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ASDG Joint Rails


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Robalo
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Posted 26 October 2013 - 17:54 #1

ASDG Joint Rails is a config addon which defines weapon rails using the new attachment config system available since patch 1.04 came out (31 Oct 2013).

Download from Dev-Heaven
Browse Dev-Heaven related files

Download from Armaholic. Thanks Foxhound!

The rails are attached by default to all vanilla weapons. The goal is to provide a common system which can be used by weapon and attachment mod makers in order to prevent mod conflicts.

(Incomplete list of) Mods supporting this system (thanks to the authors for their support !).

Note: it has become difficult to keep track of all mods out there that use JR and I won't be updating this list any more. If you're a mod author that use JR and your mod is not listed please don't feel offended. Thanks for understanding.

Accessory mods
FHQ Accessories
ASDG Attachments
RKSL Attachments Pack
Iansky's scopes - grab opt config from ASDG JR 0.9
RH Acc pack
TMR Modular Realism

Weapon/mixed packs
FHQ M4 for Arma 3
AV_IndUs (US Army inspired units) - provides optional ASDG JR config by Stiltman
Design Mastery Weapons - config for ASDG JR provided by JonieTurnock. Note: this config also requires RHARD Mk18 - see link below.
EricJ Weapons Pack
Sham's US Armament Pack
NATO SF and Russian Spetsnaz WEAPONS - since v1.2 it includes an updated JR config provided by Massi.
G36 Pack
Toadie's SmallArms and Animations
Purple Famas pack
benelli m4 super 90 pack by Purple
ADF-UNCUT
Sudden's Russians - a config for ASDG JR compatibility is available: lukrop's customized configs
Hellenic Armed Forces
STI Weapons - Machineguns
GSP Sniper and Marksman Weapons
Kaelies' South Zagorian Army Mod
BWMod (provides compatibility addon for ASDG JR)
Brazilian Defence Forces
Swedish Forces Pack - with JR config provided by Brisse
Trixie's Weapons Pack
Mauser M-20
RH PDW pack
Mp9 by Alwarren and GvsE
Christian.1987's Mp7 ported to A3 - since v2.3.2
Ported Arma 2 SA58
(SMA) Specialist Military Arms
NRF Units
Kiory's L85A2 - with JR config provided by t-800a
Army of the Czech Republic A3 - ACR_A3
UTS-15 Tactical Shotgun
RHARD Mk18 - since v0.3 bundles with ASDG: JR/JM/Atlis bipod configs.
RH M4/M16 pack
SOCMOD - with my JR configs (JM config included too).
Community Upgrade Project - Weapon Pack
RHS: Escalation (AFRF and USAF) Release 0.3.6 - my (now optional) alternative JR config which also provides MRT accesory support.

Changes

 

 

ASDG JR is part of CBA v2.0

 

f9TUPDkl.gif

 

What does this mean ?

 

For players

 

If you have CBA 2.0, you don't need ASDG JR anymore, it becomes redundant.

All your various ASDG compatibility addons are still valid to use.

 

For modders

 

All asdg_* classes remain unchanged. You don't need to update your configs.

Function asdg_fnc_compatibleItems became CBA_fnc_compatibleItems.

Optional but recommended: change asdg_jointrails in requiredaddons to cba_jr

List CBA v2.0+ as a requirement instead of ASDG JR.

 

Future plans for ASDG JR

 

I will maintain a standalone version of JR for a while but in the long run I'd rather do it in one place (CBA).

 

-----------

0.17

- this mod is redundant/not needed with CBA v2.0+ (was integrated into CBA)

- new class: asdg_OpticRail1913_short_MG - to be used with most machineguns where most long optics would not work well
- updated vanilla MGs to use asdg_OpticRail1913_short_MG
- updated optional, xtra pbo (reduced to muzzle configs only; initspeed coef changed to 1.0) - find it in the opt dir or here.

0.16
- added CfgPatches class asdg_jointmuzzles for backward compatibility with older mods which require this
- added muzzle_snds_H_MG and muzzle_snds_H_SW as compatible devices for the asdg_MuzzleSlot_762MG slot

0.15
- compatible with Arma 3 v1.42 and Marksmen DLC
- moved DMS and LRPS optics to medium slot
- added Mark DLC optics to asdg_OpticRail1913 and bipods to asdg_UnderSlot
- added new muzzle slots: asdg_MuzzleSlot_338, asdg_MuzzleSlot_93x64, asdg_MuzzleSlot_9MM_SMG, asdg_MuzzleSlot_45ACP_SMG
- no longer includes modified arsenal function (since 1.42 it's no longer possible to mod official functions)
- asdg_jointrails_fnc_getCompatibleAttachments replaced by new function: asdg_fnc_compatibleItems (based on bis_fnc_compatibleItems but filters duplicates and incompatible attachments)
- no longer empties compatibleItems array for vanilla slots
- restructured weapon configs; added/changed to JR slots for Mark DLC weapons
- all JR slots assigned to vanilla weapons preserve vanilla slot names (CowsSlot, PointerSlot etc.) to avoid duplicating slots and changing LinkedItems configs
- muzzle slot for Mk20 (F2000) and TRG (Tavor) parent class changed to asdg_MuzzleSlot_556
- muzzle slot for Vermin (Vector) SMG inherits from asdg_MuzzleSlot_45ACP_SMG
- muzzle slot for Stinger (Scorpion Evo) SMG and PDW2000 (STK CPW) inherit from asdg_MuzzleSlot_9MM_SMG
- added _xtra, optional pbo which filters certain optics on some of the vanilla weapons where they look too weird or unrealistic (like having a sniper scope on most MGs would make them impossible to reload)
- suppressor configs moved to _xtra pbo

0.14
Updated arsenal function with dev branch insignia fix
Updated arsenal function to use a backported (works with 1.38) and fixed (properly recognize compatible items defined in a class) version of the upcoming bis_fnc_compatibleItems function
asdg_jointrails_fnc_getCompatibleAttachments will be deprecated in favor of bis_fnc_compatibleItems
Added new slot: asdg_UnderSlot to be used with upcoming UNDERBARREL proxy

0.13
Added icon info to all slots for the new icon rendering features from 1.40
Weapons use standard slot names where possible
Added common muzzle slots (integrated JointMuzzles)
.45 ACP suppressor uses BIS Osprey model
asdg_jointrails_fnc_getCompatibleAttachments function no longer filters by class scope
Updated arsenal function to include patch 1.40 changes

0.12
Updated arsenal function for Arma3 v1.38

0.11
Updated arsenal function for Arma3 v1.36

0.10
Added modified arsenal function to get compatible attachments detected properly; changes only the routine that detects compatible attachments for a given weapon, making use of the asdg_jointrails_fnc_getCompatibleAttachments function
Fixes and performance optimization for asdg_jointrails_fnc_getCompatibleAttachments function
Emptied default compatibleItems arrays under CowsSlot and PointerSlot, to get rid of duplicates and incompatible attachments
Removed opt configs, will update and release them separately

0.9
Added a function: _myarray = [_myweapon] call asdg_jointrails_fnc_getCompatibleAttachments;
Added class asdg_OpticRail1913_long (for use with longer, 2-in-1 attachments, e.g. scope + clip-on NVS)
Added class asdg_OpticSideMount (for use with AK-style side mounts)

0.8
Updated for Arma 3 v1.08 (added LRPS compatibility with asdg_OpticRail1913)
LMG_Mk200_F uses the short rail (asdg_OpticRail1913_short)
Updated the bonus config for RH M4-M16 pack v1.05 (added RH_ta31rco_2D compatibility with asdg_OpticRail1913)

0.7
Added new base class: asdg_OpticRail1913_short. It will take all the optics from asdg_OpticRail1913 except those which require a long rail to attach, like the DMS. It is used by default on the Tavor and the Zafir. Thanks to Alwarren for the suggestion !
Updated config for RH M4/M16 pack
Removed config for FHQ Accessories (not needed anymore since the latest version added support for ASDG JR)
Added config for TMR (enables attaching bipod for Rahim rifle)

0.6
Removed all changes to the vanilla slots.
Added bonus configs for a few more mods (RH M4, RHARD Mk18, GvsE's Mp7 and Massi's weapon pack).

0.5
Initial release


Common attachment slot classes:
asdg_FrontSideRail
asdg_UnderSlot
asdg_OpticRail1913
asdg_OpticRail1913_short
asdg_OpticRail1913_long
asdg_OpticSideMount
asdg_MuzzleSlot_762
asdg_MuzzleSlot_556
asdg_MuzzleSlot_762MG
asdg_MuzzleSlot_338
asdg_MuzzleSlot_93x64
asdg_MuzzleSlot_9MM
asdg_MuzzleSlot_9MM_SMG
asdg_MuzzleSlot_45ACP
asdg_MuzzleSlot_45ACP_SMG
asdg_MuzzleSlot_545R
asdg_MuzzleSlot_762R



Attachment config example:

class CfgPatches {
class my_cool_attachments {
units[] = {};
weapons[] = {};
requiredVersion = 1.04;
requiredAddons[] = {"asdg_jointrails"};
};
};

class asdg_SlotInfo;

class asdg_FrontSideRail: asdg_SlotInfo {
class compatibleItems {
my_cool_flashlight = 1;
my_cool_lazer = 1;
};
};

class asdg_OpticRail;

class asdg_OpticRail1913: asdg_OpticRail {
class compatibleItems {
my_cool_acog = 1;
my_cool_aimpoint = 1;
my_cool_scope_which_needs_a_medium_top_rail = 1;
};
};

class asdg_OpticRail1913_short: asdg_OpticRail1913 {
class compatibleItems: compatibleItems {
my_cool_scope_which_needs_a_medium_top_rail = 0;
};
};

class asdg_OpticRail1913_long: asdg_OpticRail1913 {
class compatibleItems: compatibleItems {
my_cool_scope_which_needs_a_long_top_rail = 1;
};
};

class asdg_MuzzleSlot;

class asdg_MuzzleSlot_556: asdg_MuzzleSlot { // for 5.56x45 universal mount suppressors
class compatibleItems {
my_cool_suppressor = 1;
};
};

class asdg_UnderSlot: asdg_SlotInfo {
class compatibleItems {
my_cool_bipod = 1;
};
};

// having the attachments defined compatible with the common rails, they will automatically work on all weapons which use these rails.

// in case some attachments work for most weapons but not for some, I can declare them incompatible as below

class CfgWeapons {
class Rifle_Base_F;

class Rifle_Long_Base_F: Rifle_Base_F {
class WeaponSlotsInfo;
};

class EBR_base_F: Rifle_Long_Base_F {
class WeaponSlotsInfo: WeaponSlotsInfo {
class asdg_OpticRail_EBR: asdg_OpticRail1913 {
class compatibleItems: compatibleItems {
my_cool_aimpoint = 0; // my cool aimpoint's mount doesn't fit here
};
};
};
};
class Tavor_base_F: Rifle_Base_F {
class WeaponSlotsInfo: WeaponSlotsInfo {
class asdg_FrontSideRail_Tavor: asdg_FrontSideRail {
class compatibleItems: compatibleItems {
my_cool_lazer = 0; // my cool lazer doesn't look good on the Tavor
};
};
};
};
};

Weapon config example:

class CfgPatches {
class my_cool_new_rifle {
units[] = {};
weapons[] = {};
requiredVersion = 1.04;
requiredAddons[] = {"asdg_jointrails"};
};
};

class asdg_FrontSideRail;
class asdg_OpticRail1913;
class asdg_OpticRail1913_short;
class asdg_UnderSlot;
class asdg_MuzzleSlot_556;

class CfgWeapons {
class Rifle_Base_F;

class my_cool_new_rifle_with_side_rail_and_short_picattiny_top_rail_and_under_rail : Rifle_Base_F {
class WeaponSlotsInfo {
mass = 60;
allowedSlots[] = {901};
class PointerSlot: asdg_FrontSideRail {}; // for lights
class CowsSlot: asdg_OpticRail1913_short {}; // for scopes with short mounts
class UnderBarrelSlot : asdg_UnderSlot {}; // for underbarrel attachments like bipods
};
};
class my_cool_new_rifle_with_a_common_556_muzzle_and_medium_picatinny_top_rail : Rifle_Base_F {
class WeaponSlotsInfo {
mass = 60;
allowedSlots[] = {901};
class MuzzleSlot : asdg_MuzzleSlot_556 {}; // for 5.56mm universal muzzle devices
class CowsSlot: asdg_OpticRail1913 {}; // for scopes which require the medium rail
};
};
};

Same as above can be done for AK-style side mounting sights:
 

class asdg_OpticRail;

class asdg_OpticSideMount : asdg_OpticRail {
class compatibleItems {
HLC_Optic_PSO1 = 1;
HLC_Optic_1p29 = 1;
};
};

class asdg_MuzzleSlot;
class asdg_MuzzleSlot_545R: asdg_MuzzleSlot { // for 5.45x39 suppressors
class compatibleItems {
hlc_muzzle_545SUP_AK = 1;
};
};

class CfgWeapons {
class Rifle_Base_F;

class my_cool_AK_with_common_545_muzzle_and_side_mount : Rifle_Base_F {
class WeaponSlotsInfo {
mass = 60;
allowedSlots[] = {901};
class MuzzleSlot : asdg_MuzzleSlot_545R {};
class CowsSlot: asdg_OpticSideMount {};
};
};
};

Here are some example configs for how I see one could provide both non-JR (using compatibleItems[] arrays) and optional JR configs.
The goal is to keep the classes less cluttered and avoid having same attachment proxies used more than once.
First, the non-JR config:

class CfgPatches {
class MY_WEAPON {
requiredaddons[] = {"A3_Weapons_F"};
};
};

class MuzzleSlot;
class PointerSlot;
class CowsSlot;
class UnderBarrelSlot;

class CfgWeapons {
class Rifle_Base_F;

// non-JR base class
class MY_WEAPON_BASE : Rifle_Base_F {
class WeaponSlotsInfo {
allowedSlots[] = {901};
class MuzzleSlot : MuzzleSlot {
compatibleItems[] += {"MY_MUZZLE"};
};
class PointerSlot : PointerSlot {
compatibleItems[] += {"MY_FLASHLIGHT"};
};
class CowsSlot : CowsSlot {
compatibleItems[] += {"MY_SIGHT"};
};
class UnderBarrelSlot : UnderBarrelSlot {
compatibleItems[] += {"MY_BIPOD"};
};
};
};

// reserved base class for alternative optional slot configs
class MY_WEAPON_BASE_2 : MY_WEAPON_BASE {
class WeaponSlotsInfo : WeaponSlotsInfo {};
};

// this is my cool new weapon
class MY_WEAPON : MY_WEAPON_BASE_2 {
scope = 2;
class WeaponSlotsInfo : WeaponSlotsInfo {
mass = 80;
};
};
};

Then, config which adds JR support:

class CfgPatches {
class MY_WEAPON_JR {
requiredaddons[] = {"A3_Weapons_F", "MY_WEAPON", "asdg_jointrails"};
};
};

class asdg_SlotInfo;

class asdg_FrontSideRail : asdg_SlotInfo {
class compatibleItems {
MY_FLASHLIGHT = 1;
};
};

class asdg_OpticRail;

class asdg_OpticRail1913: asdg_OpticRail {
class compatibleItems {
MY_SIGHT = 1;
};
};

class asdg_MuzzleSlot;

class asdg_MuzzleSlot_556: asdg_MuzzleSlot {
class compatibleItems {
MY_MUZZLE = 1;
};
};

class asdg_UnderSlot: asdg_SlotInfo {
class compatibleItems {
MY_BIPOD = 1;
};
};

class CfgWeapons {
class Rifle_Base_F;

class MY_WEAPON_BASE : Rifle_Base_F {
class WeaponSlotsInfo;
};

// add JR support here
class MY_WEAPON_BASE_2 : MY_WEAPON_BASE {
class WeaponSlotsInfo : WeaponSlotsInfo {
class MuzzleSlot : asdg_MuzzleSlot_556 {};
class PointerSlot : asdg_FrontSideRail {};
class CowsSlot : asdg_OpticRail1913 {};
class UnderBarrelSlot : asdg_UnderSlot {};
};
};
};

So the trick is having an interim private class MY_WEAPON_BASE_2 where we can easily mod the slots, making use of this inheritance tree:

CfgWeapons >> Rifle_Base_F >> MY_WEAPON_BASE >> MY_WEAPON_BASE_2 >> MY_WEAPON
CfgWeapons >> Rifle_Base_F >> MY_WEAPON_BASE >> MY_WEAPON_BASE_2 >> MY_WEAPON_2
...



Known limitations

Scripts that rely on hard-coded weapon slot class names only (CowsSlot, PointerSlot) or only checking the compatibleItems array and not the class will not recognize the compatible attachments properly.


ASDG Joint Muzzles - deprecated, integrated into JointRails since 0.13

Spoiler


Edited by Robalo, 09 September 2015 - 15:44.


da12thMonkey
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Posted 26 October 2013 - 18:55 #2

The goal is to provide a common system which can be used by weapon and attachment mod makers in order to prevent mod conflicts.


Bear in mind BIS might be working on an alternative method of achieving this in future:

Filip Sádovský has prepared a new version of cfgConvert which is able to handle arrays in a different manner - adding new items into an array is now possible even without knowing the array itself, by defining array[] += {newItem}; This is extremely useful for adjusting shared arrays for example for weapon accessories or the infamous class Throw with its muzzle[]. The option is already working on the executable level, but the tools are needing to be released to make the configs binarizable.

SITREP #31

I suspect this is why they are still using the compatibleitems[] array in official configs rather than adapting them for the recent addition of class compatibleItems.
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Thread Starter
Robalo
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Posted 26 October 2013 - 19:25 #3

@da12thMonkey,

Thanks for the info. That sounds really great and I'll happily get rid of this system in favor of a better one or adapt it as needed.

EDIT
Hmm, ok I tested the "array[] += " system and it's severely limited. You can not use array[] -= to substract elements (needed for some child classes with attachments). Another serious limitation is that it only loads the last loaded array[] += statement so it's pretty much useless in it's current form. I do hope it gets improved.

Edited by Robalo, 27 October 2013 - 00:31.


foxhound
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Posted 27 October 2013 - 11:15 #4

Release frontpaged on the Armaholic homepage.

Posted Image
ASDG Joint Rails v0.5

Posted Image
Arma 3 Development Build

Only required when you use the optional configs:
FHQ Accessories pack
Iansky's Scope Mod A3



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Mysterion36
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Posted 28 October 2013 - 03:49 #5

so i got this working, but i cant use the Ianskys scopes on any of the weapons from this pack http://www.armaholic...ge.php?id=21912 but i can use the FHQ attatchments on this weapon pack.

Edited by Mysterion36, 28 October 2013 - 03:56.


Thread Starter
Robalo
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Posted 28 October 2013 - 06:38 #6

That's exactly why I started this thread. I'll see about making a config for that pack too. I do not plan on making configs for every mod out there though, but show how it can be done.

darkwanderer
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Posted 28 October 2013 - 07:04 #7

Welcome back to good old times, Joint Ammo and Magazines :)
[table]
[tr][td]Scorch: "Was it red, red, green, or red, green, red?"
Sev: "And he's supposed to be the demolitions expert?"

Sev: "Nothing like a little precision teamwork, Deltas."
Scorch: "And that was nothing like a little precision teamwork."

- Star Wars: Republic Commando

[/td]
[/tr]
[/table]

Mysterion36
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Posted 28 October 2013 - 09:07 #8

ah ok yeah that would be nice cause that weapon pack is the best sofar imo

kgino1045
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Posted 28 October 2013 - 11:15 #9

asdg_jointrails requires addon A3_Weapons_F_EPA

Don't know which mod it is. any advice?

da12thMonkey
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Posted 28 October 2013 - 11:41 #10

asdg_jointrails requires addon A3_Weapons_F_EPA

Don't know which mod it is. any advice?


It's the BIS .pbo that was distributed with the Dev Branch update when they added new weapons and attachments for testing campaign contents (new pistols, OPFOR DMR etc). It should appear on the main patch branch on the 31st when the campaign is released.
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kerc kasha
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Posted 28 October 2013 - 11:57 #11

Thans for this Robalo, I hope other modders pick this up as it'll remove the need to have to have patches to work with other addons etc

kgino1045
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Posted 28 October 2013 - 12:24 #12

Thank you very much sir :)

------------------------------------------------------------------------------------------------------------------------------

Dose FHQ's related bonus files (Such as config for FHQ Accessories in MP7 or r3f) makes unattach to another addon weapons?

Edited by kgino1045, 28 October 2013 - 13:26.


Thread Starter
Robalo
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Posted 28 October 2013 - 22:42 #13

Updated, info in first post.

kgino1045
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Posted 29 October 2013 - 00:41 #14

Run in normal version (not dev version)

Can't attach FHQ to MK18 but somehow can attach aimpoint and eotech in r3f addons :(
Can't attach FHQ to Vanila weapons
Can't attach FHQ to MP7 / MP9
Can't attach r3f to Nato SF Russian weapon's pack
Can't attach FHQ, r3f to RH M4/M16

Can attach FHQ to Beryl http://forums.bistud...rmed-Forces-Mod
Can attach FHQ to r3f


And not a single Iansky's scope work with Any weapons (It was same before install yours)

I download all FHQ r3f config that mp7, mp9, FHQ, r3f addons provide


Possible problem weapons

SA80 http://www.armaholic...ge.php?id=19994
L85A2 http://forums.bistud...4-L85A2-Release
AV_IndUs's M weapons http://forums.bistud...inspired-units)
pistol pack http://www.armaholic...ge.php?id=20881
Susat scope http://forums.bistud...896-Susat-Scope
Swedish weapons http://forums.bistud...ish-Forces-Pack
RH PDW http://forums.bistud...966-RH-PDW-pack

Edited by kgino1045, 29 October 2013 - 01:23.


Thread Starter
Robalo
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Posted 29 October 2013 - 01:19 #15

Read a few posts back, already stated that I'm not going to start making configs for every mod out there. Here's the basic system and how it can be used. From now on it's up to each mod author if they want to use this or not. Or perhaps BIS will come up with a better system.

kgino1045
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Posted 29 October 2013 - 01:22 #16

I don't ask to you to all config weapons, and i don't want you to feel hard and tired because of this, just hope BI give some new addons tool updated.

but

Just want to know "Is not supported (by your awesome addon) addons could make problem with your addons? so the result i have like this?"

================================================

How can i turn off debug console :(

Edited by kgino1045, 29 October 2013 - 01:49.


Spaceman0372
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Posted 29 October 2013 - 02:00 #17

So IN THEORY this would allow the optics from RH's m4/m16 pack to be useable on another weapon addon like RH and Ardy's mk18's? I'm slightly confused as to what this does :S

corporal_lib[br]
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Posted 29 October 2013 - 03:59 #18

So IN THEORY this would allow the optics from RH's m4/m16 pack to be useable on another weapon addon like RH and Ardy's mk18's? I'm slightly confused as to what this does :S


Yeah, It does... just had a blast, pwning CSAT with Ardy´s Mk18 equiped with RH TA-31 and PEQ-15 on the side rail ;) and then using FHQ´s G33 on RH M4A1!

Thanks a lot, Robalo! =)

kgino1045
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Posted 29 October 2013 - 05:54 #19

;2545658']Yeah, It does... just had a blast, pwning CSAT with Ardy´s Mk18 equiped with RH TA-31 and PEQ-15 on the side rail ;) and then using FHQ´s G33 on RH M4A1!

Thanks a lot, Robalo! =)



My dear friend, dose it work properly to you? even install another gun addons?

foxhound
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Posted 29 October 2013 - 08:37 #20

New version frontpaged on the Armaholic homepage.

Posted Image
ASDG Joint Rails v0.5

Posted Image
Arma 3 Development Build

Only required when you use the optional configs:
FHQ Accessories pack
Iansky's Scope Mod A3
Mp7
NATO SF and Russian Spetsnaz Weapons
RH M4/M16 pack
MK18 Mod 1



================================================

We have also "connected" these pages to your account on Armaholic.
This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!
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Developer/publisher policy of modding:
Stolen some work from others? Ported some content from another game? Feel like uploading something which is not yours or breaches someones IP or copyright? Head over to the Stolen Work Support and knock yourself out.
They happily support your activeties and will even proudly share all this questionable content through their social channels making you a famous boy......