Brettzies Posted April 8, 2007 Share Posted April 8, 2007 (edited) Just a small update. v1.2 Additions This update adds an ACOG sight to the M4A1. It has a slightly increased zoom over the Aimpoint. Both are selectable. Brettzies M4A1 v1.2 Graw - moddb ps. could one of the mods edit the title? It's suppose to be 1.2 not 1.1 Edited April 8, 2007 by Brettzies Quote Link to comment Share on other sites More sharing options...
philkilla Posted April 8, 2007 Share Posted April 8, 2007 eyy chihuaha Quote Link to comment Share on other sites More sharing options...
Nutlink Posted April 8, 2007 Share Posted April 8, 2007 (edited) Filefront link on the way.... Done. http://files.filefront.com/Brettzies_M4_mo...;/fileinfo.html Edited April 8, 2007 by Nutlink Quote Link to comment Share on other sites More sharing options...
bat21 Posted April 8, 2007 Share Posted April 8, 2007 You my friend, are an Artist. Very good job. Quote Link to comment Share on other sites More sharing options...
Evilducky Posted April 8, 2007 Share Posted April 8, 2007 you keep on giving! and not just anything, but really good stuff. Must be Christmas still.. Quote Link to comment Share on other sites More sharing options...
EricJ Posted April 8, 2007 Share Posted April 8, 2007 Well unfortunately as of yet I can't incorporate it in my "ubermod" but hey at least this works I just tinkered with it, and as you can see, it's seated properly and everything, and it's accurate Quote Link to comment Share on other sites More sharing options...
Brettzies Posted April 8, 2007 Author Share Posted April 8, 2007 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? Quote Link to comment Share on other sites More sharing options...
Cpl Ledanek Posted April 8, 2007 Share Posted April 8, 2007 Awesome Brettzies. I'll give this one a definite try Quote Link to comment Share on other sites More sharing options...
EricJ Posted April 8, 2007 Share Posted April 8, 2007 (edited) 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 April 8, 2007 by EricJ Quote Link to comment Share on other sites More sharing options...
Cpl Ledanek Posted April 8, 2007 Share Posted April 8, 2007 ...do I uninstall or delete the old files and install this, or does it overwrite previous version automatically? Quote Link to comment Share on other sites More sharing options...
Mother Posted April 9, 2007 Share Posted April 9, 2007 For Eric or anyone else that is combining xml files, I use this handy program that compares to files and tells you the differences. It helps in allowing you not to miss anything. http://www.prestosoft.com/ps.asp?page=edp_examdiff Try it out, its freeware. Quote Link to comment Share on other sites More sharing options...
Brettzies Posted April 9, 2007 Author Share Posted April 9, 2007 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). Quote Link to comment Share on other sites More sharing options...
Brettzies Posted April 9, 2007 Author Share Posted April 9, 2007 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. Quote Link to comment Share on other sites More sharing options...
Mother Posted April 9, 2007 Share Posted April 9, 2007 Do we know how to make custom crosshairs? Quote Link to comment Share on other sites More sharing options...
Brettzies Posted April 9, 2007 Author Share Posted April 9, 2007 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. Quote Link to comment Share on other sites More sharing options...
EricJ Posted April 9, 2007 Share Posted April 9, 2007 Regardless, the sight is just great, I managed to get Mayday Mayday! done alot quicker with it, so it still works with the EOTech reticule. Quote Link to comment Share on other sites More sharing options...
Mother Posted April 10, 2007 Share Posted April 10, 2007 I feel the same. Whenever I play multiplayer, I have an advantage over the other players that fail to use this great mod. Quote Link to comment Share on other sites More sharing options...
Brettzies Posted April 10, 2007 Author Share Posted April 10, 2007 (edited) 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 April 10, 2007 by Brettzies Quote Link to comment Share on other sites More sharing options...
rookie Posted April 10, 2007 Share Posted April 10, 2007 Nice look! Especially the M16. Quote Link to comment Share on other sites More sharing options...
EricJ Posted April 10, 2007 Share Posted April 10, 2007 (edited) 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 April 10, 2007 by EricJ Quote Link to comment Share on other sites More sharing options...
Mother Posted April 10, 2007 Share Posted April 10, 2007 Ive said this already, but I think it was overlooked, could you please make a .308 caliber M4 variant? Quote Link to comment Share on other sites More sharing options...
Nutlink Posted April 11, 2007 Share Posted April 11, 2007 I doubt it. There really would be no point. If you want, just edit the files to take a different round other than the 5.56. Pretty much the same thing Quote Link to comment Share on other sites More sharing options...
Mother Posted April 11, 2007 Share Posted April 11, 2007 Well, I like the look of the fat mag, really beefs up the m4 and gives it some variety. Quote Link to comment Share on other sites More sharing options...
EricJ Posted April 11, 2007 Share Posted April 11, 2007 (edited) 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 April 11, 2007 by EricJ Quote Link to comment Share on other sites More sharing options...
Brettzies Posted April 11, 2007 Author Share Posted April 11, 2007 Well, I like the look of the fat mag, really beefs up the m4 and gives it some variety. It's just not high on my list of things I want to do with this mod right now. I do appreciate the suggestion though, perhaps in the future. Quote Link to comment Share on other sites More sharing options...
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