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Thread: RH M4/M16 pack 1.0

  1. #71
    Im in a stupid situation, called friend and he said
    "I took some elements from sb's config xP"

    WELL I looked who's this can BE XD
    Sorry FB, it seems that my friend took yours, I just armed infantry not write config, I JUST LEARN XDD
    How could I know lol

    I saw today

    class CfgPatches
    {
    class Flashbangs_RH_Replacement
    {
    units[] = {};
    weapons[] = {};
    requiredVersion = 0.5;
    requiredAddons[] = {"CAData","CACharacters","CAWeapons", "rh_m4"};

  2. #72
    No problem, I'm learning too.

  3. #73
    Hey guys.

    I like the sounds, but I would rather them be mapped to the stock sounds so that sound-packs will work. Can someone give me some insight into how to mod the config?

    I've done some scripting, but when I mess with it, it seems to cause other problems.

    I've tried to "//" out the sound lines. Tried to ";" the sound lines out. And I've tried to completely delete them. Every line with ".ogg" in it. Anyone have any other ideas?

    Good work RH.

  4. #74
    Quote Originally Posted by (RobertHammer @ Jan. 22 2008,13:44)
    Quote Originally Posted by (Vultar @ Jan. 22 2008,14:59)
    Ok, I started offtop and I am ending it now xD
    Let's get back to RH M4/M16.
    When I play with RH M4 Ironsight I feel reat but theres something that make me angry when I look at it. Hanhguard ( I dunno if I say about good element, let's say a black thing which cover barrel between it's end and magazine xD) is too fat for me. The BIS soldier cant even handle it and his hands are In... I've got a M4 model in house (xD) and I can see its not as fat as yours. Hope for some changes.
    You mean this part of M4 ?

    I look it and fix it , thx for info
    I had mentioned this earlier in the thread. Not only is too fat, its the wrong shape. Your model seems to be almost square in shape, whereas the M4 (at least from what I have seen in pictures) is a circular shape.
    MY AWESOME PC: Intel 8088 @ 4.77MHz | 128KB DRAM | MC6845 4KB Monochrome Graphics card | 10MB Seagate ST-412 Hard Drive | 83-key Model F keyboard | 14" IBM 5151 green-phosphor Monitor | PC-DOS 2.0

  5. #75

    Thumbs up

    Hey,
    That is one amazing weapons pack! I already grew quite fond of the RH AK pack.
    I dislike the vanilla models and this is just what I needed to take ArmA a bit more serious again. Thank you so much!

    Thanks to Ryan we managed to pull a config.cpp together, that replaces the ingame models (and the models only) with the RH weapons. It works fine and is particularly amazing with FDF or FROMZ sound pack. However, for some weird reason the M16A4 and its derivates are still using the original "vanilla" models, no matter what. Does anybody have an idea how to fix this?

    The config looks like this (simple but does the job, so don't laugh&#33:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
    class CfgPatches {
    class weapon_replacement_m4 {
    units&#91;&#93; = {};
    weapons&#91;&#93; = {};
    };
    };

    class cfgWeapons {
    class Default; // External class reference
    class RifleCore; // External class reference

    class Rifle &#58; RifleCore {
    };

    class M4 &#58; Rifle {
    model = &#34;&#92;RH_m4&#92;RH_M4.p3d&#34;;
    };

    class M4A1 &#58; Rifle {
    model = &#34;&#92;RH_m4&#92;RH_m4.p3d&#34;;
    };

    class M4A1SD &#58; Rifle {
    model = &#34;&#92;RH_m4&#92;RH_m4sdaim.p3d&#34;;
    };

    class M4AIM &#58; Rifle {
    model = &#34;&#92;RH_m4&#92;RH_M4aim.p3d&#34;;
    };

    class M4ACOG &#58; Rifle {
    model = &#34;&#92;RH_m4&#92;RH_M4acog.p3d&#34;;
    };

    class M4GL &#58; Rifle {
    model = &#34;&#92;RH_m4&#92;RH_M4glacog.p3d&#34;;
    };

    class M16A2 &#58; Rifle {
    model = &#34;&#92;RH_m4&#92;RH_M16a2.p3d&#34;;
    };

    class M16A2GL &#58; Rifle {
    model = &#34;&#92;RH_m4&#92;RH_M16a2gl.p3d&#34;;
    };
    class M16A4 &#58; Rifle {
    model = &#34;&#92;RH_m4&#92;RH_M16A4.p3d&#34;;
    };

    class M16A4_ACG &#58; Rifle {
    model = &#34;&#92;RH_m4&#92;RH_M16A4acog.p3d&#34;;
    };

    class M16A4_ACG_GL &#58; Rifle {
    model = &#34;&#92;RH_m4&#92;RH_M16A4glacog.p3d&#34;;
    };

    class M16A4_GL &#58; Rifle {
    model = &#34;&#92;RH_m4&#92;RH_M16A4gl.p3d&#34;;
    };
    };
    [/QUOTE]


    I am aware of the fact that the M16A4 is a part of the Patch 1.08 weapons. They&#39;re included in the weapons3.pbo and have odd config files. Could it be they are assuming a higher "priority" than third party mod folders or something like that?
    As you can see, I am not into this kind of stuff at all and it seems like Ryan is out of ideas, too.
    I&#39;d appreciate any help to get rid of the rather crude vanilla M16A4&#39;s (without modifying original files, of course).
    Thank you and best regards. May patch 1.09 save us all.
    Casual ArmA Players

    Interested in casual coops? Contact me via IM:
    ICQ: 119072550
    MSN:
    XFire: arma2coops

  6. #76
    Yeah cool, but this replace only p3d. Acog sight is still the same. Sounds and interface too. We need sth that will permanently cut BIS M4s ;p
    I want to say sth, RH&#39;s M4 sound is best m4 sound in our god da** community^^. It&#39;s true metallic and very close to some real life warfare films on youtube.




  7. #77
    The RH sounds are very well done but I prefer consistency over individualized weapon sounds. A complete sound pack usually takes care of this.
    Replacing only the models is actually an advantage to me. The replacement files posted by Flashbang151 &Co. (and make no mistake, they are great, thanks for the effort&#33; ) don&#39;t work with weapon crates and some missions.

    My personal wish was to find a combination of mods that will turn ArmA into something that is at least similar to what FFUR could deliver to OFP: Removing the cheesy vanilla sounds and weapon models and unleashing the true possibilities of the game. (I&#39;m very particular of how the game ought to look and "feel", really, but this is OT)
    This goal is actually quite close to achievement (except for the game code itself, of course - I&#39;m running Vista 64-Bit with 4 Gigs of RAM and you can imagine how that keeps gnawing on me) and I really would like to see a way to get the RH M16A4 model running now.
    Then we&#39;d have a basic coverage of all AK74s, M4/M16s and pistols in terms of models (RH), sounds (FROMZ, FDF) and handling (NWD, SIX, MattEffects, Truemods, you name it).

    The RH weapon animations and their love of detail add a lot to the combat atmosphere. The sound packs and several of the basic gameplay tweaks round it up perfectly - I just had a two-hour coop session with a good friend ... if it wasn&#39;t for yet another desync bug we&#39;d still be playing now.
    And if it wasn&#39;t for diligent people like RobertHammer, ArmA would&#39;ve been swept off my hard disc a couple of weeks after I bought it. So thank you again for the hard work. It&#39;s really appreciated.

  8. #78
    So, referencing my previous post... You DID get RH&#39;s M4 and M16 pack to work with soundpack sounds? That is what I am attempting to do. Perhaps I missed something?

    Or are you trying to just replace the models? That would get the same effect, except I want his weapons and ammo box with sound-pack sounds. Any help guys?

  9. #79
    Thanks to Ryan, who came up with the config.cpp I posted previously, we were able to replace the standard models (and the models only) with RH weapons. So they can be combined with any sound mod or gameplay modifications you desire.
    The actual RH pack is still intact and can be used seperately. I will ask Ryan to post the .pbos as I feel all credit should go to him.
    We can replace all vanilla AKs, M4/16s and the basic pistols with RH weapons models that way and this is exactly what I was looking for ever since I purchased ArmA.


    Edit: Oh, yesh, erhm... The M16A4 models (originally in weapons3.pbo) replacement still doesn&#39;t work. If anybody has any idea about fixing that, please let us know, thank you.




  10. #80
    Quote Originally Posted by (jdhaines @ Jan. 24 2008,10:06)
    So, referencing my previous post... You DID get RH&#39;s M4 and M16 pack to work with soundpack sounds? That is what I am attempting to do. Perhaps I missed something?

    Or are you trying to just replace the models? That would get the same effect, except I want his weapons and ammo box with sound-pack sounds. Any help guys?
    We just want the models replaced, but getting sounds in is easy, here&#39;s an example:

    Quote Originally Posted by [b
    Quote[/b] ]

    class cfgWeapons {
    class Default; // External class reference
    class RifleCore; // External class reference

    class Rifle : RifleCore {
    };

    class M4 : Rifle {
    model = "&#92;RH_m4&#92;RH_m4.p3d";
    sound[] = {"&#92;RH_m4&#92;sound&#92;m4s.ogg", 5.62341, 1};
    };



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