toadie2k 799 Posted May 2, 2016 Old Thread wouldn't let me edit anymoreReleasesTo reduce link clutter- further details, media and downloads(and mirrors) are on pages through linked images Changelog V1.0 Subsonic ammo no longer cracks Buckshot rewritten V0.9 ACE Ballistics Added to all rounds V0.87 Short AK reload changed Ballistic tweaks to all 5.45×39 bullets. V0.86 Added Sequences for – AUGA3, AUG PARA, AUG barrel Swap, Prone AugA1 reload added Added ballistic Data – 7.62x51mm NATO EPR, Mk316, Barrier Ball V0.85 All Currently Used bullet types now contain functionality for the Advanced Ballistics mod (by, and with values provided by, Ruthberg, BIG thanks to you for that, mate) All high-prone (Sitting) reload animations now use standing/crouch reload sequences. V0.8 Updated .300 Blackout to use ballistic data provided by Spartan0536 Added Sequence Definitions for MP5, MP5/10, MP5K-PDW, MP5K in preparation for Mp5 pack release New 9x19mm Ballistics courtesy of Spartan0536 New 10mm Auto Ballistics Removed non-existant mp5sd sequence Reduced RPT spam regarding IKCurves V0.7 Corrected prone on GP Prone reload Adjusted 5.45 Ballistic data, should be more representative of real bullet ( EP round now has more wounding capability 7N24, despite changes 7n6 largely unaffected. Both 3-5 shot take-downs against Plate carriers.) V0.6 Added missing prone gesture for HLC_GestureReloadFALLONG Reworked .300 Ballistics- Should closer match factory loaded 147 Grain FMJ supersonic and 220 Grain SMK Subsonic respectively. (ED Note- ALL SUBSONIC LOADINGS BY NATURE have DRAMATIC BALLISTIC ARCS. Would not recommend zero beyond 200m) Added HLC_762x51_BTSub – Subsonic .308 Boat-tail V0.5 Added animations for the following- HLC_GestureReloadAR15_BAD_WS HLC_GestureReloadAR15_BAD_DR HLC_GestureReloadAR15_catch_WS HLC_GestureReloadAR15_catch_dr Updated 5.56mm EPR,SOST and SPR to reflect adjustments made by Spartan0536 Contracted spread angle on HLC_12G_Buck- should group tighter. Abandoned “public†mod fork. Public build is now same build as internal testing version. V0.4 Added animations for the following- HLC_GestureReloadG3SG1 HLC_GestureReloadFALLONG HLC_GestureReloadM14 HLC_GestureReloadOSW HLC_GestureReloadHK53 V0.2 Added animations for the following- HLC_GestureReloadAK HLC_GestureReloadRPK HLC_GestureReloadAK12 HLC_GestureReloadGP30 Implemented Spartan0536’s 5.56mm NATO ballistics in preparation for the AR15 release Added .300 AAC/Blackout Rounds for AR15 release (use eliteness to check out my maths, might inaccurate still) Changelog V2.0 Conformed mod icons,mod.cpp to rebranding Soundshaders implemented, minor discretionary sound tweaks AK12 series, RPK12 reanimated 60Round Coffin-mags added in support of RPK12. RPK12 mesh – + 60-Round Coffin Mag replacing 45-round RPK74 mag All AK12 meshes- + Offset mounts added, replace under-side mounting of accessories Added: hlc_rifle_ak74_MTK hlc_rifle_aks74_MTK hlc_rifle_aks74_MTK hlc_rifle_ak74m hlc_rifle_ak74m_gl hlc_rifle_aks74u_MTK hlc_rifle_aek971_mtk hlc_rifle_RK62 hlc_rifle_slr107u hlc_rifle_slr107u_MTK Arsenal Icons implemented Grenade sight accuracy improved(all). Should hit more or less Bang on for respective zeroings. Implemented Animated zeroing. Removed duplicate inventory slots. Adheres the CBA/ASDG standard almost entirely. Optional RHS and CUP compatibility patches updated to reflect most current versions respectively Assorted Material adjustments. SOME INHERITANCIES HAVE BEEN ALTERED. IF YOU HAVE REFERRED TO CLASSES IN THIS PACK, PLEASE DOUBLE CHECK class CHILD : PARENT RELATIONSHIPS V1.71 magazineReloadSwitchPhase added to AK base class made Supplybox “Zeus Discoverable†Added Zeus spawnable individual weapons. adjustment to the gunshot tails volume, should be less overt. ShadowLOD mesh optimisations (all) Kobra Reticle enlarged. Corrected DetailTexture layer in rpk74.rvmat. No longer fresnelGlass(). Don’t ask. ADS camerapoint shifted back on most weapons. Additional worn AK74 added (textures- Bull5hit). classname hlc_rifle_ak74dirty2 OPTIONAL CONTENT NOW INCLUDED- – RHS Compatibility – ACE3 Compatibility (HuntIR rounds specifically) – CUP Compatibility (RHS and CUP Compat may or may not work together,depending on your mod setup. Source provided if you wish to build your own) V1.71 All weapons made compatible with V1.42 engine update (deploy pivot points added, make limited use of new “tails†sound system where possible) Added RPK74N Bipod functionality enabled – RPK,RPK12,RPK74N UIicon element changed- RPK,RPK74N,RPK12 enabled asdg_OpticSideMount {}; on all applicable weapons added “clean†AEK971S texture. Older texture duplicated to hlc_rifle_aek971worn V1.7 Slight tweaks to all AK proxy positions- If used with RHS compatibility patch, should be able to use BUIS modes All AKs on the “short†AK reload retimed for new character animation Slight buff to all 5.45 AK magazine ballistics AKS74U and AKU12 now have a muzzle velocity coeffeicient (as made possible with the Arma3 1.40 patch), should reach slightly lower velocities than standard AKs using same mags. Added “side†proxy to all weapons over barrel areas for future Barrel-clamp flashlights. V1.6 Added AK12+GP30 Rifle (does not accept side-munt attachments (flashlights, LAMs) Changed magazine on RPK12 to RPK74 Bakelite (Visual LOD change only) V1.5 Added support to Bipod support for AGM Added Bipod Support for CSE Added support for Advanced Ballistics mod (by, and with values provided by, Ruthberg, BIG thanks to you for that, mate) Altered Inheritance of suppressors. Hitboxes and related GeometryLOD materials updated on all weapons Adjusted Mass and inertia values- all weapons should now be closer to their approximate real-life weights. Slight material adjustments Ambient Specular issues on AKS74 fixed AKS74U Specular,Gloss and Diffuse Inverse Altered, should look better AK12 Specular,Gloss and Diffuse Inverse Altered, should look better Added – AKU12 , RPK12 (hlc_rifle_aku12, hlc_rifle_rpk12)repectively modified proxies on AK12 family- All AK12s now should accept sidemount accessories (lasers, flashlights, etc) V1.4 Fixed LOD-handling Glitch on optics (PSO1, 1p29,Kobra,Goshawk) added “showToPlayer = 0;†to AI fire mode in RPK V1.3 PBS1/PBS4 no longer dampen Ballistic arc, velocity, or damage Added: hlc_30Rnd_545x39_S_AK (5.45x39mm Subsonic Magazine, low velocity) Added: hlc_rifle_ak74_dirty (Worn AK74) Specular values on most RVMATs lowered slightly Small Smoothing tweak on AK47 All AK weapons now slightly less accurate in the hands of AI RPK now classified as MG AI will now fire the RPK more like an MG ( fire in bursts at distance) V1.2 Corrected all weapons to conform to CfgWeapon changes made in the v1.24 Arma3 patch Appended CfgPatches. All weapons,magazines and attachments should be visible in Zeus. Saiga12 Buckshot reverted to custom 12-gauge pellets found in HLCCore. BI’s Buckshot was LITERALLY explosive Changelog V1.7 magazineReloadSwitchPhase added to AR15 base class made Supplybox “Zeus Discoverable†Added Zeus spawnable individual weapons. adjustment to the gunshot tails volume, should be less overt. material/shader tweaks, slight contrast increase to speculars. Rear aperture replaced on : Colt Carbine, Colt Carbine GL, Attachable Bipod functionality added to – AAC Honebadger ShadowLOD mesh optimisations (all) OPTIONAL CONTENT NOW INCLUDED- – RHS Compatibility – ACE3 Compatibility (HuntIR rounds specifically) – CUP Compatibility (RHS and CUP Compat may or may not work together,depending on your mod setup. Source provided if you wish to build your own) V1.5 All weapons made compatible with V1.42 engine update (deploy pivot points added, make limited use of new “tails†sound system where possible) Bipod functionality enabled – SAMR/SAMR2 Attachable Bipod functionality added to- hlc_rifle_bcmjack,hlc_rifle_M4,hlc_rifle_cqbr V1.4 Bugfix : default.paa not found on Colt Carbines Added -Coefficient-based ballistic speed reductions to Sanitised Carbine, Magpul Carbine, Colt CQBR Changed – .300 Blackout Dissipator and Bushmaster sounds changed to more realistically reflect the effect of the weapons in real-life (not as loud, more hiss) V1.3 Added Colt M4+ M203 Visual LOD Change -Jack Carbine now uses correct B5 SOPMOD Milspec Stock Visual LOD Change – SAMR, SAMR2, Jack Carbine use in-spec GI magazine V1.2 Added support to Bipod support for AGM Added Bipod Support for CSE Added support for Advanced Ballistics mod (by, and with values provided by, Ruthberg, BIG thanks to you for that, mate) Altered Inheritance of suppressors. Hitboxes and related GeometryLOD materials updated on all weapons Adjusted Mass and inertia values- all weapons should now be closer to their approximate real-life weights. Added due to popular demand- Colt M4 (RO977) and CQBR. classnames: hlc_rifle_m4, hlc_rifle_cqbr Decreased size of Gemtech HALO. New VisualLOD applied to – SAMR, SAMR2, AR15 Carbines, Jack Carbine, Colt Carbines Slight material adjustments V1.1 .300 BLK Suppressor/Gemtech HALO no longer dampen Ballistic arc, velocity, or damage .300 blackout magazines give unique icons Missing UI icon arrays/icons corrected- hlc_rifle_RU556, hlc_rifle_RU5562 Added: hlc_30rnd_556x45_S (5.56x45mm Subsonic Magazine, low velocity) Added: hlc_rifle_samr2 (“Vanilla†LAR-15 for sensitive souls) Specular values on most RVMATs lowered slightly Added Icon to X-15 magazine All ARs now slightly less accurate in the hands of AI Changelog V1.5 Conformed mod icons,mod.cpp to rebranding Soundshaders implemented, minor discretionary sound tweaks Arsenal Icons implemented Removed duplicate inventory slots. Adheres the CBA/ASDG standard almost entirely. Optional RHS and CUP compatibility patches updated to reflect most current versions respectively General Material changes. RVMAT Fresnels altered for better effect, less dependency on generic maps. V1.4 magazineReloadSwitchPhase added to AUG base class made Supplybox “Zeus Discoverable†Added Zeus spawnable individual weapons. adjustment to the gunshot tails volume, should be less overt. ShadowLOD mesh optimisations (all) Added Parrallax lense blurs to AUGA1 sights. OPTIONAL CONTENT NOW INCLUDED- RHS Compatibility ACE3 Compatibility (HuntIR rounds specifically) CUP Compatibility (RHS and CUP Compat may or may not work together,depending on your mod setup. Source provided if you wish to build your own) V1.3 * AUGA3+GL no longer can mount Bipods. Added ACE3 Ballistic Data(Credit- Ruthberg) Added Unique Meshes to magazines V1.2 All weapons made compatible with V1.42 engine update (deploy pivot points added, make limited use of new “tails†sound system where possible) Bipod functionality enabled – All HBAR Variants Attachable Bipod support added – AUGA3s V1.1 Red Dot on AUGA2 and SR variants re-zeroed,reduced FOV magnification Changelog V1.2 Conformed mod icons,mod.cpp to rebranding Soundshaders implemented, minor discretionary sound tweaks Arsenal Icons implemented Removed duplicate inventory slots. Adheres the CBA/ASDG standard almost entirely. Optional RHS and CUP compatibility patches updated to reflect most current versions respectively General Material changes. RVMAT Fresnels altered for better effect, less dependency on generic maps. V1.1 magazineReloadSwitchPhase added to AWM base class made Supplybox “Zeus Discoverable†Added Zeus spawnable individual weapons. adjustment to the gunshot tails volume, should be less overt. OPTIONAL CONTENT NOW INCLUDED- RHS Compatibility CUP Compatibility (RHS and CUP Compat may or may not work together,depending on your mod setup. Source provided if you wish to build your own) Changelog V1.8 Conformed mod icons,mod.cpp to rebranding Soundshaders implemented, minor discretionary sound tweaks Arsenal Icons implemented Removed duplicate inventory slots. Adheres the CBA/ASDG standard almost entirely. Optional RHS and CUP compatibility patches updated to reflect most current versions respectively General Material changes. RVMAT Fresnels altered for better effect, less dependency on generic maps. Grenade sight accuracy improved(all). Should hit more or less Bang on for respective zeroings. hlc_rifle_osw_GL no longer accepts bipod *IMPORTANT* SOME INHERITANCIES HAVE BEEN ALTERED. IF YOU HAVE REFERRED TO CLASSES IN THIS PACK, PLEASE DOUBLE CHECK class CHILD : PARENT RELATIONSHIPS V1.6 magazineReloadSwitchPhase added to AWM base class made Supplybox “Zeus Discoverable†Added Zeus spawnable individual weapons. adjustment to the gunshot tails volume, should be less overt. OPTIONAL CONTENT NOW INCLUDED- RHS Compatibility CUP Compatibility (RHS and CUP Compat may or may not work together,depending on your mod setup. Source provided if you wish to build your own) V1.5 All weapons made compatible with V1.42 engine update (deploy pivot points added, make limited use of new “tails†sound system where possible) Attachable bipod functionality added to – SA58 OSW V1.4 Added Aim-over-the-top backup aiming mode to : AN/PVS4, SUIT Added Mk.316, Barrier Ball magazines to FALs Changed inheritance on suppressors. Now guaranteed to work and display correctly V1.3 Added support for Advanced Ballistics mod (by, and with values provided by, Ruthberg, BIG thanks to you for that, mate) Altered Inheritance of suppressors. Hitboxes and related GeometryLOD materials updated on all weapons V1.2 FAL Suppressor No longer dampens ballistics or damage hlc_20Rnd_762x51_S_fal now uses custom .308 Subsonic round Most RVMATs specular value decresed slightly Added New Icon for X-FAL magazine V1.1 Made compatible with V1.24 Arma3 Update Changelog V1.8 Conformed mod icons,mod.cpp to rebranding Soundshaders implemented, minor discretionary sound tweaks Arsenal Icons implemented Removed duplicate inventory slots. Adheres the CBA/ASDG standard almost entirely. Optional RHS and CUP compatibility patches updated to reflect most current versions respectively General Material changes. RVMAT Fresnels altered for better effect, less dependency on generic maps. Grenade sight accuracy improved(all). Should hit more or less Bang on for respective zeroings. PSG1 and HK53/HK51 character animations redone. One to exist, one to not be terrible anymore. Added: hlc_rifle_hk33a2 hlc_rifle_hk33a2RIS hlc_rifle_psg1A1 hlc_rifle_PSG1A1_RIS hlc_rifle_g3a3v hlc_rifle_hk53RAS *IMPORTANT* SOME INHERITANCIES HAVE BEEN ALTERED. IF YOU HAVE REFERRED TO CLASSES IN THIS PACK, PLEASE DOUBLE CHECK class CHILD : PARENT RELATIONSHIPS V1.7 magazineReloadSwitchPhase added to AWM base class made Supplybox “Zeus Discoverable†Added Zeus spawnable individual weapons. adjustment to the gunshot tails volume, should be less overt. OPTIONAL CONTENT NOW INCLUDED- RHS Compatibility CUP Compatibility (RHS and CUP Compat may or may not work together,depending on your mod setup. Source provided if you wish to build your own) V1.6 All weapons made compatible with V1.42 engine update (deploy pivot points added, make limited use of new “tails†sound system where possible) Bipod functionality enabled – G3SG1 Attachable Bipod Support added to G3KA4 V1.5 Added G3A3 with M1913 Optics mount Shortened G3KA4 Barrels Corrected RVMAT/Textures for g3ka4 GL V1.4 Added Aim-over-the-top back up sights mode to – AN/PVS4 Added Mk.316 and Barrier Ball Magazines to G3 Rifles Altered Inheritance of suppressors. V1.3 Added support to Bipod support for AGM Added Bipod Support for CSE Added support for Advanced Ballistics mod (by, and with values provided by, Ruthberg, BIG thanks to you for that, mate) Altered Inheritance of suppressors. Hitboxes and related GeometryLOD materials updated on all weapons Adjusted Mass and inertia values- all weapons should noew be closer to their approximate real-life weights. V1.2 Added: AN-PVS4 4x Night Optic Added: hlc_20rnd_762x51_S_G3 – 7.62x51mm Subonic magazine Suppressors no longer dampen round ballistics or damage Added UI Icon for X-91 magazine Altered G3A3/G3KA4 handanim[], should now properly grip the weapons RVMAT Specular/gloss values altered All G3 weapons now slightly less accurate in the hands of AI V1.1 Made compatible with V1.24 Arma3 Update Fixed a flipped polygon in the G3ka4 Shadowlod Changelog V1.8 Conformed mod icons,mod.cpp to rebranding Soundshaders implemented, minor discretionary sound tweaks Arsenal Icons implemented Removed duplicate inventory slots. Adheres the CBA/ASDG standard almost entirely. Optional RHS and CUP compatibility patches updated to reflect most current versions respectively General Material changes. RVMAT Fresnels altered for better effect, less dependency on generic maps. Leupold Mk.4 LR/T and Redfield AR-TEL now use correct zoom levels (4-10x and 3-9x respectively) Removed- The U from Armoury. *IMPORTANT* SOME INHERITANCIES HAVE BEEN ALTERED. IF YOU HAVE REFERRED TO CLASSES IN THIS PACK, PLEASE DOUBLE CHECK class CHILD : PARENT RELATIONSHIPS V1.7 magazineReloadSwitchPhase added to AWM base class made Supplybox “Zeus Discoverable†Added Zeus spawnable individual weapons. adjustment to the gunshot tails volume, should be less overt. OPTIONAL CONTENT NOW INCLUDED- RHS Compatibility CUP Compatibility (RHS and CUP Compat may or may not work together,depending on your mod setup. Source provided if you wish to build your own) V1.6 All weapons made compatible with V1.42 engine update (deploy pivot points added, make limited use of new “tails†sound system where possible) Bipod functionality enabled – M21,M14DMR Attachable bipod functionality added to – Troy M14 SOPMOD V1.5 Bugfix: LR/T Scope AOTT mode now actually aims over top Added : M1913 compatible M14 V1.4 Corrected typo in Suppressor inheritance Added Mk316 and Barrier ball magazines for M!4 Altered Inheritance of suppressors. V1.3 Added support to Bipod support for AGM Added Bipod Support for CSE Added support for Advanced Ballistics mod (by, and with values provided by, Ruthberg, BIG thanks to you for that, mate) Slight adjustments to overall AI accuracy (should no longer be able to use the M14/M14 SOPMOD with pinpoint accuracy in full auto) Altered Inheritance of suppressors. Altered AR-TEL Function – To change zoom/zero you now switch optic mode (default Keypad /). This is in an effort to replicate the real-life function of the scope, where Zoom and Zero move in linked fashion, Vertical marks represent 30 inches at 300m, horizontal are 60. V1.2 M14 Suppressor No longer dampens ballistics or damage Added: hlc_20Rnd_762x51_S_M14 Subsonic magazine Most RVMATs specular value decresed slightly Added New Icon for X-14 magazine Added: AN/PVS4 4x Night Optic for M14s V1.1 Made compatible with V1.24 Arma3 Update Changelog V10 Conformed mod icons,mod.cpp to rebranding Soundshaders implemented, minor discretionary sound tweaks Arsenal Icons implemented Removed duplicate inventory slots. Adheres the CBA/ASDG standard almost entirely. Optional RHS and CUP compatibility patches updated to reflect most current versions respectively General Material changes. RVMAT Fresnels altered for better effect, less dependency on generic maps. Leupold Mk.4 LR/T and Redfield AR-TEL now use correct zoom levels (4-10x and 3-9x respectively) Removed- The U from Armoury. *IMPORTANT* SOME INHERITANCIES HAVE BEEN ALTERED. IF YOU HAVE REFERRED TO CLASSES IN THIS PACK, PLEASE DOUBLE CHECK class CHILD : PARENT RELATIONSHIPS V8 magazineReloadSwitchPhase added to AWM base class made Supplybox “Zeus Discoverable†Added Zeus spawnable individual weapons. adjustment to the gunshot tails volume, should be less overt. OPTIONAL CONTENT NOW INCLUDED- RHS Compatibility CUP Compatibility (RHS and CUP Compat may or may not work together,depending on your mod setup. Source provided if you wish to build your own) V7d Corrected z-buffer issues with M60 New Magazine added – 100 round Mk319 Barrier Ball boxes V7 Added support to Bipod functionality and Overheating/Barrel Swapping support for AGM Added Bipod Support for CSE Added support for Advanced Ballistics mob (by, and with values provided by, Ruthberg, BIG thanks to you for that, mate) V6 M60s now classified as MG All M60s now slightly less accurate in the hands of AI, treated like Mg (AI will fire bursts at distance) V5 Bugfix: LR/T Scope AOTT mode now actually aims over top Added : M1913 compatible M14 V4 Made compatible with config changes in the V1.24 Arma3 update. Fixed inheritancy issue on hlc_lmg_m60, no longer supports optical attachments V3 Updated pack to make compatible with HLC_core v0.2 V2 Removed dependance error re: sks_normalwood_co.paa V1 HOTFIX Removed hlc_optic_pso1 from compatibleitems list Changelog V1.5 Conformed mod icons,mod.cpp to rebranding Soundshaders implemented, minor discretionary sound tweaks Arsenal Icons implemented Removed duplicate inventory slots. Adheres the CBA/ASDG standard almost entirely. Optional RHS and CUP compatibility patches updated to reflect most current versions respectively General Material changes. RVMAT Fresnels altered for better effect, less dependency on generic maps. Leupold Mk.4 LR/T and Redfield AR-TEL now use correct zoom levels (4-10x and 3-9x respectively) Added hlc_acc_Surefiregrip Adjustments to Ironsights- diopter axises recentered, animated ironsights. *IMPORTANT* SOME INHERITANCIES HAVE BEEN ALTERED. IF YOU HAVE REFERRED TO CLASSES IN THIS PACK, PLEASE DOUBLE CHECK class CHILD : PARENT RELATIONSHIPS V1.4 magazineReloadSwitchPhase added to AWM base class made Supplybox “Zeus Discoverable†Added Zeus spawnable individual weapons. adjustment to the gunshot tails volume, should be less overt. OPTIONAL CONTENT NOW INCLUDED- RHS Compatibility CUP Compatibility (RHS and CUP Compat may or may not work together,depending on your mod setup. Source provided if you wish to build your own) V1.3 All weapons made compatible with V1.42 engine update (deploy pivot points added, make limited use of new “tails†sound system where possible) Reduced audible range on MP5SD5 and 6 V1.25 Added Tritium insert to MP5N Front Post MP5SD5 and SD6 now both fire at the correct subsonic speed regardless of ammo. V1.2 Corrected typo in suppressor inheritance V1.1 Added support to Advanced Ballistics mod Altered Inheritance of suppressors. Changelog V1.1 Adjusted AG36 velocity and ranging Reticle adjustment- now has rangefinder. Accurate at all distances. Changed reloadaction for G36KE Conformed mod icons,mod.cpp to rebranding Soundshaders implemented, minor discretionary sound tweaks Arsenal Icons implemented Grenade sight accuracy improved(all). Should hit more or less Bang on for respective zeroings. Removed redundant inventory slots. Adheres the CBA/ASDG standard almost entirely. Optional RHS and CUP compatibility patches updated to reflect most current versions respectively General Material changes. RVMAT Fresnels altered for better effect.Added: H&K MG36A1 V1 Initial Release Changelog V1.2 Conformed mod icons,mod.cpp to rebranding Soundshaders implemented, minor discretionary sound tweaks Arsenal Icons implemented Removed duplicate inventory slots. Adheres the CBA/ASDG standard almost entirely. Optional RHS and CUP compatibility patches updated to reflect most current versions respectively Assorted Material adjustments. Added: hlc_lmg_mk48 V1.16 magazineReloadSwitchPhase added to SAW base class made Supplybox “Zeus Discoverable†Added Zeus spawnable individual weapons. adjustment to the gunshot tails volume, should be less overt. material/shader tweaks, slight contrast increase to speculars. ACE3 overheating/barrel swapping added to configs OPTIONAL CONTENT NOW INCLUDED- RHS Compatibility CUP Compatibility (RHS and CUP Compat may or may not work together,depending on your mod setup. Source provided if you wish to build your own) V1.1 Minor tweak of left-hand thumb on standard foregrip hand-pose Added Unique Meshes to magazines V1 Initial Release Changelog V1.1 Conformed mod icons,mod.cpp to rebranding Soundshaders implemented, minor discretionary sound tweaks Arsenal Icons implemented General Material changes. RVMAT Fresnels altered for better effect V1 Initial Release Changelog V1.1 Conformed mod icons,mod.cpp to rebranding Soundshaders implemented, minor discretionary sound tweaks Arsenal Icons implemented Grenade sight accuracy improved(all). Should hit more or less Bang on for respective zeroings. Removed redundant inventory slots. Adheres the CBA/ASDG standard almost entirely. Optional RHS and CUP compatibility patches updated to reflect most current versions respectively Adjustments to Ironsights- animated ironsights. V1 Initial Release Changelog V1 Initial Release Changelog Spoiler V1.05 Updated ballistic data – 7.92x57mm Mauser ROF on MG3s increased from 1000 to 1050 RPM (MG42s unchanged) Weights corrected and adjusted on magazines V1 Initial Release Changelog Spoiler 1.0 - Initial Version Spoiler 1.0 - Initial Version Development Resources 3Ds Max CAT Rig and Tutorials M60E4 Sources and Animation Sources M60E4 Animation RTM SequencesAK Animation sources, sequences and samplesFAL Animation sources, sequences and samplesG3 Animation sources, sequences and samplesM14 Animation sources, sequences and samplesAWM Source MaterialAdditional ErrataFound a bug? Report it here - [Via GitHub] As of 2015, HLCmods/NIArms has been supported by the generosity and benevolence of the Arma community by donations through Patreon. This generosity has allowed the mods to cut dependence on outside content sources, deliver hIgh-grade Arma-tailored content consistently throughout the year(and provide the entire result open-source), of which the overall direction is driven by donator demand. If you would like to show your support, help fuel the fires- Consider chipping in a few bucks %5BPatreon%5D Current Work Schedule Current Voting ResultsLicensing Terms Quote All content released in Arma3 game-readable and Real-virtuality3 encoded content fall subject to the Arma Public Share-Alike (APL-SA) License, unless otherwise specified. Exceptions to this license are made in the following, with stipulations regarding use - Any persons or entities directly or indirectly involved with active development of Arma 3 Life OR Arma 3 Life derivatives ( additionally, by alias; Caiden). Stipulations - Do Not Redistribute, No alteration or de-binarizing of content, no use at all within publicly distributed data-archives(including executable installation) for entities that receive more than US$10 in lifetime donations. This exception applies retroactively. Failure to adhere to this will result in legal action. Any persons who have directly contacted myself (toadie2k) to seek out explicit usage permissions retain use under agreed terms. Unless specified, all content provided in non-engine proprietary formats (i.e "Source Files") is provided under the licensing of Creative Commons Non-Commercial Share-alike License 37 Share this post Link to post Share on other sites
toadie2k 799 Posted May 2, 2016 Before anyone asks it, the old thread - https://forums.bistudio.com/topic/163106-toadies-smallarms-and-animations-for-arma3/- is getting closed and locked because I no longer have the ability to edit within it. Share this post Link to post Share on other sites
Gunter Severloh 4051 Posted May 2, 2016 Wow! Toadie, very impressive thread, i love how you setup the pics with the weapons for each and linked to your site, nice job! 1 Share this post Link to post Share on other sites
BroBeans. 279 Posted May 2, 2016 Very nice to see :) Share this post Link to post Share on other sites
Defunkt 431 Posted May 2, 2016 Thanks again Toadie for everything you make and share. 5 Share this post Link to post Share on other sites
Matth_ 68 Posted May 2, 2016 Thanks ! Nice pictures by the way. Share this post Link to post Share on other sites
trickshady 55 Posted May 2, 2016 Hi toadie your weapon packs are truly awesome but i was wondering if you had any plans to make your AWC-M bi-pod compatible? thanks for all your hard work and beautiful guns :) 1 Share this post Link to post Share on other sites
toadie2k 799 Posted May 3, 2016 I'll look at it. I'm also considering maybe .338LM versions too(of the stock AWM, not the covert), so I'd say possibly next update to get them. 3 Share this post Link to post Share on other sites
MrSanchez 243 Posted May 3, 2016 Muchos professionales. Good job. Share this post Link to post Share on other sites
Valken 622 Posted May 3, 2016 Thank you for this. As much as I like Steam WS for downloading mods, duplicating the files and eating up HD space was not a good idea for it. Share this post Link to post Share on other sites
RSF TheCapulet 59 Posted May 3, 2016 Great work Toadie. Any plans to upload the all-in-one pack to steam workshop? Share this post Link to post Share on other sites
war_lord 934 Posted May 3, 2016 Great work Toadie. Any plans to upload the all-in-one pack to steam workshop? He tried, the workshop didn't like that. Share this post Link to post Share on other sites
irving_mainway 105 Posted May 3, 2016 Great work Toadie. Any plans to upload the all-in-one pack to steam workshop? Personally I think that would be a great idea as it would allow my unit (and probably many others) to shorten their mods list, however I think it would probably be quite difficult to manage as any update / new addition to the pack would require toadie to re-upload the whole thing in its entirety. His internet problems coupled with the relative unreliability of the publisher would probably make this very inconvenient. The flip-side is, if the updates were only done at certain intervals (say monthly) then anybody using it would be at a disadvantage of having to wait longer for the updates to make it into the AIO pack. I'm not having any problem using the workshop mods collection for now though, even if it does make for a lengthy list. Share this post Link to post Share on other sites
war_lord 934 Posted May 3, 2016 Could I also point out that as the list of weapons grow, the all in one pack is going to become more and more unwieldy? 1 Share this post Link to post Share on other sites
trickshady 55 Posted May 3, 2016 I'll look at it. I'm also considering maybe .338LM versions too(of the stock AWM, not the covert), so I'd say possibly next update to get them. Nice one thanks a lot for looking into it. Its a nice bit of kit and would be complete with the bi-pod. The 338 sounds really good if you choice to do it and would be another quality addition for the community. Everything is very much appreciated :) Share this post Link to post Share on other sites
chortles 263 Posted May 3, 2016 My understanding is that Steam Workshop collections/Arma 3 Launcher make the AIO less necessary on Steam Workshop than anywhere else... 1 Share this post Link to post Share on other sites
Mercenary3-8 0 Posted May 4, 2016 Hi NIArms team, I don't really know if I can do this here, but I'd like to report an issue. When selecting some weapons, and opening the inventory, there's an error message showing up asking about an error about the picture for the inventory icon. I left a screenshot here concerning one of the weapons, the AEK-971, the issue is on other weapons, and not only on the AK Pack. Concerning the AEK-971, it seems that the issue is on other weapons, possibly linked to the superclass. That's just an observation, but if needed, I can take the time to try each weapons, seeing those who missed the inventory picture (like the error message showing only once per weapons pack) and give the classname concerned. IMAGE : http://i1115.photobucket.com/albums/k554/HellGhost/Error_zpsmyttufrb.png Thanks for this weapons pack mod ! Share this post Link to post Share on other sites
cyruz 103 Posted May 4, 2016 Hi NIArms team, I don't really know if I can do this here, but I'd like to report an issue. When selecting some weapons, and opening the inventory, there's an error message showing up asking about an error about the picture for the inventory icon. I left a screenshot here concerning one of the weapons, the AEK-971, the issue is on other weapons, and not only on the AK Pack. Concerning the AEK-971, it seems that the issue is on other weapons, possibly linked to the superclass. That's just an observation, but if needed, I can take the time to try each weapons, seeing those who missed the inventory picture (like the error message showing only once per weapons pack) and give the classname concerned. IMAGE : http://i1115.photobucket.com/albums/k554/HellGhost/Error_zpsmyttufrb.png Thanks for this weapons pack mod ! The first post contains a link for bug reporting. https://github.com/toadie2k/NIArms/issues Share this post Link to post Share on other sites
war_lord 934 Posted May 5, 2016 For those of you who aren't following Toadie on twitter: One WIP Sig P226 slide. 1 Share this post Link to post Share on other sites
Mercenary3-8 0 Posted May 9, 2016 The first post contains a link for bug reporting. https://github.com/t...k/NIArms/issues It needs to be logged in to report bugs, and I don't want to create an account on an alternative site just for report a bug. That's one of the reasons I create an account on BI Forums. To avoid to be obligated to create an account on other sites. I assume I'll don't have to waste more time to report bugs if nobody take care of those who reporting bugs if they don't create an account on another site for that. After all, it's the author choice and not my mod. Good continuation. Share this post Link to post Share on other sites
war_lord 934 Posted May 9, 2016 Imperialalex in the old thread: @War_Lord: I'm not sure if you're allowed to disclose this but what kind of budget and time-frame are we looking at for commissions? (Oh, and if you're commissioning stuff that's going to be freely available then that's pretty cool of you!) It's not that I've been told I can't disclose what I paid. I just feel that would be an impolite thing to do, because I'd be putting a price tag on someone else's labour. It would open the door to a lot of "oh, well you only charged War_lord X amount for the SIG-Sauer P226's, I should get the same deal" and I'm not going to do that. Time and cost is something that the client would have to talk over with Toadie himself, Toadie is the one doing all the work, I'm just a fan. And you have to keep in mind that I went about commissioning the P226's in the least disruptive way possible, in that there's no fixed time limit on their completion, the money was paid before work even started and they're being treated like any other NiA project. I don't make demands, I'm just thankful Toadie is willing to do me a favor by taking a commission, most Arma modders won't. Keep in mind as well, that I'm already a $60 a month Patreon, so I'm already contributing a substantial amount to the project, before any talk of commissions. And in my opinion, a person who commits $20 a month to the Patreon is doing far more for the community then if I commissioned $1000 worth of stuff, because if twenty more people pledged $20 a month each, Toadie could look at doing this full time. And no amount of commissions will achieve that. But yeah, I can't disclose anything past the fact that I didn't set any terms other then asking for regular progress reports, which I do get. 8 Share this post Link to post Share on other sites
ImperialAlex 72 Posted May 9, 2016 Thanks, that's a very considerate answer! Your point about monthly support vs commissions is also a very good one :) 2 Share this post Link to post Share on other sites
-ben- 499 Posted May 18, 2016 Compatibility PBO's with RHS need updating as a bunch of CfgPatches changed as well as class names. Share this post Link to post Share on other sites
war_lord 934 Posted May 18, 2016 Compatibility PBO's with RHS need updating as a bunch of CfgPatches changed as well as class names. It's probably going to take awhile for that to happen unless someone steps forward to do it. 1 Share this post Link to post Share on other sites
mallow234 19 Posted May 19, 2016 The compatibility PBOs come with their source code so there's no obstacle to people learning a little bit of scripting magic and doing it themselves 1 Share this post Link to post Share on other sites