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  1. foreach(var Telling me how to do my job) { if(telling me how to run my mod) { return "I don't work for you, nor am I required to do as you ask. If you can't live with that get a life. I am only bound by the two EULAs and I do this on my free time and not legally required to do anything for you."; }; } EricJ Weapons Pack If you'd like to donate some money via PayPal my address is flanker56(at)hotmail(dot)com. Thanks! Video done by ToxicSludge Readme http://562.50megs.com/Arma3/Ultimax100readme.pdf Arma3.de: http://arma3.de/include.php?path=download&contentid=948 Armaholic Link: http://www.armaholic.com/page.php?id=23858 Play With Six: http://play.withsix.com/arma-3/mods/u100 /////////////////////////////////////////////////////////////////////////////////////////////////////// M32 MGL (originally attempted by Slatts from his source models, etc. and configged by me): Armaholic: http://www.armaholic.com/page.php?id=26659 Play With Six: http://play.withsix.com/arma-3/mods/erikj-m32 /////////////////////////////////////////////////////////////////////////////////////////////////////// Blue Angels Super Hornet Skin Set Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=325018155 Armaholic: http://www.armaholic.com/page.php?id=27017 Arma3.de: http://arma3.de/include.php?path=download&contentid=2482 Play With Six: http://play.withsix.com/arma-3/mods/blueangels Required Addons: - John_Spartan & Saul Super Hornet: http://www.armaholic.com/page.php?id=22594 /////////////////////////////////////////////////////////////////////////////////////////////////////// Tactical Guides Pilot JFO-JTAC Guide 50megs): http://562.50megs.com/562nd/Pilot-JFO-JTACGuideRC9.zip Armaholic:http://www.armaholic.com/page.php?id=27025 JFO/JTAC Cheat Sheet: http://562.50megs.com/562nd/JTACCheatSheetRC4.zip /////////////////////////////////////////////////////////////////////////////////////////////////////// A-164 Wipeout Skin Mod Armaholic (RC7): http://www.armaholic.com/page.php?id=27051 Play With Six : http://play.withsix.com/arma-3/mods/ericj-wipeout Steam Workshop : http://steamcommunity.com/sharedfiles/filedetails/?id=327515225 Arma3.de: http://arma3.de/include.php?path=download&contentid=2500 /////////////////////////////////////////////////////////////////////////////////////////////////////// Helo Skins Steam Link: http://steamcommunity.com/sharedfiles/filedetails/?id=633842660 /////////////////////////////////////////////////////////////////////////////////////////////////////// Taliban Mini Pack: Armaholic: http://www.armaholic.com/page.php?id=29542 Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=588162736&result=1 /////////////////////////////////////////////////////////////////////////////////////////////////////// Thompson Mini-Pack Armaholic: http://www.armaholic.com/page.php?id=27432 Play With Six: http://play.withsix.com/arma-3/mods/FrDIUTMcDkeLgJs6WWAtBw/Thomson-SMG Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=441223919 ///////////////////////////////////////////////////////////////////////////////////////////////////////// RHS: AFRF Lasers Armaholic: http://www.armaholic.com/page.php?id=30197 Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=600364780 /////////////////////////////////////////////////////////////////////////////////////////////////////// EricJ Containers Steam Link: http://steamcommunity.com/sharedfiles/filedetails/?id=776690780 /////////////////////////////////////////////////////////////////////////////////////////////////////// Server Key: http://562.50megs.com/Arma3/ServerKey.zip - Config edits such as adding stuff: Please do not "bushwack" (or surprise) me on this thread with a modified config without PMing me first. I know you mean well and more than likely it's a capability that I simply haven't thought of so don't take it I don't appreciate your hard work you put into the adjustment. But I have plans when I'm not posting on where my mod is going or I just don't post it because its probably something small or large, depending on what it is. Posting modded configs is not good because it throws a possible wrench in my mod and therefore people think it's "approved" when it is not. PM me and I'll check it out and yay or nay it. Or simply ask me here on this topic thread and either way if you take the time to ask, more than likely I will say yes. - Texture Edits: Generally I don't mind texture edits but again if you're going to mod my mod then again, PM me to keep things nice so i know what's going on in case of any issues that may arise. - Adding it to other mods: And if you're adding it to a public release as part of another mod, again just take that time to PM me so I know what's going on. - Modpacks: You do not need to ask permission to add this to a modpack. As long as you're just adding it then there is no reason to ask. - Redistribution: So far Armaholic, PWS, and occasionally Arma3.de has the authority to redistribute my mods as they're respected, and more public and they deserve the allowance given their hard work. Other modders, or even players DO NOT have permission to re-upload without permission. So to make it clear, ASK before finding some hostile comments and I will take appropriate action to get it removed. If you really like the mod and find it within yourself to enhance your reputation then I will never permit such a thing. I'm not your Stepping Stone to better greatness. If you want to be popular get off your fat ass and get to work. Requests: - Commune with the spirits, or consult an Ouija board, which is this: http://amzn.to/1I8Ogiw - If tell you no, it means NO. - Don't ask me to redo other people's works, I don't have your permission, nor are you as a player authorized to "give permission", I will check and if you say that it's "okay" then I will delete your PM if you PM me. - I don't work for you, therefore be nice and ask, not order around. - And if for some reason I accommodate your request, then I still don't work for you. I'm being nice and taking the time to do work for you. I don't work for you and don't expect me to take it. Then your request will magically disappear and that will be that. And if you complain you should have thought about that before you decided to think I'm your bitch, go talk to a therapist if you have mental problems about this. Error Reporting: - First off most small errors I won't rush to fix an upload so bringing up a small error like "Oh the sights aren't rounded, I don't like it." Isn't going to lift my skirt. Nor are "game breaking" issues like you want an updated version and bringing up bullshit issues. - I will check, and post videos, especially if its a bullshit error like "I can't use my uniform pack because of your mod" or "I have things appearing in the air and it's breaking the game". If I can't reproduce the error given your parameters then I'll feel you're full of shit, and will be treated accordingly. I don't trust most of the community as far as I can throw a ten ton vehicle as far as this issue is concerned. - If a particular mod is truly causing CTDs, then yes I'll unfuck it. - If you post bitch complaints like "I don't like how the sights are" or "The casings are ejecting to the left" then you're just that, a bitch. And I will continue to talk to you as if you are one, because on the whole I don't care as that's just weak. Get off your fat ass and make it yourself. - If you want it done faster, do it yourself and I don't work according to anybody's timetable, other than my own. As I won't honor all requests, because there isn't anything saying I have to, so if I tell you no, either once or repeatedly then it means No, which given the level of intelligence on these forums will require me to tell you to go fuck yourself. - I'll upload fixes when I feel like it, so like the above, if I feel like uploading it now, then it's my decision, not for you to effect as I don't work for anybody on these forums. So expecting me to always upload is a far gone hope that you need to get out of your head. - I'm not saying don't report errors, is that most of the time they're bullshit errors and I will not believe you the next time. I'd highly suggest reading Peter and the Wolf as you all seem to be Peters around here. Streamlined/Custom Mod Packs: - As you know my mod has a rather large variety of weapons, but it's not always good for most people (too many weapons, not the weapons you're looking for) so here's what I usually do instead or request: - First please PM me here on the forums and all I ask is a good definitive list for what you're looking for rather than not knowing what you want. - If you're part of a clan please just one person as it keeps down the level of confusion and keeps things organized both on my end and your end. And it prevents too many people wanting an off-beat gun and so on. Its your clan and a specific weaponset is always needed. - More often than not I have a fairly good idea on what I have on and don't have available. If I know I can't do it, and know of a mod that will suit your needs, I will of course recommend it in lieu of any work. It's not that I don't want to do it, but if it's already done then I see no need overall to take the time to do it. But if I do have it I can get it to you. And of course I will give you a timeline roughly when it will get done. I will upload it to your representative or if needed, and so on. - I do have TS3, and my gaming site is here: http://562ndts.enjin.com/?welcome If you are registered on the Enjin forums the messaging system will work as well. Again as long as it's one person. - As far as the weapons go I will see what I can do. I have pistols to mortars and some other stuff, but be aware I use a lot of Arma 2 source files to get the weapon to you. I do have some 3D modelling skills so i can also manipulate or create things to get what you need. Again if I can't do it then I will let you know. "I don't like this" (and it's one or a few people = Not going to motivate me, but it's duly noted "I think you should do this and only this to 'enhance' the game" (Or telling me how to run my mod) = Yeah no thanks, I'm the mod author so I'll do as I see fit to satisfy as many people as possible. "I'll berate Eric about a single thing I don't like (as in one person) because persistence pays off" = Not going to happen, you can kindly pester somebody else, and continued activity when told I don't appreciate starts to turn into abject harassment. No thanks. "Mod is CTDing my Game": I'll fix it for sure, as some of you have seen. Do me a favor and describe what mods you're running, and so on, that way I can see for myself, and 9 times out of 10 it was my fault, so I'll fix and reupload. "I don't like these sights how they look"" = Duly noted, but I really don't care about that kind of opinion. While they're not very hiqh quality models got it, overall I try and to my best to get them as accurate as possible. So if you don't like a particular style, well, either request or find another mod. A lot of you players tend to think that your opinion matters and I should jump on a request like flies on shit. Fact is that if it's brought up continuously and I keep saying No, then well, I'm not interested in doing some things, I just don't have to and don't want to. Part of the mod is some personal things as well as what players are looking for. Again I can listen to your suggestion, but given that other than various donations, I do all the work so that gives me a lot of leeway in saying Yes or No to a request. I can understand if I break your heart if I do say No, but I don't get any reimbursement for my time and effort I put into my work. If you feel the need to complain about it I'll do my best to ignore it, as the main thing people seem to not understand is that I can listen to you, but I make the final decision, not you, to include it. Just thought I'd post this given I tend to see how people act. Skin Requests: - I don' t mind doing skin requests but keep it sane and of course specify what aircraft/helicopter you need. For various aircraft it can take a few days or so (depending on the detail of the base aircraft) to create a PSD template and then I'll get it to you. - At the minimum draw a "Stick plane" of what you want. Bear in mind for default aircraft there are limitations on how the aircraft was textured, so you may not always be able to get the effect you want. I will of course let you know. Issues and how to fix them: - "Infinite Ammo": Open the Steam Interface and right click and click on Properties. Click the Local tab and Verify Game Cache. Sometimes downloads glitch and causes that problem. After that the weapons should work fine. Also check your ASDG Joint Rails, ensure that you don't have another one (usually older version) running which may cause issues as well. - Game CTDs when trying to resume saved games: I've been getting a lot of complaints when my mod is used with the Arma 3 Launcher that comes with the game. I don't use this method so I don't see any issues as of yet when I get the reports. I'm not saying it's not out there, but if your game is crashing when resuming any missions, Instead of using the Launcher I go through the game itself, i.e. Configure/Expansions and Enable or Disable as needed. Restart the game and things will or should work fine as I've resumed various saved games and haven't had any CTDs or anything related. I also don't have anything to do with the Launcher so if you have issues, contact BIS if that comes up or use the method described. For PayPal donations click the linky: https://www.paypal.com/cgi-bin/webscr?cmd=_donations&business=2J4LKTG8R8PQJ&lc=US¤cy_code=USD&bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted
  2. M2 Slammer Firepower Upgrade Project Current version: v6.1 Hello, I have created a little config mod with adds a new tanks based on the M2A4 Slammer tank for BLUFOR. It's my first mod like that so not everything works perfectly, so if you have any suggestions how to fix, or improve, certain elements, feel free to weight in. It was done mostly to figure out how to properly edit the config files. THIS MOD DOES NOT CONTAIN NEW MODELS (sadly) [FLUFF] NATO found the existing M2A1 firepower to be lacking. To fix this issue the "Firepower Upgrade Conversion Kit" has been developed for the M2A4 Slammer with was already upgraded with the TUSK (although M2A4 only had 105mm main gun). Along with the improved armor of the M2A4 variant, the additional firepower of the M2A6 is something to be respected. It can still carry troops as well, making it a unique jack-of-all-trades armored fighting vehicle. However, recent high intensity conflicts have shown that a highly trained and motivated enemy, as opposed to usual goat pushers NATO likes to stomp on, can withstand suppression from .50cal MG's. To rectify this, two further modifications to the M2 Slammer has been designed, based on the successful M2A6 Firepower Upgrade; the M2A7 and M2A8. For both, the gunner's 12.7mm coaxial machine gun has been replaced with 20mm autocannon, with has much bigger shock & terror impact on the infantry. The "Designated Infantry Combat Killer" variant, the M2A7, sees commander with 20mm Grenade Machine Gun instead of usual .50cal. The 20mm GMG have been proven useful in dealing with the infantry in cover. The M2A8 is a slight variation of the M2A7. Not happy with decreasing the long range engagement capabilities of the commander's weapon system in M2A7, the NATO engineers came up with the idea of mounting and "Advanced Suppression System", in a form of an 20mm autocannon, for commander's use. While the cannon lacks some of the splash damage 20mm grenades had, it allows for a long range engagements, retains most of the shock value, and can serve as an anti-air weapon. [/FLUFF] Features 4 new Slammer variants: M2A6, M2A7, M2A8 and M2A9 The main features of M2A6 Slammer Firepower Upgrade:new standalone tank for BLUFOR (just for compatibility's sake), the M2A6 improved armor of the M2A4 variant M2A6 can still carry troops enhanced optics for both, commander and the gunner. 2 new extra zoom levels and the commander gets an additional ultra wide default zoom (old one is still included) FLIR modes changed to black and white 120mm main gun ability for main gun and gunner's MG to lock onto ground targets (MG can lock onto air targets as well) with impact point calculation and automatic range and leading correction for moving targets 12.7mm coaxial machine gun for the gunner (Ma Deuce still got it) with 3x500rnd magazine with ability to lock onto air and ground target, impact point calculation and automatic leading for moving targets commander's MG now has impact point calculation ability to launch guided anti-tank and anti-air missiles, in both wire guided as well as fire-and-forget modes commander has a fully functional laser designator available for designating targets for other M2A6's, aircraft and such commander can fire 82mm mortar rounds, 8 shells in total AI gunner, once locked onto laser designated target, keeps following it allowing for guiding really tricky shots as a commander the M2A6 AI crew is aware of laser designated targets and will engage them, meaning UAV or infantry designation for the M2A6 is possible improved the engine power so the tank is more nippy and feels better to drive The main features of M2A7 Slammer Firepower Upgrade Cannons Infantry Terrorizer:further firepower enhancement of the M2A6 all of the advanced M2A6 features (laser designator, CCIP, 82mm mortar, etc.) 12.7mm coaxial MG has been replaced with a 20mm autocannon commander's MG has been replaced with 20mm Grenade Machine Gun The main features of M2A8 Slammer Firepower Upgrade Cannons Advanced Suppression:further firepower enhancement of the M2A6 all of the advanced M2A6 features (laser designator, CCIP, 82mm mortar, etc.) 12.7mm coaxial MG for both commander and the gunner have been replaced with a 20mm autocannons The main features of M2A9 Slammer Firepower Upgrade 140:further firepower enhancement of the M2A8 most of the advanced M2A9 features (laser designator, CCIP, etc.) commander loses his mortar no passenger capacity in exchange for more ammo new 140mm main gun with ammo: APFSDS, HE and FAE. The new gun can still fire missiles new 140mm main gun has a 4 shots autoloader with 5.5s delay between each shot and 20s magazine reload time new 140mm ammo: a thermobaric rounds (140mm FAE). They have pretty low damage, but they have huge splash radius less nippy then the other variants due to added weight of the bigger gun and ammunition (it just doesn't get the improved engine other variants got, it behaves like vanilla M2A4) Classnames B_MBT_01_FU_F - M2A6 classname B_MBT_01_FUC_IT_F - M2A7 classname B_MBT_01_FUC_AS_F - M2A8 classname cannon_120mmFU - new gun classname cannon_140mmFU - new 140mm gun classname mortar_82mmFU - commander's mortar classname HMG_127_FU_Hull - gunner's machine gun classname HMG_127_FU_Commander - commander's machine gun classname 20mm_cannon_FU_Hull - M2A7 & M2A8 gunner's autocannon classname GMG_20mm_FU_Commander - M2A7 commander's grenade machine gun classname 20mm_cannon_FU_Commander - M2A8 commander's autocannon classname ultra_Wide - new, additional, minimal zoom level for commander extra_zoom1 - extra zoom classname extra_zoom2 - new additional maximum zoom classname Sh_140mm_APFSDS - 140mm APFSDS shell classname Sh_140mm_HE - 140mm HE shell classname Sh_140mm_HET - 140mm FAE (thermobaric) shell classname 4Rnd_140mm_HE_shells - 4 round magazine of the 140mm HE shells classname 4Rnd_140mm_APFSDS_shells - 4 round magazine of the 140mm APFSDS shells classname 4Rnd_140mm_HET_shells - 4 round magazine of the 140mm FAE shells classname Known Issues 1. I have created a new gun based on vanilla 120mm, the classname is "cannon_120mmFU", its rather important as some script might require the gun classname to function properly (smart tanks for example). Also the model of the M2A4 is unchanged, meaning the gun still has 105 model, but it's not really all that noticeable. 2. For some reason the commander's weapons only get lead indicator when target is locked in by the gunner and for that target only. I think it's some engine limitation. 3. The AI likes to fire AT missiles first, so M2A6 only gets 2 AT missiles 4. Sorry, but this one is rather janky. I couldn't get the artillery computer working for the commander, it only worked for gunner and he didn't have the mortar available to him. You will need to eyeball it when firing. Also due to how turrets and such work, the mortar shell is fired from the commander's MG. 5. It's pretty random what weapon AI will use to fire at the laser marker, they like to fire AT at it. Also, they do not always spot the marker, so moving it around their field of view might get their attention. 6. With the new autocannons AI REALLY likes them for some reason, so far it may fire them at targets like APC's and such. If anyone knows how to limit that: drop an info. 7. The new CCIP has some issues with ACE, if you use the ACE FCS to range the target the CCIP will NOT be corrected for new range. This more of ACE issue with Arma 3 then with my mod, I'm sure it wil be fixed someday. Changelog v6.1 - current version * automatic leading and rage correction for the gunner returns * 140mm gun changed to be more like a World of Tanks autoloader: 4 shots in the magazine, 5.5s delay between shots, 20s magazine reload * lowered pitch on the 140mm firing sound to make it sound more powerful * added muzzle flash to 140mm (just artillery firing effect didn't have that for some reason) * added magazine reload sounds to 140mm * nerfed splash damage of the 140mm FAE (thermobaric) round, from 50m to 30m * changed ammo composition for the A9 with 140mm, now it has 4 round magazines with overall ammo count same as before, more or less * AT missile magazine to be bigger v6 * new variant the M2A9 with a new 140mm main gun. The new gun is bigger so commander lost his mortar in this variant and the passenger compartment was converted into ammo storage. The added weight makes the M2A9 slower then the other variants (it just doesn't get the improved engine other variants got, it behaves like vanilla M2A4). It still gets the 20mm autocannons as secondary guns * new 140mm gun gets new ammo as well with better stats then 120mm shells * new 140mm FAE shell. This thermobaric round has a low damage, but huge splash radius, ideal for taking out large groups of infantry * improved the engine on the M2A6, M2A7 and the M2A8. The tanks feels a bit more nippy especially on slight inclines. * lowered artillery charge of the commander's mortar to 30%. 50% made it shoot too far and it was hard to lob shells over close obstacles * removed the automatic leading correction for gunner. I discovered it could mess with your aim, the new lead indicator is shown instead, same as with commander v5 * new additional zoom levels for commander and the gunner. The commander also gets a new extra wide zoom level * FLIR modes for commander and the gunner changed to black and white * commander's mortar: reload time increased to 6 seconds (from 1.8), artillery charge dropped to 50% (from 70%) * 20mm cannons got another slight buff to RoF (still slower then 20mm GMG) * reduced magazine number for 20mm cannons and 20mm GMG, removed 1 magazine each v4.3 * fixed an issue in with commander's weapon systems were automatically corrected for targets aimed by the gunner. Now commander only gets target lead indicator, so he can fire at other targets without aim being messed up. v4.2 * fixed some of the 82 mortar issues: removed 2 firing modes so you only have 70% artillery charge, now you only need to press button once to change from mortar. Removed firing effect from the main gun * fixed AI sounds for 20mm cannons, now they are same as player's * 20mm cannons got a tiny RoF buff * decreased the amount of ammo for v4.1 * fixed the AI rate of fire and sounds for autocannons, hopefully without braking it in other ways v4 * two new variants for the Slammer, M2A7 and M2A8. Both now sport 20mm coaxial canon. The M2A7 is the infantry killer variant with 20mm GMG for the commander. The M2A8 has 20mm cannon for commander instead v3 * M2A6 now has it's own custom version of the .50's for both commander and the gunner. Both sport impact point prediction and gunner's MG can track air targets as well as automatically give lead to locked moving target. Those are custom in order to not create any possible compatibility issues * cleaned up config a bit v2 - fixed ballistic computer prediction, for now main gun can only lock onto ground targets, AA missiles work as they did v1 - initial release Download (Mediafire) Armaholic mirror Play withSIX mirror