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SpringMan

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Posts posted by SpringMan

  1. hey im just wondering... besides the 2 ingame HMG/LMG... is their any others out their that have been made???

    there is an M240 included, just make it a selectable weapon. you should, however, be aware of some "details":

    -no ironsights animation. meaning: you can only shoot it from your hips.

    -no reload animation. when the beltbag's empty, that's it. increasing the amount of ammo in the XML is a workaround.

    -AI soldiers don't like that gun. At all. bugs range from soldiers pointing their fingers at the enemy with the gun shouldered to not moving an inch with the weapon equipped.

    the weapon was obviously never finished for the game, and trying to do anything it's not capable of (like reloading) can mess up your game, you won't be able to switch to another weapon etc.

    you can put the M240 in the game, but it is by no means playable. but if you just want to mess around a bit, go ahead.

  2. i think the modders don't mind requests, it's just sometimes the requesters in their enthusiasm make them sound like demands. not intentionally of course, but fingers on the keyboard can be too fast for good behavior to stop them. sometimes the language barrier is also involved.

  3. ha-woops

    got me, its still missing an inch, but its obviously the one from the older screenshots. this one has 4x magnification, do they feature a red-dot too? a medium-range sight would also have been a useful addition to the game, but i know a game shouldn't be too overloaded with features (thats what the modders are for ^^)

  4. would it be possible to make multiple flashhiders using the suppressor attachment point? or would that mean a naked barrel when you have none attached at all? or is it even possible to attach something to the suppressor point WITHOUT having the weapon suppressed?

    nah, not important. i'd go for the regular one, but wouldn't mind the Noveske on the 7.62x39 version, just for diversity.

  5. this is an interesting idea too

    http://www.ar15armory.com/forums/lofiversi....php/t9859.html

    but you can't flip the scope to the side, you have to remove it completely. targeting ranges can change faster than you think, fumbling should be reduced to a minimum in those situations. that's why i favour the ACOG/Docter solution.

    And that's just a regular Aimpoint with an Aimpoint 3x mounted behind it, all it does is give you 3 times magnification through the aimpoint sight.

    but you can change from 1x to 3x in an instant. at least faster than with the HMS.

  6. yes its a 240, no B, and enough issues to make it a bad idea to issue it to teammates (i think the screenshot gives an idea ^^). replacing a 0 with a 1 is all thats necessary.

    you can, however, shoot it yourself and without iron (or any other) sights. just make sure to boost the capacity, as you can't reload either.

    the problem with the MRC lies in the position of the left hand: the SCAR and G36 (which the flashlight was originally made for) are held at the Magwell. once again, the only way to solve that problem is to change the animation (which would make it even worse, because of the MRC's unique reload animation) or to make new animations, which, i suppose most of you know, isn't possible so far.

  7. i'm serious. i was really in it, trying to equip my ghosts with mexican gear, berets and so on. after half an hour i figured that i'd probably have to compile some XMLs myself for it to work, that's when i gave up. but once again, to change a soldiers weapon, simply look for him in the group_manager.xml and modify the <weapon_unit name>.

  8. weapons is easy. as for 1st/2nd line equipment, that involves a "little" more work than it did with GRAW1. characters are now seperated into faces, helmets, torsos, addons and so on. i was able to give the ghosts the marines' body, but they still had their other gear and their original helmet (additional to the new one that is). it requires some serious editing, and believe me, if you don't have the time to look for a simple XML, then you SURELY don't have the time for that.

  9. is it possible to make a dual sight mod... i remember in No Easy Day on GR there was a M4 with a dual sight.... i think it was a ACOG and Aimpoint combo...

    damn that sounds like an abomination. i don't know which ACOG you mean, but probably not the TA01 i posted.

    or were they mounted in a row?

    its probably not possible, it comes down to the well-known animation issues again.

  10. i didn't write a word about a crosshair, just corrected the statement.

    the main advantage of the specter is that it's more tolerant about the viewing angle. personally i'd prefer the ACOG/Docter combination, although it's a little much of a compromise too (small reddot/little magnification)

    TA01NSN_DOCweb.jpg

    BTW does anyone know if the original model of the Leupold as seen on older screenshots is hidden somewhere in the bundles?

  11. and the Spector that WP33 suggested, which is revolutionary for it's capability to switch between red-dot and scope sight.

    revolutionary? as far as i know we already have a sight capable of switching between red-dot and scope ingame. GRIN just altered (shortened) it a bit so maybe you didn't recognize it, and its function was restricted to red-dot only.

    opticsplanet_1957_121162877.jpeg

  12. mhmm... painted metal for supper ^^

    is a black/grey texture planned too? now i know the Masada as advertised IS yellow, but i've seen black versions too.

    yellow rifles just don't look "intimidating" enough, let's just say its a civilian/law enforcement version (with zero camo effect in the game but who gives).

    anyone could convert the texture to greyscale himself, but i REALLY don't feel like altering something you spent so much of your free time on.

    about the Eotech: there was a workaround for GRAW1, with a lowered reticle, but i can't remember wo did it.

    this was actually realistic, as the real Eotech doesn't give a damn from where you look through it either.

  13. AGH this is bad news... But there is a modding way to add them ?

    the "easiest" way is probably to make your own flashlight, still use the bottom attachment but move it so that it is visible on the side of the weapon. but since the rifles vary in width, you'd have to make a different flashlight for each.

    since you probably won't do that, wait for Snowfellas re-release of his M900 flashlight. its bottom-mounted but maybe it fits your tastes better.

  14. the answer and solution to your question was already posted, maybe you overread it.

    to make it short, just add <mod mod_id="20" /> to a rifle of your choice in the weapon_data.xml, make sure <mods bottom> is <true> and don't be disappointed that you can't switch it off and that they're pointing the wrong direction on some rifles.

    as you can see it works fine on the SCAR.

    tempfp9.th.jpg

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