lee Enfield in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIaEo0ak9fbkxuQ2M Precision & Accuracy of Lee Enfield in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIZVBjcDhnWkp2d2s/view bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxIX0J3M2dzWWVXZ0E/view Conclusion --> SLIGHTLY OVERPOWERED! Lee Enfield No.4 (from Massi mod) with Mark VII ammo --> =============================================================================================================== KAC SR25 Precision & Accuracy of SR-25 in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxINV92REFfTWlPREU Precision & Accuracy of SR-25 in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIbTI1djJXTlY0dFE/view bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxINXZZSFo5eXp5Y2c/view Conclusion --> SLIGHTLY UNDERPOWERED! KAC SR-25 (from Massi mod) with M118LR ammo --> =============================================================================================================== USMC SAM-R Precision & Accuracy of SAM-R in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIVmlacnV5bHBXYzA Precision & Accuracy of SAM-R in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIQkp0eEpfU29RSkk/view bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxIaDRmcENBckNzZVE/view Conclusion --> OVERPOWERED! USMC SAM-R (from Robert Hammer mod) with MK262 mod 1 ammo --> =============================================================================================================== KAC SR25 Precision & Accuracy of SR-25 in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIVlpmcXc0UFlwZUU Precision & Accuracy of SR-25 in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIOWlTV29BRF9RR28/view bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxINXZZSFo5eXp5Y2c/view Conclusion --> SPOT ON! KAC SR-25 (from Red Hammer Studio mod) with M118LR ammo --> ================================================================================================================== KAC M110 Precision & Accuracy of M110 in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIb05JdGl1blZYdFk Precision & Accuracy of M110 in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIeGNwWUc5S0FHNXM/view bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxIUHFsTWpKQ2JDMEk/view Conclusion --> SLIGHTLY OVERPOWERED! KAC M110 (from Robert Hammer mod) with M118LR ammo --> =================================================================================================================== Remington 700 Precision & Accuracy of Remington 700 in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIZFVTME5MWEtnQjg Precision & Accuracy of Remington 700 in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIYWR4WUhpX2owRlk/view bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxISGE5LVktMk5KakU/view Conclusion --> SLIGHTLY OVERPOWERED! Custom Remington 700 in 7 mm Rem Mag (from Dagger mod) with Berger 180 gr VLD ammo --> =================================================================================================================== Remington 700 Precision & Accuracy of Remington 700 in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIZE5EalpiWVVVbW8 Precision & Accuracy of Remington 700 in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIQkdIVWhRTWx4Z1E/view bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxIS0dMdl9sM0dOX2c/view Conclusion --> SLIGHTLY OVERPOWERED! Custom Remington 700 in 5.56x45 mm NATO (from Dagger mod) with Berger 90 gr VLD ammo --> ==================================================================================================================== NSWC MK12 mod 1 SPR Precision & Accuracy of MK12 mod 1 SPR in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIOTVCTklFajY3Zms Precision & Accuracy of MK12 mod 1 SPR in Reality --> https://drive.google.com/file/d/0B-evVfZruOxINGV2Z2k5X3UzSkU/view bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxINjhiZjhEdkZZbkE/view Conclusion --> SPOT ON! NSWC MK12 mod 1 SPR (from Robert Hammer mod) with MK262 mod 1 ammo --> ==================================================================================================================== KAC SR25 Precision & Accuracy of KAC SR-25 in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxINVVXZzRYSGIzR0U Precision & Accuracy of KAC SR-25 in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIUl9STHltUTFXSm8/view bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxINXZZSFo5eXp5Y2c/view Conclusion --> SLIGHTLY OVERPOWERED! KAC SR-25 (from Robert Hammer mod) with M118LR ammo --> =================================================================================================================== Barrett M107 Precision & Accuracy of M107 in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIM1FLQ2hycUNrWDg Precision & Accuracy of M107 in Reality --> https://drive.google.com/file/d/0B-evVfZruOxISkZjQWwtbjJoWHc/view bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxIZ3NDa3FRRXBIMG8/view Conclusion --> VERY OVERPOWERED! Barrett M107 (from Massi mod) with MK211 mod 0 Raufoss ammo --> ================================================================================================================= KAC M110 Precision & Accuracy of KAC M110 in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIYm96ZnhlUEVUSkk Precision & Accuracy of KAC M110 in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIVDV3bEQwbGgtR0k/view bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxIUHFsTWpKQ2JDMEk/view Conclusion --> SLIGHTLY UNDERPOWERED! KAC M110 (from Massi mod) with M118LR ammo --> =========================================================================================================== H&K HK417 Precision & Accuracy of H&K HK417 in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIb2xSQlpCUFNEcEU Precision & Accuracy of H&K HK417 in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIRFFUdDdpdUo4Tkk/view bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxIWEtrc2llbXFaeDg/view Conclusion --> SLIGHTLY UNDERPOWERED! H&K HK417 (from Massi mod) with M118LR ammo --> ======================================================================================================= Here's all my "Arma 3 Rifles Precision & Accuracy Analysis" --> Here's my video channel --> https://www.youtube.com/channel/UCx6ZpuRmlNlAhAgha9zthbw it's a non-commercial channel exclusively all about Arma 3 ACE3 Sniper videos. i always put all the complete weapon specification & ballistics analysis in the video description. i hope you all can learn long range precision shooting from that channel. Please share all the knowledge with other!!! coz knowing is half the battle ;)
  2. This config is meant to add a new Mk20 Black rifle, but it doesn't show up in the arsenal. If I replace 'black' with 'plain', it does succesfully overwrite the default Mk20 Plain rifle with my Mk20 Black rifle. So I can replace an existing rifle, but not add a new weapon (class). I'm kinda stuck now.. class CfgPatches { class SID_Mk20_Black { addonRootClass="A3_Weapons_F"; requiredAddons[]= { "A3_Weapons_F", "A3_Weapons_F_Rifles_MK20", "A3_Weapons_F_Rifles_MX_Black" }; requiredVersion=0.1; units[]={}; weapons[]= { "arifle_Mk20_black_F" }; }; }; class CfgWeapons { class Rifle; class Rifle_Base_F; class UGL_F; class mk20_base_F; class arifle_Mk20_F; class arifle_Mk20_black_F: arifle_Mk20_F { scope=2; scopeArsenal=2; displayName="Mk20 5.56 mm (Black)"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "@SID_Mk20_Black\data\mk20_co_2.paa"; }; }; };
  3. What up guys, it's ya boy Night515 back at it again with another garbage mod adding the M8 5.56 mm, an assault rifle chambered in 5.56x45 mm, coming in several different variants including a standard carbine, a variant with an underslung grenade launcher, a compact carbine, a automatic rifle, and a designated marksman rifle. I wrote this at 6 AM please help my sleep schedule is destroyed. http://imgur.com/a/w1P7S Download
  4. Hello friends, This is Dagger Weapons (and ballistics) for Arma 3. You can download it here: Armaholic: http://www.armaholic.com/page.php?id=30170 Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=639464956 Six Updater: http://withsix.com/p/arma-3/mods/BwbgUy_jqEipuxRIarFMRg/Dagger-Weapons-for-Arma-3-%28and-ACE-3%29 It adds many new sniper rifles and a wide variety of ammo types, wich use ACE 3 Advanced Ballistics parameters. All ballistics data is based on real life coeficients and you can play the game using your real life ballistics calculator, as well as the ACE 3 ballistics hand held and rangecards. The rifles are based on the wonderful Bohemia´s sample models for Arma 2 and come with many added features like iron sights, rails, etc, and they are painted in many different realistic official camouflage patterns. There are also some hand painted rifles, made using sniper´s real life techniques. Manual, and signature included. No more LEA config file because people use Virtual Armoury now. I hope you enjoy playing Dagger Weapons & Ballistics just like I´ve enjoyed making it. Cheers! photo hosting Requirements ACE 3: http://www.armaholic.com/page.php?id=28557 CBA: http://www.armaholic.com/page.php?id=18767 Extra Notes There are optional configs allowing to use Dagger magazines with Massi weapons, SMA and the 3 RHS´s. BC´s come from Bryan Litz books and they were all set to G1 for the sake of comparison with other calibers with less info on them. Current Version V4. Invitation To My Fellow Moders Hey guys, if you make weapon mods and would like to add my ammo and magazines to your mods it would be an honor for me. Please, contact me so that we can advance this idea together! Special Thanks BI team, for the wonderful game, forums and sample models. Massi, for the iron sights. ACE team, for the the many sniper toys (like the Kestrel, Vec-21, tripod, etc). WG6, for the M24A2 idea. AR15 and Sniperhide forums, for the open minded discussions and mutual help. BI team, for the wonderful game, forums and sample models. Massi, for the iron sights. ACE team, for the the many sniper toys (like the Kestrel, Vec-21, tripod, etc). WG6, for the M24A2 idea. AR15 and Sniperhide forums, for the open minded discussions and mutual help. Team Dagger Digao.pf, beta tester, arts suggestions, military research, logo. ToreDL87, supporter. Irvin_Mainway, military research and beta tester. VekongMaster, military research, beta tester. Sorophx, Arma3 youtube video. Multiplaneta, mods research, Arma2 youtube video, beta tester , military research, animations. Feltz, beta tester. Dagger, project leader, 3D reticles, texture, specular and bump maps, manuals, FOV math, ballistics, configs, military research, beta tester. Changelog V1: First release. V2: Added bump maps and specular maps to the weapons, added new ammo types, improved the weapons 3D models. V3: Synced with Steam Workshop. V4: Shared a sudy on Arma 3 ballistics, revised the penetration and damage system, fixed some .308 BC´s, made the ammo SMA, RHS and Marksmen DLC compatible and removed the message at the startup, fixed some rifle dispersions, added different shot sounds, added HP ammo to .300 blackout and 6.8 SPC calibers, fixed assault rifles magazine muzzle velocities to match ACE rifle barrel length parameters. Reduced weapons mass to allow carrying them inside backpacks with other stuff.
  5. Hello again! Tis' I, here again with another ridiculous addon. I want to get my thanks out of the way first and foremost. First to @Nirrti for his extensive field testing and constant pushing to make everything correct, he is also responsible for this piece existing, so you also have him to thank for that! Also a shout out to @laxemann for helping me iron out the sound issues I've been having, huge help and wealth of knowledge, thanks bud! With that out of the way, let's get down to it. "The 25 KKiv 2035 rifle is a 25mm payload rifle designed for sabotage and long range operations where you need the accuracy of a 12.7mm or comparable caliber, with the capabilities beyond the characteristics of such calibers, falling in between the niche of 12.7mm rifles and light anti-tank weapons. Being lighter than it's contemporaries (M320 LRR .408 and GM6 Lynx), and being able to reach comparable ranges with its 25mm payloads, the rifle is capable of firing two different rounds; the HEDP rounds are useful for soft targets and infantry, while the APFSDS rounds are designed to punch through hard targets such as armored cars (for example Hunter, Ifrit, or Strider), or even IFVs (like the Gorgon, Marid, or Marshall), though care and foresight must be applied when targeting such vehicles, as shots must be carefully placed into weak spots, such as engine or fuel tanks. Some rumours circulating among the men is that it might even be capable of damaging Main Battle Tanks, though through testing these rumours have been found unsubstantiated." If you would like to try this beast out for yourself, click the rifle below! Alternatively, grab it from the Steam Workshop: NOW WITH CBA - JOINT RAIL SUPPORT NOW WITH ACE3 SUPPORT If you prefer not to use steam, you can grab the CBA patch on dropbox here: https://www.dropbox.com/s/lpemwmss7b7dlpt/%40Kio_KKiv_CBA.rar?dl=0 And you can grab Ace3 patch here: https://www.dropbox.com/s/8vh38hbmdbotgu3/%40Kio_KKiv_Ace.rar?dl=0 Please report any issues you encounter with the rifle here and I will try my best to fix them ASAP! Here's a couple of promo shots showing it off in game: Sorry if the images are too big. I am also available for modelling commissions as well, serious offers only, no charge for Arma III implementation if required. Thanks for taking the time to check out this mod, if you find value here, consider throwing me a few bucks, it won't kill you and it certainly will help me.
  6. I'm making a post after looking through a few topics and consulting with one of my contacts. We have tried a number of fixes, but none have solved the problem. Scenario: There is a rifle qualification range and a pistol qualification range on the same mission. Controls are linked to scripts via addAction to either raise targets at 1 of 3 set distances at the rifle range or to raise the pistol targets in sequence. The rifle targets need to reset after being hit, while the pistol targets need to stay down after being hit. Problem: Through various scripts, I was able to get the ranges to work properly when loaded in the editor. However, on the server, the combinations will either make all the targets pop up or stay down despite trying a number of combinations. Attempts: Since one of the topics I found mentioned locality, I tried implementing if (isServer) line in pistol range scripts - Scripts would not work at all on server. Also tried moving nopop = true/false; into target objects' init lines - Does not work. Moving nopop = false; line to rifle range scripts - Targets initially in up position, stay down when hit. Upon executing scripts, will reset as intended in editor, but not in server. Moved lines from init.sqf into range.sqf file executed from init.sqf - Organizes it better but does not address issue. Scripts: There is a execVM "range.sqf"; line in the init.sqf file which calls the range.sqf script: One of the rifle range scripts: Pistol Range Script: There are also scripts to reset the ranges after use, but those are working as intended so I don't think I need to post them.
  7. The Lee–Enfield bolt-action, magazine-fed, repeating rifle was the main firearm used by the military forces of the British Empire and Commonwealth during the first half of the 20th century. It was the British Army's standard rifle from its official adoption in 1895 until 1957. I am by no means firearms are expert. There might be problems with recoil, damage etc. I would like to have feedback from you guys so i can fix them. This is my first experience with porting and arma 3 modding. Lee-Enfield No.4 MKI (Chamber and reload animation) Lee-Enfield No.4 MKI - Railed (Chamber and base game LRR reload animation) I added toadie2k's chamber and reload animations for this weapon. They are not perfectly fit for this weapon, but they look good while using it. Dependencies CBA Weapon Eventhandler Framework (for rechamber / bolt action movement animation) Contributing Authors Bohemia Interactive - ARMA 2 samples toadie2k - Bolt action, reload animations Slatts - Help with config files Download Here Steam Workshop
  8. Greetings all! Going to be sharing my latest piece which will be coming to Arma, aren't you lucky?! Now, some of you may not like the fact that's it's an entirely fictional weapon, but we're keeping it realistic and based it off a few real world rifles, such as the Barrett M99, the Steyr HS-50 and so on. Here's some fluff for you to salivate over. So with that out of the way, here's some images to further titulate: Apologies if the images are too large, hopefully the forum can take care of this automatically. Anyway, I'd love to hear your thoughts and get some feedback, take care everyone. Later. o/
  9. The APEX weapons are decrypted now so I want to take a shot at the Spar 17 sound. It currently has the sound of the Chinese rifle and I want to replace it with the Spar 16 sound or maybe the sound of another BI marksman rifle. I looked at the configs in game where I thought these were relevant parts: - configfile >> "CfgWeapons" >> "arifle_SPAR_03_base_F" >> "FullAuto" >> "StandardSound" - soundSetShot[] = {"SPAR_17_Shot_SoundSet","SPAR_17_Tail_SoundSet","SPAR_17_interiorTail_SoundSet"}; I thought that with the Mikero tools I could find this in the config files and replace the "SPAR_17_Shot_SoundSet" with "SPAR_01_Shot_SoundSet". I could not accomplish this last part. The best config I could devise is below. It doesn't work and I have the feeling I don't know what I'm doing. Any help is appreciated! #define _ARMA_ //ndefs=13 enum { destructengine = 2, destructdefault = 6, destructwreck = 7, destructtree = 3, destructtent = 4, stabilizedinaxisx = 1, stabilizedinaxesxyz = 4, stabilizedinaxisy = 2, stabilizedinaxesboth = 3, destructno = 0, stabilizedinaxesnone = 0, destructman = 5, destructbuilding = 1 }; //Class weapons_f_exp : config.bin{ class CfgPatches { class A3_Weapons_F_Exp { author = "$STR_A3_Bohemia_Interactive"; name = "Arma 3 Apex - Weapons and Accessories"; url = "https://www.arma3.com"; requiredAddons[] = {"A3_Data_F_Exp","A3_Weapons_F_Exp"}; requiredVersion = 0.1; units[] = {snip lots of items} }; }; class CfgWeapons { }; class arifle_SPAR_03_base_F: CfgWeapons { }; class FullAuto: arifle_SPAR_03_base_F { }; class StandardSound: FullAuto { soundSetShot[] = {"SPAR01_Shot_SoundSet","SPAR01_Tail_SoundSet","SPAR01_InteriorTail_SoundSet"}; };
  10. Addon by Krzychuzokecia Today is a 225th anniversary of declaration of Polish May 3rd Constitution - world's second constitution, adopted to reform political system of Polish-Lithuanian Commonwealth. The Commonwealth was troubled by corruption and disproportionate power of nobility. King Stanislaw August Poniatowski initiated the reforms, which brought this constitution to life, seeking to not only regain his monarch power but also give political rights to people who were not noble themselves - townspeople. Thus the May 3rd Constitution was truly revolutional, and like every revolution, sparked a fierce opposition. Nobility soon started a conspiracy aimed against king and constitution, and found allies in Russia, Prussia and Austria. This alliance, called Targowica Confederacy, abolished May 3rd Constitution and sent the Commonwealth on it's way to fall - foreign powers used this opportunity to partition Poland, and end it's existence for 123 years. To celebrate this aniversary, I've decided to release my addon of Beryl Mod.96C assault rifle - a general-issue weapon in Polish Army. Beryl Mod.96 is a Kalashnikov-derived rifle, firing 5.56x45 mm NATO cartridge. Issued in late 90's it was best friend of Polish soldier on demanding battlefields of Iraq and Afghanistan. It is a battle-proven design and it's latest "C" variant can make use of modern opto-electronical aiming systems, thanks to it's set of MIL-STD 2324 rails. This model is something I've started making back in 2012 for Karbala mod, and it went through several redesigns. The variant in today's release is an off-shot of my still continuing work for Silent War Mod - one of the oldest still active mod teams in OFP history. However, I won't dare to say that it is completely my original work. Being a rather rookie modeller, I send my thanks to other generous addon-makers, such as: Vilas, Jackal326, Offtime, DaSquade. Without help and support from these guys, I could never make this addon. Full credits are in attached "Beryl Rifle Instructions" document. Also included is single-player mission "FPSC - FlashPointShootingCompetition". For details see this post. Now, enough of this babbling - let's have some fun here! Requirements: Operation Flashpoint: Resistance 1.96 or ArmA: Cold War Assault 1.99 JAM3. Download: Mirror 1 (ge.tt) Mirror 2 (ModDB). And one last political message in this post full of politics but devoid of fun:
  11. So, as title'd I need to determine if a unit has a machine gun/automatic rifle. At the moment I'm running with: _machineGuns = [ "MMG_02_base_F", "arifle_MX_SW_F", "LMG_Mk200_F", "LMG_Zafir_F", "MMG_01_base_F" ]; _gunCheck = {(primaryWeapon _unit) isKindOf [_x, configFile >> "CfgWeapons"]} count _machineGuns; if (_gunCheck != 0) then { //Code }; It works, but it would potentially require an edit to _machineGuns for any mod MGs, which detracts from it's user-friendliness. This is as basic as I was able to work out, so is there a better way? Please take note that I'm checking the weapon, not the unit. As an example, this is what I'm trying to achieve (script taken from VBS3): if ([configFile>>"CfgWeapons",(primaryWeapon _unit),"vbs2_mgun"] call fn_vbs_isKindOf) then { //Code }; So, in the example it's very convenient that "vbs2_mgun" covered everything, and thus requires no editing on the user's part. Cheers.
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