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M4A1 v1.1 update w/ACOG Sight


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Well unfortunately as of yet I can't incorporate it in my "ubermod" but hey at least this works :D

gun77.jpg

gun78.jpg

gun79.jpg

I just tinkered with it, and as you can see, it's seated properly and everything, and it's accurate :)

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Hey that's cool Eric, you don't even need the spacer object. I wondered if the MRC would be more like the M4 in aiming. Gives me an idea for the M4 anims, but the only problem is the reload is from the back behind the trigger, and there's no foregrip.

Is the problem for your uber mod the id numbers?

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It's something with hudinventory, but I doublechecked everything, and for some reason I got Snow's M4 working somehow, but I carefully copied and pasted the lines, so I may have actually missed something, not sure at the moment.

As for the ACOG? Actually it just "sat" like that really, I didn't do anything. But if you make like the "bp_m4v2_acog" into "bp_m4v2_acog2" (which is what I did):

<unit type="weapon" name="bp_m4v2_acog$name_ext" slot="12">

<script_class name="hud" class="HudScope"/>

<model file="/weapons/addons/bp_m4v2_acog/bp_m4v2_acog$name_ext.xml"/>

<stats block="addon_data">

<var name="anim_name" value="combatsight"/>

<var name="hud_movie_name" value="crosshair_acog_bp_m4v2"/>

<var name="fov_halfway" value="25"/>

<var name="fov_zoomed" value="20"/>

<var name="has_hud" value="true"/>

<var name="zoom_mouse_sensitivity" value="0.18"/>

<var name="sway_amp" value="0.1"/>

<var name="sway_lerp" value="0.4"/>

<var name="speed_to_halfway" value="10.0"/>

<var name="speed_to_unzoomed" value="9.0"/>

<!--var name="animspeed_sight_enter" value="1.5"/-->

</stats>

</unit>

I then added the entry in the lib\managers\xml\mod_data.xml and assigned it to the MR-C and then it worked.

I just changed the anim name from "combatsight" to "steelsight" (it seems on the Crye that's the "main" dependant for sights, and it worked like a charm.

Edited by EricJ
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It's something with hudinventory, but I doublechecked everything, and for some reason I got Snow's M4 working somehow, but I carefully copied and pasted the lines, so I may have actually missed something, not sure at the moment.

As for the ACOG? Actually it just "sat" like that really, I didn't do anything. But if you make like the "bp_m4v2_acog" into "bp_m4v2_acog2" (which is what I did):

I just changed the anim name from "combatsight" to "steelsight" (it seems on the Crye that's the "main" dependant for sights, and it worked like a charm.

It should be as simple as just adding another attachement option in the xml list. Since it sits that well, I'll see about adding it to the other rail mounting weapons. The Scars should be the same since that's what its based on, though I think the screws might be too low.

@cpl_ledanek

You should be able to write over the old files if you want to, but this file includes everything so you could delete the old dir and add the new one(unless you have modded it).

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Adding ACOG to other weapons:

Just tried it and it works fine. It's a little too close on the scars, but it works fine. I might make one that is pushed forward a bit for those two weapons, and raise the screws slightly. If you don't want to wait, here's how you add it as an option for other weapons:

goto: local\english\lib\managers\xml

find: weapon_data.xml and open it

add: <mod mod_id="23" />

to the scars and crye where all the other mod entries are.

I am considering changing all of my mod and weapon ids to have a 3 digit prefix before them. Might make it easier for people who like to combine mods.

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Do we know how to make custom crosshairs?

If I knew how to do that, I would have changed it to the correct acog sight. It doesn't seem like it should be something tricky, but then, there are a lot of things that shouldn't be tricky but are with modding this game. Could be as simple as pointing to a new image. I'll look into it after some other things.

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m4_graw_44_sightlines.jpg

I got tired of hunting around to see where and how they are actually doing the rets for scopes. Just so much stuff to filter through and it's all so redundant(sorry grin, I'm sure it makes sense to you). Anyway, I just did it the quick and dirty way: make poly plane, place, add texture, done.

Only disadvantage is that you won't get a "bright" or lit ret, though it doesn't really bother me.

Should this be red or black? Or does it matter?

Edited by Brettzies
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If it doesn't have the fiber stripe on the side, then you don't have to worry about it, as those models have the lit reticule. The particular brand you're modelling just requires that reticule pattern.

Edited by EricJ
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I'd still like to try out Brettzies M4, still having issues..

EDIT: It looks like what's giving me serious issues, is the ironsights. I changed the default to the ACOG, and lo and behold, ze M4! But on a hunch, I selected the ironsights, and immediate CTD... so I gotta now check the sighs. Then again.. I think when I was copying and pasting.. forgot the iron sights, so I gotta troubleshoot that.

Edited by EricJ
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