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Pathy
Oct 3 2009, 11:35
Weapons Pack, V1.1

Following on from our addon releases last month, Project: UK Forces are back with another series of exciting updates! This time around we have versions of the long-anticipated update to the UK Weapons pack for both ArmA 2 standalone, and Operation Arrowhead/ArmA 2: Combined Operations. (http://forums.bistudio.com/showthread.php?p=1702588#post1702588)

The major changes are the addition of rifles with the latest accessories for operations in Afghanistan including the new picatinny rail platform, and an ACOG scope provided by panda_pl and scubaman3D from the ACE mod. There are also some weapons fitted with a Surefire FA556-212 suppressor, as used by Special Forces Support Group. Other changes include improvements to the rvmats to utilise ArmA 2's DX9 "super-shaders" and detail maps, the weapons now also have shadow LODs and some of the lighting problems on the models have been fixed.


http://www.pukf.net/da12th/images/UKF_WP_release3_SML.jpg
Hi-Res (http://www.pukf.net/da12th/images/UKF_WP_release3.jpg)

http://www.pukf.net/da12th/images/UKF_WP_release1_SML.jpg
Hi-Res (http://www.pukf.net/da12th/images/UKF_WP_release1.jpg)

The pack contains a General Purpose Machine-Gun and nineteen SA80 variants; with numerous variations on the L86A2 Light Support Weapon, L85A2 Individual Weapon and L22A2 Carbine, including different sight configurations and blank-firing adaptors for training scenarios. The UKF weapons pack is a comprehensive collection of modern British small-arms, suitable for almost all players' needs.

Functionality wise, we have adapted the scripts from AAW's weapon pack with norrin's permission, to allow players to use the peep-sights on top of the SUSAT, and the Docter red-dot sight on the ACOG. We have also included handanim switching for the L123A2 UGL and bipod deployment for the LSW and GPMG; a feature you will have seen demonstrated on the L115A3 addon released a few weeks ago.

The Operation Arrowhead version utilises the new weapon features added in the expansion such as: Thermal imaging maps, native sight-switching support, IR laser pointers and visible light torches. In the OA version, BIS' native support for sight switching has allowed us to adapt sight-switching script from the ArmA 2 version to control the Laser/Light Module attachment, allowing players to use both features on one weapon.


http://www.pukf.net/da12th/images//UKF_WP_release2_SML.jpg
Hi-Res (http://www.pukf.net/da12th/images/UKF_WP_release2.jpg)

http://www.pukf.net/da12th/images//UKF_WP_release4_SML.jpg
Hi-Res (http://www.pukf.net/da12th/images/UKF_WP_release4.jpg)

ArmA 2 standalone users:
DOWNLOAD UKF_UKWEPS 1.1 (http://www.volcbat.com/ukf_ukweps.rar)

Operation Arrowhead users:
DOWNLOAD UKF_UKWEPS_OA 1.0 (http://www.volcbat.com/ukf_ukweps_oa.rar)

Both addons require Extended Eventhandlers (XEH), part of Community Base Addon (CBA)

DOWNLOAD CBA+XEH (http://dev-heaven.net/projects/cca)



Speaking of the L115A3, we have made an update (http://forums.bistudio.com/showthread.php?t=101028) to fix the lack of a working bolt animation for the weapon. Follow the link for more info.

We have also created an update of UKF_Shared and UKF_Misc to fix a couple of file-allocation errors that were present in the previous release of the Land Rovers and Jackals (http://www.pukf.net/forum/index.php?topic=2387).

DOWNLOAD UKF_SHARED 1.12 (http://www.volcbat.com/ukf_shared.rar)
DOWNLOAD UKF_MISC 1.12 (http://www.volcbat.com/ukf_misc.rar)

Jackal BIS forum thread (http://forums.bistudio.com/showthread.php?t=101027)
Landrover BIS forum thread (http://forums.bistudio.com/showthread.php?t=88258)

If you downloaded these addons previously, it is very important that you update UKF_Shared and UKF_Misc to V1.12

P:UKF would like to thank Steve from VOLCBAT (http://www.volcbat.com/) and Sabre for the accompanying screenshots.

Click for Original Release.

UKF Weapons Pack. 1.0

http://volcbat.com/pictures/riflesfinal.jpg

Included:
UKF_UKWeps.pbo
UKF_UKWeps_cfg.pbo
UKF_L96a.pbo

These addons will give the following;

SA80 Series
L85A2 with Susat
L86A2 with Susat
L85A2 With AG36 and Susat
L22A2 Carbine with Susat.
Blank firing versions of the L85 and L86.

Other:
GPMG
GPMG with Blank Firing Attachment.
L96A1 in various forms.

For various reasons this addon is incomplete, and has been released in an 'as is' state. At this point in time, there will be no future updates and fixes after the initial release.

Compatibility with Operation Flashpoint Ports
There is some degree of compatibility between the two, and for the most part they should exchange 1 for 1 with few problems. The big issue is that there are no Ironsight weapons in this release, and so any missions made with the OFP ports that use the Ironsights will not function.

The L96a's are simply modified versions of the OFP ports, and are not new models or textures.

Known Bugs and issues:
A few of the L96a models still have the "hand glitch" problem. This doesn't affect them all, however, and so they're still worth including in the release. I believe the ones that work are the Camo variants.

GPMG isn't fully animated.

There are also a few model/lighting errors about that whilst 90% of people won't notice, still niggle me as the person who made them.

Credits:
Chris (Pathy) - SA80 Models, Textures, Sounds, Config & Animation.
Messiah - GPMG Model & Textures.
DK - RVMats and other general help.
Da12thMonkey - Making some fantastic hand animation


EULA:

By downloading this content you agree to the following End User License Agreement:

1) Ownership and Permissions.
1.1 The content of the download is sole intellectual property of P:UKF and it's creators.
1.2 You shall in no way modify, repackage or reserve engineer any of the content of the .pbo files included in this download, without first receiving prior permission from P:UKF.
1.3 You agree with this EULA that, should you modify said content without permission or otherwise breach this EULA, you are liable to prosecution in a UK Court of Law, under the Copyright Designs and Patents Act, 1988.
1.4 This content is provided for entertainment purposes. You may not use this addon for commercial, military or teaching/training purposes.

2) Distribution.
2.1 You may distribute the .pbo files within this download freely, so long as the .pbo files are unmodified (see 1.2), and the Readme File, including this EULA, is attached.

Mirrors:
VOLCBAT (http://www.volcbat.com/UKF_Weapons_1_0.rar)
RKSL (http://www.rkslstudios.info/downloads/pukf/254-ukf_weapons_1_0.html)
SWdepot (http://www.swdepot.co.uk/request.php?78)

Enjoy

Mr_Centipede
Oct 3 2009, 11:53
Thank you pathy. They are very beautiful. Just a question, will LMG will be included somewhere around the future?

Pathy
Oct 3 2009, 12:09
Thanks. I'm not planning on updating these at all, no. The BIS LMG should tide you over till someone makes a Para-stock one, anyway.

Mr_Centipede
Oct 3 2009, 12:20
Roger that. I'm sorry to report an issue, sound for bullet crack wasnt there. I hope it's just a quick fix in the config somewhere. Reloading sound also missing. Just test with l85a2. Though

Reloading sound I can live with, but supersonic crack, I think will be abit weird not having those.

Thanks for these again:

edit:
Just noticed the 'as is' statement. I wish you all the best, and big THANK YOU from me.

Regards

Pathy
Oct 3 2009, 12:23
I get a supersonic crack at my end. Hold Alt, rotate your camera round to the front, and try firing off some rounds. It's 100% certain it's there. Are you running any sound mods that might mess it up? Curious though, I just turned on fraps and it stopped the bullet crack. Turn off fraps, and the crack is back. Hmm.

Mr_Centipede
Oct 3 2009, 12:34
Thats what I did, rotate thing. Though I do played with vop_sound on. Will test without

[edit] the test was inconclusive, I think the rifle sound sink the crack sound, because I test it with BIS weapons, I can barely hear the crack myself. so need to test it in a firefight.

I suspect it's a non issue afterall :D

[edit2]
It is a non issue afterall :yay:

Daniel
Oct 3 2009, 12:55
Thanks Pathy, testing now.

RKSL-Rock
Oct 3 2009, 13:03
Mirror - UKF Weapons 1.0 @<hidden> RKSL Studios (http://www.rkslstudios.info/downloads/pukf/254-ukf_weapons_1_0.html)

dale0404
Oct 3 2009, 13:17
SWDepot Mirror:

UKF Weapons Pack (http://www.swdepot.co.uk/request.php?78)

NkEnNy
Oct 3 2009, 13:18
sweet!

dale0404
Oct 3 2009, 13:24
Now front page at SWDepot (http://www.swdepot.co.uk/news.php)

Simon C
Oct 3 2009, 13:41
Cheers for this Pathy, especially in light of what's happened. These weapons do look top quality too, definitely an addon worth downloading.

TimRiceSE
Oct 3 2009, 14:36
Very nice work :)

Chrisgs
Oct 3 2009, 17:34
Excellent work been waiting for this for a while now, Brilliant. Ive got the British-RMC-V1.3, just a quick question when i make a scenerio my troops still are armed with american weapons, am i doing something wrong, i can get the Brit weapons from a crate and arm myself, just im working on a scenerio, excuse the noob questions but how can i get my Royals to start with the SA80 ETC. Thanks

Daniel
Oct 3 2009, 17:44
You need to use the removeallweapons then the addmagazine and addweapon commands, try searching and asking in the editing section of the forums.

On topic: it's a shame Cougar's units have a dodgy bug with the head when looking around or using the GPMG iron sights.

Chrisgs
Oct 3 2009, 17:46
Thanks Daniel, will sort it, now i know. Great mod

Smuke
Oct 3 2009, 18:01
Can confirm that British Royal Marine Commandos mod works fine with this!

DK||SES||
Oct 3 2009, 18:18
m8 stick to the thread instead of talking about some mod where it works with...

somebloke
Oct 3 2009, 18:19
Can confirm that British Royal Marine Commandos mod works fine with this!

I can now sleep at night, safe in the knowledge of this fact!

DK||SES||
Oct 3 2009, 18:28
Can confirm that British Royal Marine Commandos mod works fine with this!

and i can comfirm that i wont have nightmares either since the mod works well for u... hoo'rah

Foxhound
Oct 3 2009, 18:38
Release frontpaged at the Armaholic homepage (http://www.armaholic.com/page.php?id=7719).


http://www.armaholic.com/datas/users/3-animation.png (http://www.armaholic.com/page.php?id=7718)
UKF Weapons Pack v1.0 (http://www.armaholic.com/page.php?id=7718)

Christian.1987
Oct 3 2009, 18:40
Very good work. The Anim fits perfectly. Great

stephen271276
Oct 4 2009, 11:29
HI where can i get the class names guys?

TimRiceSE
Oct 4 2009, 11:42
In the readme. In the archive you downloaded. At the end.

Dmahon
Oct 4 2009, 22:23
Still not getting any sonic snaps on my end, all i hear is the sound of the gun, btw i have tested playing as a civilian and standing at a distance in front of the gun, still no snaps... is it vopsound?

EDIT:
Never mind, I'm just a bit deaf.
Awesome weapons and the animations and sounds are awesome!

Mr_Centipede
Oct 5 2009, 00:56
Still not getting any sonic snaps on my end, all i hear is the sound of the gun, btw i have tested playing as a civilian and standing at a distance in front of the gun, still no snaps... is it vopsound?

EDIT:
Never mind, I'm just a bit deaf.
Awesome weapons and the animations and sounds are awesome!

Pardon me for looking through the config... but the db value for the sa80s I think is too high, and thats why it's hard to notice the snap sound (as I did). so I put in something like 0.5 and it can be heard...

about the reload sound, I just commented the reloadSound value and it just inherit it from m4a1, voila... got reloading sound. same for ag36 reloading sound

it's just a config fix, I hope pathy can do something about it

and sorry for screwing with the config

Pathy
Oct 5 2009, 12:20
No worries, i'll probably stick those fixes in myself at some point in the next few days.

Smuke
Oct 6 2009, 14:45
Also, we seem to be crashing a lot, once you expend a magazine on a rifle then return to get another one, we just crash.

Seems to be a lot of bugs with the ammo boxes?

Pathy
Oct 6 2009, 15:47
Not had the problem at all at our end, and we've been using them in ArmA2 missions for a couple of months now. Running any other mods that might conflict with em?

Edit: Heh, your modpack has SLX in it - theres your problem.

Smuke
Oct 6 2009, 17:05
British Royal Marine Commandos?

ckolonko
Oct 7 2009, 18:23
Loving the UKF weapon pack. Good work and a shame there will not be any more mods.

kamikaze50
Oct 8 2009, 17:34
Hey Pathy nice work mate! Loving using the weapons, you've done some fine work. Only issue i have noticed is that when used in some missions the enemy dont seem to target me and I can literally run around in front of any infantry/vehicle completely unmolested.

Cpl Hunter
Oct 8 2009, 19:01
Are the muzzle velocities set @<hidden> 940m/s for l85a2 and 950m/s for L86a2?
If not what's the name for the guns so I can add them to the muzzle velocity mod.
Bearing in mind I'm new to playing around with scripting things.

da12thMonkey
Oct 8 2009, 19:20
Are the muzzle velocities set @<hidden> 940m/s for l85a2 and 950m/s for L86a2?

They both use the game's standard "30Rnd_556x45_Stanag" magazines to ensure that magazines can be exchanged between squad members with different rifles.

The unfortunate way that the game's ballistics are based entirely on the magazine loaded, rather than having an additional weapon-specific variable, means the muzzle velocity (initspeed) is 930 m/s: same as the M16/M4. So yes, you'll need a mod to get more realistic behaviour.

The weapon and magazine classnames are in the readme; right at the bottom.

Palehorse1
Oct 18 2009, 16:34
Just a quickie that I put together for a mission and figured it may possibly reduce the "How do I get them into players hands at start of mission" questions by placing it here as well. All setups are per my personal desire and judgment and not bound by any factual information. Your mileage may vary as far as functionality goes.

Load-outs that can be specified in the players initialization string using the UKF weapons pack:

Squad Leader/Fireteam Leader:


removeallweapons this; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "Laserbatteries"; this addmagazine "HandGrenade_West"; this addmagazine "HandGrenade_West"; this addmagazine "1Rnd_HE_M203"; this addmagazine "1Rnd_HE_M203"; this addmagazine "1Rnd_HE_M203"; this addmagazine "1Rnd_HE_M203"; this addmagazine "1Rnd_HE_M203"; this addmagazine "1Rnd_HE_M203"; this addmagazine "1Rnd_HE_M203"; this addmagazine "1Rnd_HE_M203"; this addmagazine "SmokeShellRed"; this addmagazine "SmokeShellGreen";this addweapon "ukf_L85A2AG36_susat"; this addweapon "Laserdesignator"; this addweapon "NVGoggles"; this addweapon "ItemGPS"
Rifleman:


removeallweapons this; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "HandGrenade_West"; this addmagazine "HandGrenade_West"; this addmagazine "SmokeShell"; this addmagazine "15Rnd_9x19_M9"; this addmagazine "15Rnd_9x19_M9"; this addmagazine "15Rnd_9x19_M9"; this addmagazine "15Rnd_9x19_M9"; this addweapon "ukf_l85a2_susat"; this addweapon "M9"; this addweapon "Binocular"; this addweapon "NVGoggles"; this addweapon "ItemGPS"
Rifleman AT:


removeallweapons this; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "SMAW_HEAA"; this addmagazine "SMAW_HEAA"; this addmagazine "HandGrenade_West"; this addmagazine "SmokeShell"; this addmagazine "15Rnd_9x19_M9"; this addmagazine "15Rnd_9x19_M9"; this addmagazine "15Rnd_9x19_M9"; this addmagazine "15Rnd_9x19_M9"; this addweapon "ukf_l85a2_susat"; this addweapon "SMAW"; this addweapon "M9"; this addweapon "Binocular"; this addweapon "NVGoggles"; this addweapon "ItemGPS"Grenadier:


removeallweapons this; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "HandGrenade_West"; this addmagazine "HandGrenade_West"; this addmagazine "SmokeSHell"; this addmagazine "SmokeShell"; this addmagazine "1Rnd_HE_M203"; this addmagazine "1Rnd_HE_M203"; this addmagazine "1Rnd_HE_M203"; this addmagazine "1Rnd_HE_M203"; this addmagazine "1Rnd_HE_M203"; this addmagazine "1Rnd_HE_M203"; this addmagazine "1Rnd_HE_M203"; this addmagazine "1Rnd_HE_M203"; this addweapon "ukf_L85A2AG36_susat"; this addweapon "Binocular"; this addweapon "NVGoggles"; this addweapon "ItemGPS"Grenadier/AT - Alternative: (NOTE: Only to be used with *Caa1* THANKS Kju!)


removeallweapons this; this addmagazine "6Rnd_HE_6G30"; this addmagazine "6Rnd_HE_6G30"; this addmagazine "6Rnd_HE_6G30"; this addmagazine "6Rnd_HE_6G30"; this addmagazine "6Rnd_HE_6G30"; this addmagazine "6Rnd_HE_6G30"; this addmagazine "6Rnd_HE_6G30"; this addmagazine "6Rnd_HE_6G30"; this addmagazine "SMAW_HEAA"; this addmagazine "SMAW_HEAA"; this addmagazine "SMAW_HEAA"; this addmagazine "SMAW_HEAA"; this addmagazine "SmokeSHell"; this addmagazine "SmokeShell"; this addmagazine "SmokeSHell"; this addmagazine "SmokeShell"; this addweapon "6G30"; this addweapon "SMAW"; this addweapon "Binocular"; this addweapon "NVGoggles"; this addweapon "ItemGPS"
Designated Marksman:


removeallweapons this; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "Laserbatteries"; this addmagazine "SmokeShell"; this addmagazine "HandGrenade_West"; this addmagazine "HandGrenade_West"; this addmagazine "15Rnd_9x19_M9"; this addmagazine "15Rnd_9x19_M9"; this addmagazine "15Rnd_9x19_M9"; this addmagazine "15Rnd_9x19_M9"; this addweapon "ukf_l86a2LSW_susat"; this addweapon "M9"; this addweapon "Laserdesignator"; this addweapon "NVGoggles"; this addweapon "ItemGPS"Medic:


removeallweapons this; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "30Rnd_556x45_Stanag"; this addmagazine "SmokeShell"; this addmagazine "SmokeShell"; this addmagazine "15Rnd_9x19_M9"; this addmagazine "15Rnd_9x19_M9"; this addmagazine "15Rnd_9x19_M9"; this addmagazine "15Rnd_9x19_M9"; this addweapon "ukf_l85a2_susat"; this addweapon "M9"; this addweapon "Binocular"; this addweapon "NVGoggles"; this addweapon "ItemGPS"Automatic Rifleman: (NOTE: Do not remove anything)


this addmagazine "SmokeSHell"; this addmagazine "SmokeShell"; this addmagazine "HandGrenade_West"; this addmagazine "HandGrenade_West"; this addmagazine "15Rnd_9x19_M9"; this addweapon "ItemGPS"Heavy Gunner: (NOTE: UKF GPMG)


removeallweapons this; this addmagazine "100Rnd_762x51_m240"; this addmagazine "100Rnd_762x51_m240"; this addmagazine "100Rnd_762x51_m240"; this addmagazine "100Rnd_762x51_m240"; this addmagazine "HandGrenade_West"; this addmagazine "HandGrenade_West"; this addmagazine "SmokeSHell"; this addmagazine "SmokeShell"; this addmagazine "15Rnd_9x19_M9"; this addmagazine "15Rnd_9x19_M9"; this addmagazine "15Rnd_9x19_M9"; this addmagazine "15Rnd_9x19_M9"; this addweapon "ukf_gpmg"; this addweapon "M9"; this addweapon "Binocular"; this addweapon "NVGoggles"; this addweapon "ItemGPS"
Heavy Gunner: (NOTE: ArmA 2 Mk 48 Mod 0)


removeallweapons this; this addmagazine "100Rnd_762x51_m240"; this addmagazine "100Rnd_762x51_m240"; this addmagazine "100Rnd_762x51_m240"; this addmagazine "100Rnd_762x51_m240"; this addmagazine "HandGrenade_West"; this addmagazine "HandGrenade_West"; this addmagazine "SmokeSHell"; this addmagazine "SmokeShell"; this addmagazine "15Rnd_9x19_M9"; this addmagazine "15Rnd_9x19_M9"; this addmagazine "15Rnd_9x19_M9"; this addmagazine "15Rnd_9x19_M9" this addweapon "Mk_48"; this addweapon "M9"; this addweapon "Binocular"; this addweapon "NVGoggles"; this addweapon "ItemGPS"Crewman:


removeallweapons this; this addmagazine "20Rnd_556x45_Stanag"; this addmagazine "20Rnd_556x45_Stanag"; this addmagazine "20Rnd_556x45_Stanag"; this addmagazine "20Rnd_556x45_Stanag"; this addmagazine "20Rnd_556x45_Stanag"; this addmagazine "20Rnd_556x45_Stanag"; this addmagazine "20Rnd_556x45_Stanag"; this addmagazine "20Rnd_556x45_Stanag"; this addmagazine "20Rnd_556x45_Stanag"; this addmagazine "20Rnd_556x45_Stanag"; this addmagazine "HandGrenade_West"; this addmagazine "SmokeShell"; this addmagazine "15Rnd_9x19_M9"; this addmagazine "15Rnd_9x19_M9"; this addmagazine "15Rnd_9x19_M9"; this addmagazine "15Rnd_9x19_M9"; this addweapon "ukf_L85A2K_susat"; this addweapon "M9"; this addweapon "Binocular"; this addweapon "NVGoggles"; this addweapon "ItemGPS"Feel free to tinker with it all you like. As I stated earlier none of the load-outs are configured with any specific basis in fact and are all simply speculation and personal interest from my point of view. I simply offer this up in case anyone wanted a quick way to get their player units up and running. And to UKF developers, Thanks for everything. Your considerable efforts continue to be much appreciated here in my camp.

Chrisgs
Oct 18 2009, 19:05
Excellent stuff, thankyou.

SwiftyBoy
Oct 18 2009, 21:53
@<hidden>

You might want to use the ForEach command to save you typing out this addmagazine "30Rnd_556x45_Stanag"; 6 times, or you may not - up to you mate, really :-) And I like LOTS of grenades...

removeAllWeapons this; {this addMagazine "30Rnd_556x45_Stanag"} forEach [1,2,3,4,5,6]; this addWeapon "ukf_l85a2_susat"; {this addMagazine "HandGrenade_West"} forEach [1,2,3,4,5,6]; this addWeapon "Binocular";

That's my usual loadout - love playing with these UK weapons.

MrDyll
Oct 21 2009, 04:54
what do these things do?

Mr_Centipede
Oct 21 2009, 06:06
yellow things=BFA (blank firing attachments)

ingame, do nothing. just a model

Numptie
Oct 21 2009, 08:14
yellow things=BFA (blank firing attachments)

ingame, do nothing. just a model

I think you will find the BFA weapons wont actually damage anything, or make targets go down, they simulate blanks rather well.

Daniel
Oct 21 2009, 16:06
They can on occasion cause injury and even death if abused, so not quite toys. ;)

Pathy
Oct 21 2009, 17:54
what do these things do?

Makes your weapon more powerful ;)

^

We told one of the guys in VCB that once when he asked. He made noises of understanding then happily selected an LSW with Blank Firing Attachment for the mission. Cue 40 odd minutes later him commenting "Man, i'm a crap shot tonight, haven't hit a thing all night!", and us all sniggering in the background :p Needless to say, once he realised he'd been running around shooting blanks at enemy for 40 minutes he felt abit of a tit. :D

Yeah, the BFAs just simulate blank rounds. I guess the "on occasion injury and death" simulates your mucker putting it next to your head and giving you a nice warm blast of muzzle gas.

Cougar
Oct 21 2009, 19:25
Makes your weapon more powerful ;)

^

We told one of the guys in VCB that once when he asked. He made noises of understanding then happily selected an LSW with Blank Firing Attachment for the mission. Cue 40 odd minutes later him commenting "Man, i'm a crap shot tonight, haven't hit a thing all night!", and us all sniggering in the background :p Needless to say, once he realised he'd been running around shooting blanks at enemy for 40 minutes he felt abit of a tit. :D

Yeah, the BFAs just simulate blank rounds. I guess the "on occasion injury and death" simulates your mucker putting it next to your head and giving you a nice warm blast of muzzle gas.

If your directly infront it will cause injury to your face (if pointed at it) small pices of gunpowder chunk up and fly out. At a 90 degree angle theres a smaller chance and at under 90 degree your home free.. but normaly safety is 3 meters to the side and 10 meters to the front.. but moste units uses half that..

Daniel
Oct 22 2009, 18:03
Haha, Pathy we did the same thing back in ArmA1, told a new guy it stood for BattleField Aquisition SA80. So there he is running about taking great care not to point it at any friendlies in case the CAS think he's marking a target! :D Might even have been Dr Chris who told him, was a while ago.

And on the current BFAs, I kitted out a BIS M240 nest with 100 round blank ammo for our training map: was eventually killed after taking too many to the face while messing around. Not the cleverest thing to do anyway, so no dramas.

Dr_Chris
Nov 9 2009, 14:33
Daniel;1470242']Haha, Pathy we did the same thing back in ArmA1, told a new guy it stood for BattleField Aquisition SA80. So there he is running about taking great care not to point it at any friendlies in case the CAS think he's marking a target! :D Might even have been Dr Chris who told him, was a while ago.

The best thing was when one of us hid a bush and aimed a real laser designator at him as CAS was coming in, so when the bomb landed on him we all piped up "F*CK SAKES, WE TOLD YOU NOT TO POINT IT AT THE FLOOR!" Poor sod.

CG Man
Nov 10 2009, 15:56
The models and recoil are great but the sound does not loose volume over distance and theirs no reload sounds.

Fincuan
Nov 10 2009, 19:43
FYI if anyone is using my muzzlevelocity-mod and wants realistic muzzlevelocities for these weapons:

Copy-paste this to your Arma2\userconfig\fnc_muzzlevelocity\fnc_muzzlevelocity_weapons.hpp



//Add non-stock weapons here. These entries will be included in config.cpp
//
//Caliber Baseweapon Muzzlevelocity(m/s)
//US Weapons
//5.56x45 M16A2 930
//7.62x51 M240 900
//Russian Weapons
//5.45x39 AK74 900
//7.62x39 AKM 710
//7.62x54 PKM 850
//
//Formula:
//(muzzlevelocity of my weapon)/(muzzle velocity of "baseweapon" for the calibre) = muzzleVelocityFactor
//
//Example:
//You know your weapon's muzzlevelocity is 880 m/s and it uses 5.56x45 Stanags.
//Looking for the table above we see that the baseweapon for this calibre is the M16 with a muzzlevelocity of 930 m/s.
//Thus: 880/930 =~ 0.946
//
//In the config it should looks like this:
/*
class MyWeapon: M16A2
{
muzzleVelocityFactor = 0.946;
};
*/

class ukf_L85A2_susat: M4A1
{
muzzleVelocityFactor = 0.968; //900 m/s
};
class ukf_L85A2k_susat : ukf_L85A2_susat
{
muzzleVelocityFactor = 0.941;//875 m/s, an estimate as I found no proper sources for this
};
class ukf_L86A2LSW_susat: ukf_L85A2_susat
{
muzzleVelocityFactor = 1.012; //940 m/s
};


If you think my values aren't correct you can of course always calculate your own with the above instructions :)

mcvittees
Nov 10 2009, 20:51
Interesting...

UKMERC
Nov 10 2009, 23:05
Hey P:UKF we love the rifles but the SUSAT sights were not to our taste so one of our guys looked to see if we could sort it out and this is what we came up with.

SA80 (http://s572.photobucket.com/albums/ss162/RAPPYTHEMERC/?action=view&current=arma22009-11-0813-42-45-01.jpg)

Mr_Centipede
Nov 10 2009, 23:25
You might want to PM pathy about that

Pathy
Nov 10 2009, 23:31
Good for you. And...?

schroeder
Nov 11 2009, 11:47
Great weapon pack, really cool, thanks a lot.

It seems though that weapons don't have shadow: my riflemen's shadows have got empty hands :p

Is it possible to correct this (shouldn't be so difficult as long as I know making weapons with O2)?

STALKERGB
Nov 11 2009, 12:16
FYI if anyone is using my muzzlevelocity-mod and wants realistic muzzlevelocities for these weapons:

If you think my values aren't correct you can of course always calculate your own with the above instructions :)

I think the L85A2 has a muzzle velocity of 940m/s and the L86A2 has 970m/s, as you said though it can be simple to change in the config.

EDIT: how big is the difference when the proper MVs are used in game?

Fincuan
Nov 11 2009, 13:05
EDIT: how big is the difference when the proper MVs are used in game?

Not big at all within reasonable engagment distances when we go from say 930 to 940 or 970. It's when you go to the extra-short carbines that the difference starts to really show, ie. Ak74U(~730 m/s) insted of AK-74(~900 m/s).

da12thMonkey
Nov 11 2009, 13:20
Fincuan; I wasn't aware of your mod before but it sounds fantastic! I'll definitely be using it from now on.

Will things like the SA80 with UGL automatically inherit the new muzzle velocity of the ukf_l85a2_susat class after your mod alters it or do I need to add the UGL classname in the userconfig too?


I think the L85A2 has a muzzle velocity of 940m/s and the L86A2 has 970m/s, as you said though it can be simple to change in the config.

EDIT: how big is the difference when the proper MVs are used in game?

Aye, I was a bit surprised to see the SA80 had a lower muzzle velocity than the M16 in that config as the L85 has a longer barrel than an M16, and the L86 has a significantly longer one.

I've been told the L22 has a muzzle velocity of 780m/s but not seen a figure published by the MoD (the barrel's actually much shorter than the 442mm quoted on the web; I think it's about 320mm in reality).

Fincuan
Nov 11 2009, 13:36
Will things like the SA80 with UGL automatically inherit the new muzzle velocity of the ukf_l85a2_susat class after your mod alters it or do I need to add the UGL classname in the userconfig too?


It'll inherit it automatically, hopefully not affecting the GL-part(I had a funny scripting error in the modd first revision which sent 203s flying at the same velocity as rifle bullets: ZUP and off goes 203 to a few hundred meters away. That's fixed now though)

The config I posted should account for all UKF-wepons that need "fixing" to their proper muzzlevelocities(whichever those are lol). The L96 uses its own mag so it doesn't need to be touched at all, and I assume the GMPG is similar to M240s in terms of muzzlevelocity.

If anyone comes up with good values for the weps feel free to post them here, preferably with sources. I just took mine from Wiki and confirmed them with a few other sites, so they are by no means very comprehensive.

Pathy
Nov 11 2009, 16:40
I'd agree with your values, definately.

h3killa
Nov 20 2009, 00:00
The best thing was when one of us hid a bush and aimed a real laser designator at him as CAS was coming in, so when the bomb landed on him we all piped up "F*CK SAKES, WE TOLD YOU NOT TO POINT IT AT THE FLOOR!" Poor sod.

Was that on the TG server recently? If it was I was the bomber. Ahaha.

OOPz
Nov 29 2009, 02:16
i dunno if anyone is actually working on this mod, but i have a mesh for the P4f S+B PMII scope reticule (the one which should be on the AWM)
http://www.tv-consultants.com/OOPz/temp/P4f.jpg
it would be great if we could get that added coz currently the l96 is virtually unusable (imo)... no mil scale == no ability to eyeball a lead.
i can get this into oxygen without any trouble if someone would be willing to actually add it?

if you fancy a project, youre welcome to use my AWSM mesh too, if you want to do a re-working
http://www.tv-consultants.com/OOPz/l115a3.php
its the 338 tho, not the 762, so that will probably require some fairly hard work.. i have not seen that bullet type in game yet, thus i suspect it would need making.

gimme a shout here, msg, (shout out your window, whatever) if you'd like to do this, i would VERY much like to get this rifle up to spec... coz i want to use it ;)

da12thMonkey
Nov 29 2009, 13:52
The telescopic sight we have is on the L96 has the original No.2 reticle.

I think the army did switch over to a S&B mil-dot later, but we've never got around to reflecting the change in scopes. The model is ported all the way back from OFP, so is heavily out-dated. The L96 is supposed to be phasing out of use in the UK too with L115A3 becoming the primary sniper weapon and a semi-auto 7.62 marksman's rifle (either the HK417 or a Lewis Machine & Tool LM7) for shorter engagements. So making a new L96 isn't high on the list of priorities.

We'd be interested in doing an L115A3 though, which your AWSM represents quite well. I'll send you a PM later and discuss with the rest of the guys to see if we can come to an arrangement.

OOPz
Nov 29 2009, 20:02
ahh, i didnt realise the l96a1 was 'that' old.
just had a quick googling and, yeah, things have moved on eh

Pathy
Dec 1 2009, 12:11
Yeah, the L96 was added into this release as not to break classname dependencies for anyone using the direct OFP ports. It's old & ugly, and outdated too. Your AWP, on the other hand....*drool*

Mark XIII
Dec 1 2009, 12:30
I wouldn't mind having a go at making some sounds for these badboys, thanks for getting the BRIT back into A2 :)

OOPz
Dec 1 2009, 16:35
Im making no promises, but i have stopped making range tables for the l96

RKSL-Rock
Dec 1 2009, 17:34
i dunno if anyone is actually working on this mod, but i have a mesh for the P4f S+B PMII scope reticule (the one which should be on the AWM)
[img]http://www.tv-consultants.com/OOPz/temp/P4f.jpg[/ig]
it would be great if we could get that added coz currently the l96 is virtually unusable (imo)... no mil scale == no ability to eyeball a lead.
i can get this into oxygen without any trouble if someone would be willing to actually add it?

The standard L96 comes with the S&B Leuchab L12 Post recticle with is a modified - slightly thinner- A2 type. The PMII is only a sporting/hunting scope and not intended for military use.

I do know for a fact some units were lucky enough to get upgraded Leupold sights with the classic Mil-Dot reticules as part of a limited midlife upgrade for the older L96 series rifles in '98 to 2000. Eg:
http://www.defenceimagedatabase.mod.uk/FotoWeb/FWbin/preview.dll/45147008.jpg?D=C4553B587BC300F59EE971D36E7C3CAE39BB9D53B810E44BACD3AD9D2680F009AF4FEB357E7D8E784C18B20986DBECFE3D7A348495ABE9DC13A320E5F60AB986F12FCBEC27BADD8A478DB34E8EA0884ABAB5E88A2DE82C3078F5978FD0FD8EF90DFF1433230576A90017CB3FB0BAC1562774D4C46D20CB8E53E4D7F8C4F5D616E1EC7C8D08138A37AF164B2F37A90564C647C98C4FE00F6F0773251114B08C843C0FB523FB3EF15C48CB963E3DD2B3657A2874048E3D2A03A93D36E357B7428636BA0B704E4A2CF6B2FD333D7AE4C55D0AC91DA6430E7DD929C37416AB445F853D816E6E951DE6C9FF644E181732AF8AC20DE50C07037395CED42887E3AE65B77EFF5D15C79F51D4086FF240DD9CE50B

The L115A1 and A3 both have the standard Mildot scales too. And while they do still use the S&B scopes as standard. I beleive -talking to people who are still serving - that most of the S&B scopes are again being replaced in favour of the more powerful and flexible Leupold scopes. But it depends on the unit and who the armourers are. Maybe Da12th will know more about that, but an old friend currently serving with 3 Squadron RAF Regiment showed me pics of his A3 not long ago and it had the Leupold ERT series scope on it.

OOPz
Dec 1 2009, 18:37
yeah, i made the mistake of not checking before i posted, just assumed from what i found out for the a3

more powerful?... 25x not enough eh, what are the new ones up to?

Pathy
Dec 11 2009, 11:58
I'm going to have to vent;
Since these were released i've got endless flack for
1) the sounds
2) the susat

I just want to put something out there as a response. At the time I made these, I had access to the SA80 in real life, infact at the time I made these I was doing my WHTs and spending range time with an SA80. I will concede right now that I did not make the sounds perfect, nor the susat perfect. However, they are pretty decent attempts at recreating them as I saw/heard them. If I have 1 more 15 year old kid tell me "oh, your sounds are nothing like a real SA80 sounds", or "pfft, the susat is completely incorrect" I am going to bludgeon the nearest passing stranger to death.

That is all.

Thank you.

Mark XIII
Dec 11 2009, 12:28
hmmm... You get NO flack from me mate, if you think that of me go look around the threads.... I just LOVE doing soundwork is all.

I love your work and as for people giving you shit about your authentic sounds, F**k them :) . Maybe they lack dynamics however.. I would be more than happy to edit your own sounds to maybe make them fit better in game ?

Whatever happens, no offense intended from me, I can promise you that.


Regards
Mark

Pathy
Dec 11 2009, 12:38
Wasn't aimed at you fella. As I said, the sounds aren't perfect, i'm no sound engineer, and I don't mind imput or offers of help on the technical side of things. They could do with improvement, and i'd be happy for you to have a crack!

Mark XIII
Dec 11 2009, 12:41
Perfect matey, consider me on it.. I'll pm you if I get something good happening :)

STALKERGB
Dec 11 2009, 13:44
I'm going to have to vent;
Since these were released i've got endless flack for
1) the sounds
2) the susat

I just want to put something out there as a response. At the time I made these, I had access to the SA80 in real life, infact at the time I made these I was doing my WHTs and spending range time with an SA80. I will concede right now that I did not make the sounds perfect, nor the susat perfect. However, they are pretty decent attempts at recreating them as I saw/heard them. If I have 1 more 15 year old kid tell me "oh, your sounds are nothing like a real SA80 sounds", or "pfft, the susat is completely incorrect" I am going to bludgeon the nearest passing stranger to death.

That is all.

Thank you.

Please make sure the stranger isnt related to me Chris! I don't have an issue with the sounds like Mark XIII said, and i know exactly what you mean about the SUSAT, the reticle I have on my SA80s is similar to yours so i hate it when i read someone saying how off yours is when its not at all!

squishall
Jan 29 2010, 19:48
I am trying to use the LAW 80 but cannot get the darn thing to go into the secondary weapon slot. It only goes in as a magazine. In my loadout script I have this:

_rifle = "ukf_l85a2_susat";
_rifleGL = "ukf_l85a2AG36_susat";
// _rifleGL = "ukf_l85a2k_susat";
_medicrifle = "ukf_l85a2k_susat";
_medicmag = "30Rnd_556x45_Stanag";
_MG = "ukf_l86a2LSW_susat";
_riflemag = "30Rnd_556x45_Stanag";
_GLmag = "1Rnd_HE_M203";
_MGmag = "200Rnd_556x45_M249";
_grenade = "HandGrenade_West";
_at = "ukf_law80";
_atmag = "ukf_law80";

Is the class name for the Law-80 correct as I have them?

Bunnyman
Feb 2 2010, 07:13
Didn't see a LAW80 in the opening post.

Pathy
Feb 2 2010, 10:52
Theres no LAW80 in the pack. If you're using the old OFP weapons that were converted across, they have the LAW80, but this version doesn't. Reason being, 1) it's a very ugly green cylander and 2) It's being/been replaced by the ILAW (UK designation for the AT4, in the game under US designation M136), and afaik most of the LAW80 stocks were lobbed at buildings and bunkers in Iraq.

I recommend you use the M136 as it's what is being used in most cases.

Pathy
Jul 30 2010, 13:13
Updated the First post, but to be sure ;)

Weapons Pack, V1.1

Following on from our addon releases last month, Project: UK Forces are back with another series of exciting updates! This time around we have versions of the long-anticipated update to the UK Weapons pack for both ArmA 2 standalone, and Operation Arrowhead/ArmA 2: Combined Operations. (http://forums.bistudio.com/showthread.php?p=1702588#post1702588)

The major changes are the addition of rifles with the latest accessories for operations in Afghanistan including the new picatinny rail platform, and an ACOG scope provided by panda_pl and scubaman3D from the ACE mod. There are also some weapons fitted with a Surefire FA556-212 suppressor, as used by Special Forces Support Group. Other changes include improvements to the rvmats to utilise ArmA 2's DX9 "super-shaders" and detail maps, the weapons now also have shadow LODs and some of the lighting problems on the models have been fixed.


http://www.pukf.net/da12th/images/UKF_WP_release3_SML.jpg
Hi-Res (http://www.pukf.net/da12th/images/UKF_WP_release3.jpg)

http://www.pukf.net/da12th/images/UKF_WP_release1_SML.jpg
Hi-Res (http://www.pukf.net/da12th/images/UKF_WP_release1.jpg)

The pack contains a General Purpose Machine-Gun and nineteen SA80 variants; with numerous variations on the L86A2 Light Support Weapon, L85A2 Individual Weapon and L22A2 Carbine, including different sight configurations and blank-firing adaptors for training scenarios. The UKF weapons pack is a comprehensive collection of modern British small-arms, suitable for almost all players' needs.

Functionality wise, we have adapted the scripts from AAW's weapon pack with norrin's permission, to allow players to use the peep-sights on top of the SUSAT, and the Docter red-dot sight on the ACOG. We have also included handanim switching for the L123A2 UGL and bipod deployment for the LSW and GPMG; a feature you will have seen demonstrated on the L115A3 addon released a few weeks ago.

The Operation Arrowhead version utilises the new weapon features added in the expansion such as: Thermal imaging maps, native sight-switching support, IR laser pointers and visible light torches. In the OA version, BIS' native support for sight switching has allowed us to adapt sight-switching script from the ArmA 2 version to control the Laser/Light Module attachment, allowing players to use both features on one weapon.


http://www.pukf.net/da12th/images//UKF_WP_release2_SML.jpg
Hi-Res (http://www.pukf.net/da12th/images/UKF_WP_release2.jpg)

http://www.pukf.net/da12th/images//UKF_WP_release4_SML.jpg
Hi-Res (http://www.pukf.net/da12th/images/UKF_WP_release4.jpg)

ArmA 2 standalone users:
DOWNLOAD UKF_UKWEPS 1.1 (http://www.volcbat.com/ukf_ukweps.rar)

Operation Arrowhead users:
DOWNLOAD UKF_UKWEPS_OA 1.0 (http://www.volcbat.com/ukf_ukweps_oa.rar)

Both addons require Extended Eventhandlers (XEH), part of Community Base Addon (CBA)

DOWNLOAD CBA+XEH (http://dev-heaven.net/projects/cca)



Speaking of the L115A3, we have made an update (http://forums.bistudio.com/showthread.php?t=101028) to fix the lack of a working bolt animation for the weapon. Follow the link for more info.

We have also created an update of UKF_Shared and UKF_Misc to fix a couple of file-allocation errors that were present in the previous release of the Land Rovers and Jackals (http://www.pukf.net/forum/index.php?topic=2387).

DOWNLOAD UKF_SHARED 1.12 (http://www.volcbat.com/ukf_shared.rar)
DOWNLOAD UKF_MISC 1.12 (http://www.volcbat.com/ukf_misc.rar)

Jackal BIS forum thread (http://forums.bistudio.com/showthread.php?t=101027)
Landrover BIS forum thread (http://forums.bistudio.com/showthread.php?t=88258)

If you downloaded these addons previously, it is very important that you update UKF_Shared and UKF_Misc to V1.12

P:UKF would like to thank Steve from VOLCBAT (http://www.volcbat.com/) and Sabre for the accompanying screenshots.

Click for Original Release.

UKF Weapons Pack. 1.0

http://volcbat.com/pictures/riflesfinal.jpg

Included:
UKF_UKWeps.pbo
UKF_UKWeps_cfg.pbo
UKF_L96a.pbo

These addons will give the following;

SA80 Series
L85A2 with Susat
L86A2 with Susat
L85A2 With AG36 and Susat
L22A2 Carbine with Susat.
Blank firing versions of the L85 and L86.

Other:
GPMG
GPMG with Blank Firing Attachment.
L96A1 in various forms.

For various reasons this addon is incomplete, and has been released in an 'as is' state. At this point in time, there will be no future updates and fixes after the initial release.

Compatibility with Operation Flashpoint Ports
There is some degree of compatibility between the two, and for the most part they should exchange 1 for 1 with few problems. The big issue is that there are no Ironsight weapons in this release, and so any missions made with the OFP ports that use the Ironsights will not function.

The L96a's are simply modified versions of the OFP ports, and are not new models or textures.

Known Bugs and issues:
A few of the L96a models still have the "hand glitch" problem. This doesn't affect them all, however, and so they're still worth including in the release. I believe the ones that work are the Camo variants.

GPMG isn't fully animated.

There are also a few model/lighting errors about that whilst 90% of people won't notice, still niggle me as the person who made them.

Credits:
Chris (Pathy) - SA80 Models, Textures, Sounds, Config & Animation.
Messiah - GPMG Model & Textures.
DK - RVMats and other general help.
Da12thMonkey - Making some fantastic hand animation


EULA:

By downloading this content you agree to the following End User License Agreement:

1) Ownership and Permissions.
1.1 The content of the download is sole intellectual property of P:UKF and it's creators.
1.2 You shall in no way modify, repackage or reserve engineer any of the content of the .pbo files included in this download, without first receiving prior permission from P:UKF.
1.3 You agree with this EULA that, should you modify said content without permission or otherwise breach this EULA, you are liable to prosecution in a UK Court of Law, under the Copyright Designs and Patents Act, 1988.
1.4 This content is provided for entertainment purposes. You may not use this addon for commercial, military or teaching/training purposes.

2) Distribution.
2.1 You may distribute the .pbo files within this download freely, so long as the .pbo files are unmodified (see 1.2), and the Readme File, including this EULA, is attached.

Mirrors:
VOLCBAT (http://www.volcbat.com/UKF_Weapons_1_0.rar)
RKSL (http://www.rkslstudios.info/downloads/pukf/254-ukf_weapons_1_0.html)
SWdepot (http://www.swdepot.co.uk/request.php?78)

Enjoy

Specialist
Jul 30 2010, 13:42
These are beautiful! Thanks alot for your hard work!

niall0
Jul 30 2010, 14:24
Top quality gear, was lucky enough to test the betas.

Acogs with the CQB sights are brilliant on the L85, can accuratly take out targets at 600m.

Then the UGL with movable hand grips, such a small but great feature.

Landdon
Jul 30 2010, 14:42
Please don't get mad at me but we are running Combine Ops on our server which do we need to use?

Pathy
Jul 30 2010, 14:44
If you're running OA, use the OA version. OA runs when you play combined ops, right? ;)

CMB Unit 01
Jul 30 2010, 15:51
Had fun beta testing these. Glad to see a successful public release.

Jeza
Jul 30 2010, 15:59
Cheers for the effort ukf and co, many thanks looking and feeling sweet. :)

Leogecko27
Jul 30 2010, 17:01
Thank you ! Very beautiful guns! But no L96 update?

da12thMonkey
Jul 30 2010, 17:06
It's extremely unlikely that the L96 will ever be updated. The weapon is being retired from service having been replaced by the L115A3 as a sniper weapon and superseded by the L129A1 in its 'retirement' role as a marksman's rifle. - It's not worth the required effort to model a new one; we'd rather make stuff that's current.

The L96 only really remains in the pack so as not to break compatibility with missions using the older versions of the pack from before the L115 was released. I had half a mind not to put it in the OA version at all.

Jonny_LI
Jul 30 2010, 17:07
Leogecko - No need to our L115A3 has been released already.

The L96 is now largely redundant since the Sniper Improvement Program. Some tried to keep hold of it as a niche Marksmans Rifle but now the L129 has filled that capability gap.

---------- Post added at 06:07 PM ---------- Previous post was at 06:06 PM ----------

Da12th beat me to it...

Chrisgs
Jul 30 2010, 17:54
Excellent work, thankyou, top quality.

Leogecko27
Jul 30 2010, 17:58
Okay no L96 update i can live with that lol! But the other Weapons are Very High Quality . Thank you again!

1in1class
Jul 30 2010, 18:04
Realy nice work guys. Think we could see the extra sights to where its an single key instead of Shift+F? Got my Shift key as run, and i run when i try to use the different sight on the gun. Got my / key as change sight for OA weapons. Just thought that a different single key like your h, would be much more compatible to the user.

Jonny_LI
Jul 30 2010, 18:31
1in1class

If you download our OAH version then '/' will change the sights from the main optics to the EBS/Docter. This particular version is for those without oah

1in1class
Jul 30 2010, 18:48
Lol sorry about that, thought the OA one was for the Combine only version. Thank you for the help. Top work on this guys keep it going.

da12thMonkey
Jul 30 2010, 18:49
Realy nice work guys. Think we could see the extra sights to where its an single key instead of Shift+F? Got my Shift key as run, and i run when i try to use the different sight on the gun. Got my / key as change sight for OA weapons. Just thought that a different single key like your h, would be much more compatible to the user.

I wouldn't really know how to do that in the first place; I basically just edited norrin's script to use our classnames, I'mnot certain on how to change the fundamentals of it.

I think there's probably a fair chance that someone will be using whatever key we use.

Setting it in a userdata .hpp would possibly be a solution, but you'd have to discuss that with norrin not UKF.

Richey79
Jul 30 2010, 19:05
Superb stuff, thanks for sharing.

The CQB sights, the new long-range rifle and the ability to choose laser or flash-light all deserve particular mention.

1in1class
Jul 30 2010, 19:53
I wouldn't really know how to do that in the first place; I basically just edited norrin's script to use our classnames, I'mnot certain on how to change the fundamentals of it.

I think there's probably a fair chance that someone will be using whatever key we use.

Setting it in a userdata .hpp would possibly be a solution, but you'd have to discuss that with norrin not UKF.

All is good i dl the other pack thought that the OA was just for the combine version. OA weapon pack works as it should. Top work on this guys, keep it going.

STALKERGB
Jul 30 2010, 21:28
Right sorry to spam the UKF threads but anyone using the ARMA2 Only version of my units and these weapons (so the ones w/o OA features) I have released updated configs (for ARMA2 and OA) in my thread:

Linky to updated configs (http://forums.bistudio.com/showpost.php?p=1702974&postcount=216)

Pathy
Jul 30 2010, 22:27
No problem mate, people will want to know, we will want them to know! :D

vade_101
Jul 31 2010, 18:54
As ever, excellent work chaps - good to see you're continuing the traditional high standards.

Jonn
Jul 31 2010, 23:01
The L96a1 sniper rifles don't work.

1. If i try to equip any "L96a1 rifle" I get: Cannot Load texture ukf_ukweps\black_sum.pac.
http://i6.photobucket.com/albums/y212/usmc-flea/ArmA2OAukfbug.jpg

2. It also has graphical glitches.
http://i6.photobucket.com/albums/y212/usmc-flea/ArmA2OAukfbug2.jpg

3. This is all i see when i try to use the scope (Is like someone put a whit pice of paper in front of the scope).
http://i6.photobucket.com/albums/y212/usmc-flea/ArmA2OAukfbug3.jpg

I'm playing on ArmA 2:CO (Steam)
Using: UKF_OA_1.0

Pathy
Jul 31 2010, 23:06
The L96s are an old OFP model left in as to not break compatability for the people who used the old OFP ports when ArmA2 first came out. They're not a supported addon, as the rifle itself has been made obsolete. Not to say we're ignoring all broken bits, but we'd prefer to spend our time on stuff that has a future. I recommend you simply do not use it, and instead use the L115, which is now filling the L96a's old role. In retrospect it probably was a mistake to leave them in the crate, but nevermind.

http://forums.bistudio.com/showthread.php?t=101028

Jonn
Jul 31 2010, 23:16
The L96s are an old OFP model left in as to not break compatability for the people who used the old OFP ports when ArmA2 first came out. They're not a supported addon, as the rifle itself has been made obsolete. Not to say we're ignoring all broken bits, but we'd prefer to spend our time on stuff that has a future. I recommend you simply do not use it, and instead use the L115, which is now filling the L96a's old role. In retrospect it probably was a mistake to leave them in the crate, but nevermind.

http://forums.bistudio.com/showthread.php?t=101028

Oh, Sorry I didn't know this FPDR, I have the L115 addon so ill just use it :D

Stag
Aug 1 2010, 10:22
Love 'em.

Cheers!

da12thMonkey
Aug 1 2010, 11:45
The L96 problems are no-doubt due to us changing the name of the OA weapon pack .pbos at the last minute.

Originally both the OA version and 1.1 of the ArmA 2 pack were both called ukf_ukweps.pbo, but we figured releasing 2 versions of the same addon simultaneously could be confusing - leading to us renaming and repathing the weapon pack for OA. Paths in other .pbos obviously haven't been changed in our bid to get the release out ASAP.

I'll fix all this eventually, but in the meantime one solution would be to download the ArmA 2 pack, version 1.1 and install ukf_ukweps.pbo but not ukf_ukweps_cfg.pbo.

Sorry for the inconvenience - serves us right for leaving things to the last minute.:(

Jonny_LI
Aug 1 2010, 11:50
Da12th, I prefer my 'The L96 is shite don't use it' approach :D

da12thMonkey
Aug 1 2010, 12:33
Me too, but the name change appears to have caused some problems for the Jackals & Land Rovers too...

pez2k
Aug 1 2010, 12:44
If there's an update coming, might I suggest seperating out the configs for the L96 and the other weapons? The L96 could then be optional, and suggested to install only for people who want to use old missions that require it. Another suggestion is to not only remove it from the box but also disable it in the armoury, so it's completely invisible to the player unless a mission specifically requires it. You could also disable the duplicate guns (fgrip, cqb etc.) in the armoury, simply to make things neater.

poacher
Aug 1 2010, 22:22
Chaps, how do you use the bipod anim? Can't seem to make it work through ACE deploy weapon.
Cheers,
-Dave FPDR

dkraver
Aug 1 2010, 22:24
a question out of curiosity. I have never fired the L85 or seen it shooting other than on tv and so on. But the recoil seems a bit much compared to m16/m4. So my question is if it has that more punch than those or if it just a the way you like it.
Its not a question about me not liking it im just curious :-)

Das Attorney
Aug 1 2010, 22:26
Hi Dave,

Assuming you haven't mapped anything else there, 'H' should do it. No need for the facepalm :)

poacher
Aug 1 2010, 22:32
Also, possible bug - Can't use NVGs whilst using magnified optics (SUSAT or ACOG) - the EBS works fine with it. Is this deliberate? Might need to do an addon with a CWS otherwise. And no sod wants to carry it!

---------- Post added at 11:32 PM ---------- Previous post was at 11:31 PM ----------

ps cheers attorney

Pathy
Aug 1 2010, 22:34
Thats an OA feature, but we kinda like it. CWS is in the works. In the meantime, you can use ironsights + NVGs, or switch to the secondary sight on the ACOG.

Das Attorney
Aug 1 2010, 22:40
CWS is in the works.

Hi mate,

What's CWS when it's at home?

@<hidden> - Try pressing L to activate the laser beam when you've got your NVG's on and battle sight deployed (default NUM/)

poacher
Aug 1 2010, 22:48
Sweet, was wondering. I'm not looking forward to VCB games only allocating a realistic 2 CWS per section due to defense cuts/all the duracells being used for Ipods/portable DVD players!

I take it the Light feature's gone now replaced by the LAZOR?
Anyway to have visible laser like on the LLM01?

---------- Post added at 11:48 PM ---------- Previous post was at 11:44 PM ----------

PS CWS is common weapon sight. It's night optics for the SA80.
Similar Civvie equivalent would be KITE night sight.http://www.beateye.com/frss/starlight.htm

Pathy
Aug 1 2010, 22:48
It's a nightsight

Edit: Beaten to it

You can switch between the light and lazzzzzorrrr. Shift F I think?

Das Attorney
Aug 1 2010, 23:02
Awesome, just tried it and it works a treat :)

da12thMonkey
Aug 1 2010, 23:33
a question out of curiosity. I have never fired the L85 or seen it shooting other than on tv and so on. But the recoil seems a bit much compared to m16/m4. So my question is if it has that more punch than those or if it just a the way you like it.
Its not a question about me not liking it im just curious :-)

I seem to remember setting up the SA80s to use the same cfgrecoils value as the ArmA 2 M4 (3of5 or something like that). The last version kicked a fair bit due to using 'M4recoil' from ArmA 1 that was still present in ArmA 2, but behaved differently due to the way ArmA 2 handled recoil.

OA may have adversely affected the amount of recoil since it has changed the way the game handles recoil AGAIN - I'll have to look through some of BIS' configs to see what's being used now.

Regarding night-vision: As my colleagues have said night-vision electro-optics are in the works.

There's already a weapon set up to use a 'CWS' in the pack but it uses the ACOG model because the sight model isn't finished yet. If you're clever you'll probably be able to figure out the classname to addweapon it and check out the optics.

WIP pics of the CWS model if you're interested:


http://img709.imageshack.us/img709/7492/cws1b.th.jpg (http://img709.imageshack.us/i/cws1b.jpg/)

http://img716.imageshack.us/img716/4816/cws2.th.jpg (http://img716.imageshack.us/i/cws2.jpg/)

ck-claw
Aug 1 2010, 23:39
But the recoil seems a bit much compared to m16/m4.

This was one of my issues with previous versions, especially the ported weapons!

Latest version seems excellent! :)

RabidStoat
Aug 6 2010, 12:26
Out of interest - is the L86 still deployed? If it is has it recieved the RIS treatment that the L85 got? Trying to find this sort of thing out as a civvie is bloody difficult - the MOD is tighter than the archetypal QM

Pathy
Aug 6 2010, 12:38
The l86 is more or less obsolete. It was superceded in the support role by the LMG. They tried using it as a designated marksman weapon but now it's been superceded by the L129A1 in that role.

{G&L}ACF{SCOTDG}
Aug 6 2010, 12:57
Are you planning to make the new L129A1? if so that would be sweet:cool:

Pathy
Aug 6 2010, 13:02
Jtec is hard at work on one. Maybe he'll post some renders if he gets time.

Trooper117
Aug 6 2010, 14:02
Good news.. :)

da12thMonkey
Aug 7 2010, 17:47
Out of interest - is the L86 still deployed? If it is has it recieved the RIS treatment that the L85 got? Trying to find this sort of thing out as a civvie is bloody difficult - the MOD is tighter than the archetypal QM

Despite the fact that the LSW is widely disliked, rarely used where it matters, and its intended roles are performed better by L110A2 and L129A1; DCC IPT are looking at giving the weapon a similar treatment to the IW with regards to upgrades.

If they do see the light of day I imagine it'll be part of FIST rather than a UOR like it was for the IW's upgrades - "Urgent", "Requirement" and "LSW" don't really belong in the same sentence.

They show off a prototype configuration at various industry shows that looks like this:

http://img72.imageshack.us/img72/5157/p6241466.jpg

Ugly bugger eh? At least you're supposed to be able to fit a bayonet on it this time.

The RIS platform looks similar to the L85 one but it isn't the same. The hand-guards on the LWS have always been attached in a different manner to those on the IW so they're not interchangeable.

Also note the sight rail adapter on top of the receiver. The IW is meant to get that too eventually.

STALKERGB
Aug 7 2010, 17:50
wow that looks strange...

What role is it expected to fill these days? (with the L110A2 and L129A1 covering two bases).

{G&L}ACF{SCOTDG}
Aug 7 2010, 18:10
Well they still serve as the automatic weapon for the Army Cadets , I know its obviously not a combat role but even if the goverment drop it from the army we'll still keep it :)

Pathy
Aug 7 2010, 18:12
Must....resist......

STALKERGB
Aug 7 2010, 19:07
Must....resist......

No Chris! Don't do it! :)

Personally I've never liked the L86 so i wouldnt be sad to see it go, not had any experience with it but purely on an asthetic level it doesnt work for me...

RKSL-Rock
Aug 7 2010, 19:13
No Chris! Don't do it! :)

Personally I've never liked the L86 so i wouldnt be sad to see it go, not had any experience with it but purely on an asthetic level it doesnt work for me...

I always hated the LSW. I always mashed my fingers on the bipod. Lighter than a GPMG though :D

{G&L}ACF{SCOTDG}
Aug 7 2010, 19:37
I don't like it either with experience of it , no point

RabidStoat
Aug 8 2010, 10:02
My god, I didn't realise it's so hated! You're right it looks even uglier than it used to.. don't think I'll even bother asking what you intended to do with it

echo1
Aug 8 2010, 10:04
Is the ACOG now standard issue for British forces? Last I heard, it was only being issued to 'selected units'.

Pathy
Aug 8 2010, 10:43
As far as I know, if you're in Afghanistan and your units a teeth arm, you get ACOG.

Chrisgs
Aug 8 2010, 11:13
I expecpt that mabye this has been mentioned but cant find it, why is the L85 so under powered, with us default weapons i can take an enemy down at 200m with one shot, whereas with the L85 your looking at 4-5 shots, seems strange. Guessing others must of noticed this too. Also ive fired many thousands of rounds with the L85 and recoil is minimal imo. Please sort the shot out and give this fine weapon the respect it deserves. Waitng for the BAF release to see how they have modeled things, but love this pack but dont use it too much now because of these faults. Thanks fellas.

da12thMonkey
Aug 8 2010, 12:03
That isn't possible; the magazines used by the live-firing SA80s are the exact same ones used by the M4, and all damage dealt by weapons is dependant on the ammo they use (as defined by the magazine they have inserted) rather than the gun itself. Likewise recoil is the same as the M4 (or SCAR L SD if you're using OA)

Only the BFA weapons have a 'magazines[]=' entry in cfgweapons that allows them to use ammo that is any different to that of the M4 and other 5.56mm weapons in the game.

Nothing will be changed in this regard.

Chrisgs
Aug 8 2010, 13:02
That may be so, but regardless to what anyone says i have no doubt about this, still takes me 4-5 shots as compared to one shot one kill with the m4 or scar, or mabey im just a really bad shot. Anyways no biggy for me now as i use us default more often now, i really like this pack and appreciate all the hard work etc but the fact remains for me. Close range and not a problem at all, mabey i need to zero in a bit better i guess. Whatever the reason great pack and excellent work guys, thanks for reply. Only posted to see if anyone else had this problem, if not then the problem must lie with me.

LordJarhead
Aug 8 2010, 14:02
These are some nice ones! Good job! I'll use them when i have some time. Great. Would be nice to making some sounds for these, lol^^

Greetings,

Jarhead

Pathy
Aug 8 2010, 14:05
Chrisgs, as Da12th says, this is not possible. The UKF weapons use the BIS 5.56 ammo. They thus deal the same damage as any other weapon that uses this ammo. My only suggestion is that you're recalling how effective the M16/M4 were on vanilla ArmA, and now you're using a mod such as ACE which changes these values whilst using the SA80s. Regardless, this is not something we can 'fix', as it's not a problem with our weapons. Not unless there is something hidden away that changes the damage values attached to ammo?

Chrisgs
Aug 8 2010, 15:09
Ok no worries fellas, just curious if anyone else had this problem, thanks foe replys.

SaBrE_UK
Aug 9 2010, 12:30
Fantastic work P:UKF!

galzohar
Aug 9 2010, 13:44
Well you can always go and make it compatible with the ACE system which works around the magazine issue.

GD Mast
Aug 12 2010, 00:29
Browning looks great lads.

A shame us Brits are getting rid of it, otherwise I'd use it all the time.

Any chance you could include the Browning Hi-Power anyways in your next update, would be great for earlier time frame type of missions. I do like the Hi-Power.

Protegimus
Aug 21 2010, 04:37
We've been using your stuff quite a bit recently together with ACRE and it's made for some great missions, I appreciate the work you put into it.

I've made some CSM2 sounds (something I've been meaning to do for ages) for the L85A2 and derivates, LSW, L96A1 and LAW80 together with a couple of config fixes - would you mind if I make the sound pack available for public download?

Thanks,
Protegimus

Pathy
Aug 21 2010, 09:42
I'm Ok with the idea, sure, but how does the pack fit in? Is it a separate PBO or a rewrite? Not too keen on anything that requires replacing a UKF pbo with a modified version that's outside our control - for update/consistency/compatibility reasons.

Given this latest release was mostly Da12ths work, seek his imput also.

Protegimus
Aug 21 2010, 10:37
Morning Pathy,
It's nothing elaborate, two modular .pbo's (config, content) that update the sounds and config entries.
They depend on your mod, so complement it rather than replacing anything.

Protegimus

da12thMonkey
Aug 21 2010, 12:44
As long as Chris is okay with it and it doesn't replace/overwrite the existing .pbos I don't mind.

Would the CSM plugin work for both the OA and ArmA 2 versions of the pack? The weapon classnames are the same.

What config 'fixes' did you have in mind though?

Das Attorney
Aug 21 2010, 12:56
Hi Da12th,

I had a question about the L85's in the excellent UKF weapons pack. When the ironsights/battle sights are bought up, the screen zooms out slightly. Is this to simulate a wider field of view and give the shooter more peripheral awareness?

I only noticed after trying the AAW pack, where their sights do not zoom at all. By all means, this isn't a moan, I'm just interested in the choice you made.

Thanks to UKF for all your work

da12thMonkey
Aug 21 2010, 13:31
Yes, I wanted to give the player more peripheral vision in CQB where I figured irns/EBS would mostly be used (telescopic sights being the norm for British troops).

I find that I tend to zoom out with BIS' Aimpoints, EOTechs etc when in close quarters (to avoid tunnel vision) and that they're not much cop for shooting beyond 100-200m because the red dot covers a lot of the target when you zoom in to shoot that sort of distance.

There's also the fact that the 'eye' memory point is quite far back relative to the normal view position in game so it looks even more pulled back - the ArmA rifle raised stance doesn't exactly lend itself very well to the position of the sight rail on the SA80 (if you've ever free-looked to you're right when using the SA80 in first person you'll see what I mean).

I'll see about pulling the view in a bit in future if it bothers a lot of people. Iron-sights at least, since they are used at intermediate ranges.

ck-claw
Aug 21 2010, 14:55
I'll see about pulling the view in a bit in future if it bothers a lot of people.

Nah don't do it!

The one thing i noticed with your weapons packs is how much better those back-up sights seem to work! :)

iasmeymour
Aug 21 2010, 15:15
Morning Pathy,
It's nothing elaborate, two modular .pbo's (config, content) that update the sounds and config entries.
They depend on your mod, so complement it rather than replacing anything.

Protegimus

I registered purely so I could voice my support for this!

I love these weapons and always use them, however the sounds are not quite to my taste, so a sound replacement to make them sound more like the other 5.56 weapons already in the game would basically make my world!

Protegimus
Aug 21 2010, 16:24
Cool, so I have the CO/OA only weapon parameter config separated into its own .pbo allowing the sounds to be used with UKF weapons in the spirit of the original release.

[Amended following review of ArmA 2 UKF Weapons version]
Support will initially be for CO/OA users only, as although the ArmA 2 UKF classname are the same, the inheritance is different requiring a separate build.

For fixes, this is what I had in mind:
Zero is adjustable for the SUSAT from: 100, 200, 300, 400, 600m.
Emergency battle sight zero is reduced to 100m from 300m (I seem to remember the zero is actually 25m, but it's pretty hazy...also, if anyone can confirm the range drum settings for the optic, that would be great).

Zero is also adjustable for the L96A1 from: 100,200,300,400,500,600,700,800, 900 & 1000m and the camera point is corrected so that your head isn't in front of the chamber which produced wierd effects (sonic cracks were audible when firing).

Finally, weapon dispersion is configured and explicitly set for L85A2 and L86A2 fire modes to avoid inheriting wrong values when other mod's are used.
The dispersion is slightly reduced (closer to published information) as you're inheriting from the shorter barrelled M4A1 class and also to take into consideration the greater accuracy of the L86A2 LSW.

Test version is available from the Zeus TS server if you'd like to check it out.
If that's ok, I'll go ahead and ask for it to be uploaded for public web download.

Protegimus

da12thMonkey
Aug 21 2010, 17:29
For fixes, this is what I had in mind:
Zero is adjustable for the SUSAT from: 100, 200, 300, 400, 600m.
Emergency battle sight zero is reduced to 100m from 300m (I seem to remember the zero is actually 25m, but it's pretty hazy...also, if anyone can confirm the range drum settings for the optic, that would be great).


I'll leave it to Jonny to give feedback on that.

I seem to remember reading that the standard battle zero for EBS and the optical sight was 300m but I've not got much info on the drills regarding adjusting the range drum or elevation or how often it's done in combat. I thought it best to leave out the ranging control for IWs as BIS have done, until I got some good gen on it.



Zero is also adjustable for the L96A1 from: 100,200,300,400,500,600,700,800, 900 & 1000m and the camera point is corrected so that your head isn't in front of the chamber which produced wierd effects (sonic cracks were audible when firing).


L96 or the L115A3? I've experienced the sonic cracking problem with the L115A3 and it's already been fixed in prep for a proper OA version along with some other problems with running it in OA (buggered up the range tables etc because distancezoom has migrated from cfgweapons to the opticsmodes subclass). Though I really don't bother with the L96s (for obvious reasons) so it might affect it to.

If it's the L115 - leave it for the time being it'll be sorted when there's a proper OA version. If it's the old shitty L96, crack on and send me the appropriate info on how to fix it so I can drop it into the next version's config at my end.



Finally, weapon dispersion is configured and explicitly set for L85A2 and L86A2 fire modes to avoid inheriting wrong values when other mod's are used.
The dispersion is slightly reduced (closer to published information) as you're inheriting from the shorter barrelled M4A1 class and also to take into consideration the greater accuracy of the L86A2 LSW.


Already looking at this for the next version - it's just not something I had time to test extensively for the LSW. Dispersion for the L22 is already much greater than the L85 in semi-auto, though the value used currently is quite arbitrary.

I'd leave it be for the time being until we establish how we'd like it. Though I'd be interested to hear your input on what values you think are appropriate.

galzohar
Aug 21 2010, 17:41
25m zero probably also means 300m (or so) zero. At leat iirc with M16A4 zeroing for 25m will also get you zeroed for 300m (since when you hit spot on at 25m the bullet is still going up).

akd42
Aug 21 2010, 18:15
25m zero probably also means 300m (or so) zero. At leat iirc with M16A4 zeroing for 25m will also get you zeroed for 300m (since when you hit spot on at 25m the bullet is still going up).

While true, this depends a great deal on the height of the sight over the barrel. SUSAT iron sights seem pretty high up, so not sure if it would work out the same.

Also curious: is giving shorter-barreled weapons higher dispersion an ArmA convention due to lack of wind drift?

galzohar
Aug 21 2010, 18:52
Of course it depends on the weapon-sight relation, but the point is that if you fired your weapon at 25m to zero it's probably because it would result in the weapon also being zeroed for the longer distance (300m or whatever).

Konrad1
Aug 21 2010, 19:07
can you make an amunition bag for the GPMG nont like it when the munition isjust there flying =)

da12thMonkey
Aug 21 2010, 19:47
can you make an amunition bag for the GPMG nont like it when the munition isjust there flying =)

Having the GPMG link hang loose and extending the belt from additional link in a daysack is still more common amongst British forces than using a detachable bag or metal drum, even though they are available.

It's actually quite hard to find decent ref pics of the 'issued' drums and bags due to how infrequently they are used.

Did see a pic of a bloke from 1 LANCS with one of the metal drums recently, but can't remember where.

iasmeymour
Aug 21 2010, 20:12
Test version is available from the Zeus TS server if you'd like to check it out.
Protegimus

could you please elaborate? Do you mean that I should register there to get a hold of it?

Anyway, to both parties, you guys rock. With the new brit models the UKF guns made the game for me.

Redders
Aug 21 2010, 21:44
if anyone can confirm the range drum settings for the optic, that would be great.


Range drum on the SUSAT?

First is 300m, then has settings for 4, 5, 6, 7 and 800m. da12th, they're fine as is without the adjustable sights mate.

galzohar
Aug 22 2010, 01:33
I think all you have to do is run TS3 and log on the Zeus TS3 server and grab the files from the TS3 file browser.

Konrad1
Aug 22 2010, 11:30
http://www.combatreform.org/britmarinemmgammobox.jpg

http://3.bp.blogspot.com/_A4sszLq3br8/SX90C71-x4I/AAAAAAAABIE/22Uq4SiDq8w/s400/21012009204-001.jpg

i found ammo bags =)

RabidStoat
Aug 22 2010, 11:40
Are you sure that first link is a brit? Our troops tend to sport DPM or MTP not olive drab.

EDIT:

Just been looking at the preview pics of the upcoming BAF DLC; I note the acogs are mounted on rails tha attach directly to the reciever as opposed to the raised positioning seen on your weapons. I was about to dismiss this as a foreign company taking shortcuts in the material then realised that the same sort of rails were present on the butt-ugly L86 on p12. Whos right here?

da12thMonkey
Aug 22 2010, 12:33
Are you sure that first link is a brit? Our troops tend to sport DPM or MTP not olive drab.


Israeli by the looks. I know they're very up on issuing detachable ammo pouches, where we are not.

The other pic's a Royal Marine but doesn't show the current GPMG bag-mag (which is almost white in colour)

Fact remains that the bags really aren't very common. If you go through pics of recent ops on

defenceimages (http://www.flickr.com/photos/defenceimages/)
helmandblog (http://helmandblog.blogspot.com/)
or
militaryphotos.net (http://www.militaryphotos.net/forums/showthread.php?150728-British-Armed-Forces/page166)

You'll see most of the GPMGs have loose belts.

Did find the pic of the LANCS bloke with the metal drum though:

http://4.bp.blogspot.com/_ac-M0_bqRHU/TFRFfpMftPI/AAAAAAAABdc/BD-bYIo-_ko/s1600/HQUKTF-2010-108-183.jpg

The drums have been around for decades but still aren't that commonly used.



Just been looking at the preview pics of the upcoming BAF DLC; I note the acogs are mounted on rails tha attach directly to the reciever as opposed to the raised positioning seen on your weapons. I was about to dismiss this as a foreign company taking shortcuts in the material then realised that the same sort of rails were present on the butt-ugly L86 on p12. Whos right here?

The funky cantilever mounts are what is used currently. Have a look through the links above.

In the UK we use a 19.5mm dovetail rail to attach sights so a ACOG picatinny mount wont attach directly to the rail. The rail was meant to be a NATO standard but only the UK and France use it widely. As a result we've bought ACOGs with a bespoke mount that allows the locking dowels on the mount to fit into the locator holes on the rail that were placed for SUSAT's eye-relief, while giving the correct eye-relief for the ACOG - hence the funky shape.

The MoD plans to simply issue an adapter that converts the dovetail to a picatinny rail so that modern sights can be fitted. The adapter is what is shown on that LSW pic, but the ACOG there isn't the one that's issued for the SA80 in Afghanistan so I'd assume it's just there to look cool. The UK has committed to replacing SUSAT with ELCAN Specter OS4x rather than ACOG (which is an interim sight for use in Afghanistan).

http://www.pukf.net/da12th/BAF/Weap/SA80/pica1.jpg
http://www.pukf.net/da12th/BAF/Weap/SA80/pica2.jpg

I'm not sure how much I can comment on the BAF weapons...

Konrad1
Aug 22 2010, 12:49
i you look on the 1st pic its is a brit it isnt olive drab its the green standard camo

LordJarhead
Aug 22 2010, 13:08
Has this anything to do with the BAF DLC. I mean, why making this when BIS make it. Oh, i mean, this i definitly better than they could do this i guess.

But because i will make Sounds for the BAF DLC, i asking myself, could i just download this for "preparing" my Mod for DLC, thats why the question.

Jarhead

da12thMonkey
Aug 22 2010, 13:17
Has this anything to do with the BAF DLC.

No.



I mean, why making this when BIS make it.


Because we started it before they did and we enjoy creating addons for ourselves. We've also done a fair number of versions of the SA80 that BIS haven't.



But because i will make Sounds for the BAF DLC, i asking myself, could i just download this for "preparing" my Mod for DLC, thats why the question.

Jarhead

Well the the classnames, sounds and file paths will be completely different, so I doubt it'd be much use to you.

DM
Aug 22 2010, 13:24
http://www.combatreform.org/britmarinemmgammobox.jpg
Is a Brit


http://3.bp.blogspot.com/_A4sszLq3br8/SX90C71-x4I/AAAAAAAABIE/22Uq4SiDq8w/s400/21012009204-001.jpg
Is not a Brit.


i you look on the 1st pic its is a brit it isnt olive drab its the green standard camo

mmmkay

LordJarhead
Aug 22 2010, 13:24
No.



Because we started it before they did and we enjoy creating addons for ourselves. We've also done a fair number of versions of the SA80 that BIS haven't.



Well the the classnames, sounds and file paths will be completely different, so I doubt it'd be much use to you.

Sry, dont wanted you to get this wrong. Was just an opinion.

Well, its a shame than. But nice is it anyway

Jarhead

R0adki11
Aug 22 2010, 13:26
Has this anything to do with the BAF DLC. I mean, why making this when BIS make it. Oh, i mean, this i definitly better than they could do this i guess.

But because i will make Sounds for the BAF DLC, i asking myself, could i just download this for "preparing" my Mod for DLC, thats why the question.

Jarhead

Nothing to do with BAF DLC, the P:UKF have been making awesome British Addons since OFP.

RabidStoat
Aug 22 2010, 13:30
And, lets face it, are likely to be far better than BAF from taking so much time on it!

Konrad1
Aug 22 2010, 14:21
who cares if he is a brit or not in dependon the ammo bag =)

Laertes
Aug 22 2010, 15:09
who cares if he is a brit or not in dependon the ammo bag =)
Well considering the whole argument is about the use of metal drums/bags on the GPMG by British Armed Forces, it's slightly relevant.

Protegimus
Aug 22 2010, 18:53
CSM2 weapon sounds for P:UKF Weapons Pack is now available for download from the following location (http://zeus-community.net/important/CSM2_UKF.7z).

There are versions for both ArmA 2 and CO/OA.

For CO/OA, optional config updates / fixes are as follows:
Zero is adjustable for the SUSAT from: 3, 4, 6, 7 and 800m.
Emergency battle sight zero is reduced to 100m from 300m.

Zero is also adjustable for the L96A1 from: 100,200,300,400,500,600,700,800, 900 & 1000m and the camera point is corrected so that your head isn't in front of the chamber which produced wierd effects (sonic cracks were audible when firing).

The bug with invisible 10 round 762x51 L96A1 clips in CO/OA is also fixed.

Finally, weapon dispersion is configured for L85A2 and L86A2 fire modes, taking into consideration the greater accuracy of the L86A2 LSW.

If anyone has feedback, please post it in the CSM2 thread (http://forums.bistudio.com/showpost.php?p=1726567&postcount=1028) to avoid spamming P:UKF's.

Protegimus

galzohar
Aug 22 2010, 21:38
The second is definitely Israeli, 125-round ammo bag.

Used to be standard issue but for quite a few years already it had been taken out of service (at least outside of basic training though by now they might have taken it out of basic training as well) since no infantrymen in the IDF ever get sent anywhere carrying an M240 as their primary weapon, and the M240 is only used from static positions and mounted platforms - Just about any armored vehicle in the IDF has at least 1 M240 mounted on it and it's also used in static guard posts and sometimes on Humvees.

Anyone who actually tried carrying/firing an M240 can understand why not letting infantry carry it as their primary weapon is a sensible decision ;)

Redders
Aug 22 2010, 22:47
Anyone who actually tried carrying/firing an M240 can understand why not letting infantry carry it as their primary weapon is a sensible decision ;)

Or you can man up! :D

Dmahon
Aug 25 2010, 21:46
Could someone tell me the key combination to bring up the peep sights on the L85A2s + RIS & ACOG?

I'm playing with Combined Operations and so far all I've been able to work out is how to use the bipods and switch the LMM options, but I can't for the life of me figure out how to bring up those damn sights!

I've looked through the thread for answers by the way but I couldn't find any.

Any help appreciated!
And keep up the good work P:UKF ;)

Manzilla
Aug 25 2010, 21:50
Could someone tell me the key combination to bring up the peep sights on the L85A2s + RIS & ACOG?

I'm playing with Combined Operations and so far all I've been able to work out is how to use the bipods and switch the LMM options, but I can't for the life of me figure out how to bring up those damn sights!

I've looked through the thread for answers by the way but I couldn't find any.

Any help appreciated!
And keep up the good work P:UKF ;)

I just did a quick thread search using the search feature and found this post:

http://forums.bistudio.com/showpost.php?p=1702836&postcount=90

I think it's shift + f.

Dmahon
Aug 25 2010, 21:57
I just did a quick thread search using the search feature and found this post:

http://forums.bistudio.com/showpost.php?p=1702836&postcount=90

I think it's shift + f.

Fast reply!

But nah I've tried that, it just changes the LMM options for me, although I think the post you've linked may be able to help me somehow, so thanks anyway.

EDIT: Never mind, figured it out, it was "/" on the number pad, no worries guys!

Manzilla
Aug 25 2010, 21:59
Post it when you find out. To be honest, I've never tried it. I've used the weapons often but never this function.

da12thMonkey
Aug 26 2010, 09:29
In fairness to Manzilla it is Shift+F for the ArmA II weapons pack.

It's (NUM) / in the OA version, which we have a separate thread (http://forums.bistudio.com/showthread.php?p=1702588) for, so won't necessarily be documented in here. The trend seems to be to use this thread to talk about both packs though. :)

Sir noltyboy Esquire
Sep 7 2010, 15:41
Hey ive been having a problem with the BAF addons and the UKF GPMG. When using the L7a2 with any of the BAF soldiers with a helmet, part of the helmet seems to get in the way with the sights in the prone postion. Have you guys got a way around it? (other than using the light rifleman model)

Thanks.

DRoberts69
Sep 7 2010, 16:54
Hey ive been having a problem with the BAF addons and the UKF GPMG. When using the L7a2 with any of the BAF soldiers with a helmet, part of the helmet seems to get in the way with the sights in the prone postion. Have you guys got a way around it? (other than using the light rifleman model)

Thanks.

Yeah I tested this out and posted it in the OA thread but its not helmet because it still happens with the officers with berets, its the hydration packs that nearly all of them wear on there back except the section leader.

Lao Fei Mao
Sep 8 2010, 01:55
Nice weapon packs, but I still can't get used to the L85's sound. The CSM2 has a sound replacement for the weapon packs, but sadly, I can't download it from its original link:http://zeus-community.net/important/CSM2_UKF.7z, if anybody could mirror this sound pack, would be appreciated. Somebody might ask why I'm so positive for it, well, I would tell you the CSM2 for BAF DLC weapons is really excellent.

Foxhound
Sep 8 2010, 05:57
The CSM2 has a sound replacement for the weapon packs, but sadly, I can't download it from its original link:http://zeus-community.net/important/CSM2_UKF.7z, if anybody could mirror this sound pack, would be appreciated.


http://www.armaholic.com/page.php?id=12028

Lao Fei Mao
Sep 8 2010, 07:47
Foxhound, thank you very much, kiss you!

Minimalaco
Sep 13 2010, 13:15
Nice, UKF is the best.

ksm3897
Sep 26 2010, 05:37
some weapons in UKF weapons pack,

no ir laser equipment rifles are trouble.

plz fix it

http://www.dev-heaven.net/issues/13966

PFC Magician
Aug 5 2011, 09:56
use only this mod with arma 2 co
appears this: cannot load texture ukf_ukfweps\law80\lawtube.ppa, somebody else?

Grimfist
Aug 22 2011, 16:19
just a quick Q
does anyone know the classnames for the L129a1 magazines
and the classnames for the L2A1 ILAW.

cheers.
(there not in the readme and i couldn't find em in the config)

Morts
Aug 22 2011, 16:22
I think the L129A1 is just the 20rnd STANAG, not too sure about the ILAW though.

FiedelC
Aug 22 2011, 17:10
just a quick Q
does anyone know the classnames for the L129a1 magazines
and the classnames for the L2A1 ILAW.

cheers.
(there not in the readme and i couldn't find em in the config)

For the L129 try "20Rnd_762x51_L129A1". The ILAW uses the normal M136 Mag i thougt:confused:.

da12thMonkey
Aug 22 2011, 17:37
just a quick Q
does anyone know the classnames for the L129a1 magazines
and the classnames for the L2A1 ILAW.

cheers.
(there not in the readme and i couldn't find em in the config)

The pack doesn't contain an L129 or am ILAW; so this isn't really the best place to ask is it?

rhaggan
Aug 22 2011, 17:44
Probably best to ask in the 3 rifles addon as they are stalkergb's.

Now that ive remembered though im getting an error with the l96 where the sight doesnt appear to be texture when i look through it.

Thats all te info i can give right now as ill have to dig out the rpt and the error.

Oh i know im going slightly off topic here but is the guy who made the landies still knocking about ?

da12thMonkey
Aug 22 2011, 18:03
Now that ive remembered though im getting an error with the l96 where the sight doesnt appear to be texture when i look through it.

The L96s and LAW-80s were effectively 'removed' from the OA version of the pack because both weapons have been obsolete within British service for a number of years now, and the models and textures are from OFP - making these representations in ArmA 2 equally outdated.

The classnames are there so as not to break old missions people made using the port somebody made of our OFP weapon pack, but those weapons themselves are buggy as fuck to deter players from using them.

Like current British forces; if you want sniper rifles use the our L115A3s, if you want a sharpshooter rifle use stalker's L129A1 (or if you're a bit fruity - our L86A2) and if you want AT weapons use the MBT-LAW, Javelin or M136 that come with the game. There are also several LAW-60 (LASM) addons and a MATDOR (ASM) addon by other authors knocking about in the community if you want to poke holes in walls.


Unfortunately no, Messiah (the author of the Land Rovers) is no longer around.

rhaggan
Aug 22 2011, 18:31
Ah Must have downloaded the wrong version then. Thats cosigned to the bin then, pity about Messiah was going to ask for permission to have an attempt at the Snatch that the tectures there for but I guess it will be from scratch.

Im sorted with the weapons front anyways. Cheers

niall0
Aug 22 2011, 21:25
if u ask nicely im sure Da12th may be able to talk to him about it, or at the very least chuck u his email address as hes a pretty decent and aproachable fella if ur not a nob

rhaggan
Aug 23 2011, 02:41
Might be a plan actually.

mihikle
Sep 7 2012, 22:52
When i am using the BFA weapons the other people can't hear them... any ideas on how to fix this?

Minimalaco
Sep 8 2012, 00:03
When i am using the BFA weapons the other people can't hear them... any ideas on how to fix this?

Yes, same problem here... BFA + JSRS Dont work :( , with acex_sm work fine.

mihikle
Sep 8 2012, 08:19
Cheers i'll give that a go... have to wait till the rest of the clan get on to test it out though haha

da12thMonkey
Sep 8 2012, 10:54
Yea, VOLCBAT made me aware of this problem several months ago - I've tried several things, but so far it's not something I've managed to fix.

If it's just something that doesn't work with JSRS, I suspect the distance sound scripts in the mod don't 'like' the ammunition that the BFA weapons use - how to work around that I don't know, because I'm not familiar with the internal workings of the mod. However, we've not been able to be 100% certain that it only happens with JSRS due to the complexities of testing the addon with different clientside/serverside arrangements for soundmods, and issuing my attempts at fixes, to everybody.

You can try making a small config plugin that forces a single soundfile definition for just the BFA weapons (a bit like ukf_ukweps_oa_cfg_sound.pbo as an example, but using classnames further down the inheritance tree like ukf_L85A2_BFA, instead of L85A2_base_BAF which is at the top of the tree) but I can't say for certain that it'd work.

Ed:- you should probably have raised this issue over in this thread: P:UKF Weapons Pack for OA/CO - V2.00+ (http://forums.bistudio.com/showthread.php?132530-P-UKF-Weapons-Pack-for-OA-CO-V2-00). This thread was for Chris' original release of the weapons for ArmA 2 - so is outdated. Dunno if the mods want to merge the last couple of posts into that one, and lock this thread.

mihikle
Sep 8 2012, 15:09
Yeah i'll post in there as without JSRS it still dosn't work... i'm using the ACE sound mod with it now and still no joy.