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Armed Assault Info Forums _ Addons - Released _ WIP-M4A1's Pack

Posted by: wipman Feb 9 2008, 15:58

*Last Update 12-10-08*

WEAPONS LIST:
- M4E3 Iron Sight
- M4E3 Iron Sight SD
- M4E3 Iron Sight SB
- M4E3 Iron Sight SB/SD
- M4A1 Iron Sight
- M4A1 Iron Sight SD
- M4A1 Iron Sight M203
- M4A1 Iron Sight M203 SD
- M4A1 Aimpoint
- M4A1 Aimpoint M203
- M4A1 Aimpoint M203 SD
- M4A1 ACOG
- M4A1 ACOG SD
- M4A1 ACOG M203
- M4A1 ACOG M203 SD
- M4A1 CQB (Aimpoint)
- M4A1 CQB (Aimpoint) SD
- M4A1 CQB (ACOG 1T31F)
- M4A1 CQB (ACOG 1T31F) SD
- M16A4 Aimpoint
- M16A4 Aimpoint M203
- M16A4 DMR
--------------------------------------------+
-=UPDATED wip-m4a1's Pack v1.7=-
http://www.armaholic.com/page.php?id=2526
http://www.armedassault.info/download.php?cat=addons&id=339
http://ofp.4players.de/sys/index.php?showfile=1&fid=587&p=downloads&area=1&categ=20
http://www.armabase.de/page/include.php?path=download&contentid=1424
http://www.eprison.de/files/145/3379





Best viewed with the Jonn's USMC units.

+-+-+-+-+-+-+-+-+-+
WIP-M4A1 Pack v1.7
+-+-+-+-+-+-+-+-+-+

Weapons Classnames:
---------------------------------+
wip_m4e3
wip_m4e3_sd
wip_m4e3sb
wip_m4e3sb_sd
wip_m4a1iron
wip_m4a1iron_sd
wip_m4a1ironm203
wip_m4a1ironm203_sd
wip_m4a1acog
wip_m4a1acog_sd
wip_m4a1acogm203
wip_m4a1acogm203_sd
wip_m4a1aim
wip_m4a1aim_sd
wip_m4a1aim_m203
wip_m4a1aim_m203_sd
wip_m4a1cqb
wip_m4a1cqb_sd
wip_m4a1acogcqb
wip_m4a1acogcqb_sd
wip_m16a4aim
wip_m16a4aim_m203
wip_m16a4dmr
---------------------------------+
Let's C ya

Posted by: Linker Split Feb 9 2008, 16:03

downloading and providing a new DL link smile.gif
here it is another Download link.

http://bhdmod.info/Downloads/wip-m4a1's%20pack%20v1.1.rar by bhdmod.info wink.gif

Posted by: Deadeye Feb 9 2008, 16:43

Nice smile.gif

ArmedAssault.info Mirror :

http://www.armedassault.info/index.php?cat=news&id=502&setlang=en

Posted by: Stav Feb 9 2008, 17:55

Hi wipman, your M4A1 Pack is fantastic work!! worship.gif
Mirror + News from http://prison.tibet225.server4you.de/ww2pn/combat/index.php?mod=news_archiv&news_id=194 online.

Regards,
Stavanger

Posted by: wipman Feb 9 2008, 17:59

Hi, many thanks to all for the download mirrors; very apreciated. Let's C ya

Posted by: Linker Split Feb 9 2008, 18:51

QUOTE(wipman @ Feb 9 2008, 17:59) *
Hi, many thanks to all for the download mirrors; very apreciated. Let's C ya

you are welcome Wipman my man biggrin.gif

Posted by: wipman Feb 9 2008, 20:11

Hi, as my english level is not that good... seems that i've made a "little mistake"; i forget to add to the addon.rar file, the "wip_m4a1.pbo.wip.bisign" file.
I'll like that the servers managers add that required file to the addon.rar so the players can use the weapons in dedicated servers; so here it's the file:
- http://www.yousendit.com/transfer.php?action=check_download&ufid=59F48B1140E06A16&key=bbf5dfa243d0e5bf2b292f9241597dacf6b58bfe

Sorry for this big mistake; if the download mirrors changes, please advise me and i'll update the download mirrors. Damn it, sorry joder. Let's C ya

Posted by: Stav Feb 9 2008, 20:31

No problem, I added the files, so it's the same link.

Posted by: Valhalian Feb 9 2008, 20:52

Is it possible to write down the full list of the weapon versions? Would be nice to know what Im actually downloading. Thx

Posted by: Linker Split Feb 10 2008, 01:27

Ok, done, added the file, the link is always the same wink.gif

Posted by: TheVipersFang Feb 10 2008, 10:47

I've been a fan of the WIP series of weapon addons. I've given these ones a good play testing today and I don't know if it's just me but I've noticed that the weapon sights are not properly zeroed (especially the ACOG/TA01). Beyond 100meters I'm seeing rounds drop dramatically to the point that I'll have to aim like I'm aiming at 400meters to get a hit. If you can fix this I think it would be near perfect wub.gif

Overall this is great work as always rofl.gif

Posted by: wipman Feb 10 2008, 16:32

Hi, with the SD ammo the bullets at +200 or +230 fall at the +600 ACOG marks, at +100 or +150 yeah, the bullets fall at the +350/400 marks or something
like that; but using standard ammo they fall more or less where they should, the problem is that the weapons can't be zeroed properly for booth ammunitions,
and that can't be changed. With the standard values the SD ammo at +40 is like... if you invert the ACOG cross, at +450m above the cross, so i had to use
this ones to have a reasonable accurized values at mid/close ranges. Keep in mind that in the real life is very rare to start a firefight at more than 80 or 100m,
beyond those distances in a real situation where you're moving, don't controling at all the breathe, lots of distractions etc.. is almost imposible to hit on target
getting a kill; specialy with a 5.56mm. So... this is all what i could do to get a reasonable valance for use booth standard and SD ammo keeping in mind that
i wouldn't fire at anyone (unless the GPMG/LMG supressive fire) beyond the medium range, 200m; beyond that distance... there's the Über inacurate
DMR and the M24SWS, to blast off the melons of the OPFOR and prevent the rest of the squad to step in they're line of fire other than to do the needed
supression fire to allow you to adquire the tango and HOT. Let's C ya

Posted by: TheVipersFang Feb 11 2008, 01:41

Fair enough mate I see where you are coming from and understand why you did what you did thumbsup.gif
I've done some army service and used an M4A1 so I know what "realistic" engagement ranges are and what stopping power means (something the NATO 5.56mm round lacks in my opinion). From near point blank range out to maybe 100 meters things are pretty fine surpressor or not but go beyond that and both range and accuracey decreases dramatically cry3.gif

I think this is why I was one never to complain about the shorter engagement range of the AI in ArmA, it seems plenty realistic to me!

Posted by: wipman Feb 12 2008, 01:40

Hi. 200% off topic: When i was in the spanish Marine Infantry (aka IDM) i HOT at 200, 400 & 600m; with the iron sights and a damn and uggly cetme L.
I only went out of the 8's of the target when i had to shoot at 600m with that shit of "assault riffle" that's the cetme L, for aim at 600m i had to figure out
the target possition through the aim point of "my dear" cetme and even then... i never went out of the 6's of the target.
Was very fun to me that the best shooter of the Tercio Norte were a damn punk (== me), my officers didn't found it "that fun", but i "had alot" of fun running
those 400m then 800m and then 1200m in the damn shooting range to hit and then go for targets to count the HOT's and patch it to put it in the back of the
truck again with a very big smile "specialy dedicated to the members of the other 2 companys", over all for the officers. To make 'em feel ashamed of those
bastards that they had at they're command. >>:-) As Mell Brooks will say... "is good to be king".
Back on topic. Yeah... the 5.56 leaks of stopping power; but belive me when i say that i did it the best that i could to have aceptable and valanced unrealistic
balistic values for use booth the SD and not SD weapons on this pack. Let's C ya

P.S: The cetme LC (the worst copy of a HK53K/FNC that the world ever seen) looks like this:

And the L version is the same but with a longer barrel and a full stock; is even worst that this LC version.

Posted by: TheVipersFang Feb 12 2008, 11:31

That is a sick shade of green and it is kind of scaring me puking2.gif

Posted by: Deadeye Feb 13 2008, 00:00

finally added the bisign to our mirror...link is still the same wink.gif

Posted by: wipman Feb 13 2008, 10:43

Hi, thanks for add it Deadeye; sorry for the inconvenience. Im an asshole, i know. Let's C ya

Posted by: wipman Feb 16 2008, 15:00

Hi, i've updated this weapons pack with the latest and fixed version V1.2 thanks to HitmanFF, that fixed an error message that appeared in multiplayer due
to a minor config mistake; now the pack, also have the right signature files needed to use it in dedicated servers... so head to the first post to get 'em from
the download mirrors. Let's C ya

Posted by: Linker Split Feb 16 2008, 15:31

http://bhdmod.info/Downloads/wip-m4a1's%20pack%20v1.2.rar

link updated thumbsup.gif

Posted by: wipman Feb 16 2008, 17:46

Hi, thanks for the mirror man. Let's C ya

Posted by: Semmi Feb 17 2008, 13:25

Nice guns Wipman. Any chance of making them a replacement pack?

Posted by: wipman Feb 17 2008, 17:25

Hi, no Semmi, at least not by me; because i don't know how to do it and that wasn't my initial idea. Which was to extend the weaponry available to the players.
Thinking mainly in the MP and in be used with the great John's USMC v1.5RC units and the updates on this units that may come. But that, the reply is no.
Not by me, maybe someone knows how and will want to do it; but that's not me. Let's C ya

Posted by: Deadeye Feb 17 2008, 17:29

Mirror upated, news posted and I also added your Details ( OFPEC TAG.... + a description ) to your profile.

Thx for your work again smile.gif

Posted by: wipman Feb 17 2008, 18:23

Hi, it's nothing, thaks to you for the file mirror; what i did was assemble the weapons, the boring merge near "thing", the inventary icons... and cry by the
corners to get the config and then fix it too. So the hard job was made by those ("good samaritans?") named in the readme's credits who did the most hard
and painfull job on the weapons, so thank 'em they're time and job. Let's C ya

Posted by: wipman Feb 17 2008, 23:44

Hi, i was playing before in a public server using the latest version of this weapons pack and i flashed a bit when i dropped in the ground two magazines for
take another M136 AT4 cucumber from the ground, near a body count, and when i looked arround after leave that body more clean than the back-in-ham
"palace..." the two x30 rounds mag that i dropped in the ground were that, x30 rounds mags and not the BIS bag; i didn't knew of that feature, but for me
has been a fanzy surprise, i asked to some of the other players that had the weapons pack installed in a Mod folder and they confirmed this to me too.
I haven't try it in single player but damn that HitmanFF, he've made a great job on our weapons pack joder. Let's C ya

Posted by: TheVipersFang Feb 18 2008, 00:50

I still really like your weapons so far. Now how about trying out some new optics?

Posted by: Blackscorpion Feb 18 2008, 13:54

QUOTE(wipman @ Feb 12 2008, 02:40) *
P.S: The cetme LC (the worst copy of a HK53K/FNC that the world ever seen) looks like this:

And the L version is the same but with a longer barrel and a full stock; is even worst that this LC version.


You do realize HK53 is a HK33 carbine which in turn is G3 in 5.56 NATO which in turn was based on CETME in the first place?

Haven't tested the ArmA pack but if it's like your OFP one... naughty.gif

Posted by: wipman Feb 18 2008, 15:33

Hi, yes i though in do custom optics for the ACOG sighted versions, but i got 2 problems with that; the 1St one is that im not a modeler and for do what i
wanted to do i'll had needed a entire square and not 4 squares models that share the same texture, and 2Nd; im not really sure on how do to transparencies
with the photoshop that later on work once converted into .paa, this is also applycable to the redish/orangeish glowing effect needed for what i wanted to do
with the ACOG T1G or whatever, so i finnaly dropped the idea, but i'll have to re-scale down the ACOG cross to make it right, but then... i think that i'll find
again the zeroing problem; that i think that may be the most painfull part of this job.
About the cetme's... the cetme A/B was based on the STGW44 internal mechanisms, but the cetme L (the worst 5.56x45mm weapon that i know about) even
beeing "a improved" version (in 5.56x45mm) the problem that it have's are the materials; they're a shit. Literally.
After fire a few bursts or even single shots, you had alot of chances to get the barrel bended, the ammount of jammings that it had was just amazing, this
was due to the loose of force in the recovering spring and even rotures, also the needle was very easy to get broke after some time if the day was cold, also
had problems with the M16A2 style magazines, some didn't worked, they had the "pestañas" too closed so this stoped the bolt there instead push the round
into the chamber; and Santa Bárbara didn't provided enough magazines to replace the M16A2 magazines. Due to the use... the springs of the magazines
don't had too enough force to push up the rounds... the aim point was not covered by it's upper side and had the tendencie to get broke with the loose of the
50m mark (a slice in the upside of it) and making you have half of the hole for 200m too; some times even loosing the whole 200m hole until it's central
diameter. And the thing goes on and on and on... the bakelite was a joke; they gave you 3 free days of you broke the grip when doing instruction, entering
in possition was the most dangerous thing for the stock, because it used to get broke. The cetme L was a tue shit.
The only ones that didn't had this problems were the ones from the 1St serie that there wasn't a big number of 'em, just a few and mostly in special forces
companys, (UOE, BOEL, GOE etc). The cetme LC (a kind of HK53K) had a bit better materials, but was a shit too.
And my 71 M4's OFP pack was "better" than this weapons pack, took me alot to make the woodland and desert camo textures plus the wasted textures, sadly
im not able of do the same camoed versions due to that i don't know anything about the UV mapping and with the chaotic mapping of the textures... will
take me more to know where goes each part, than make the camo pattern match over the surface of the weapons. And make a single colour "camo" is
not an option, at least for me. Let's C ya

Posted by: JdB Feb 18 2008, 17:08

wipman, the way you write is hard to read, please stick to a normal layout wink.gif

Posted by: wipman Feb 18 2008, 18:03

Hi, yeah sorry, the next time i'll try to write less or at least i'll do it more clearly. Let's C ya

Posted by: wipman Feb 21 2008, 13:21

Hi, yesterday i played a bit to the ArmA and when i entered in some public servers
with my own Mod folder and this weapons pack v1.2 in it... i still get an error
message that says something like: "wip_m4a1 addon not found, this mission depends
on downloadable content, the wip_m4m16 has been deleted" or something like that.
I though that we fixed that error message... i get it usually when i enter in some
Evolution Blue V2, can some other player confirm this please?, as there's only
damn Evo coop in most of the public servers i haven't try it in other coop missions;
but i think that this happens on the servers that have the wip_m4a1's but no one
knew to tell me which version they're server had. So... someone else get that error
message too?. Let's C ya

Posted by: wipman Feb 21 2008, 18:59

Hi, this is the error message that i get when always that i enter in a Evolution Blue V2 coop:

I haven't try in the Evo Red or the other Evo versions out there since most of the public servers
run the Evo blue all the time and are few those who run different coop missions.
there says: "you can't play/edit this mission because it depends on downloadable contents
that has been deleted. wip_m4m16".
But the missions and the M4's pack itself keep running without any other problem or weird thing;
someone else get that error message too when you're playing in multiplayer...?. Let's C ya

Posted by: Linker Split Feb 22 2008, 00:03

wip_m4m16 refers not to the name of the addon, but to the class cfgPathces you wrote in the config.cpp.
SO if you changed it from wip_m4m16 to another one, then you can't play this mission unless you don't edit the sqm manually with a notepad wink.gif

Posted by: wipman Feb 23 2008, 03:50

Hi, yes i know that the wip_m4m16 is on the class CfgPatches but i (we)
don't really know from where that error message comes from. What will happen if we
change that wip_m4m16 for: wip_m4a1?. It'll solve the problem and the only "problem"
with this will be that any mission made with the current and previously released weapons
version will have conflicts with this?. Or we'll just add that new problem instead fix the
error message that we get already from when we added the drop magazine thing?.
I have to say that i hate that wip_m4m16 name, it should be wip_m4a1, that sounds
better and that is easyer to rememver from what addon it comes from, it may probably
change one day. Let's C ya

Posted by: Linker Split Feb 23 2008, 10:29

if you change the name in the class cfgPatches, then mission will be affected, and the engine will tell you that there's not the required addon. So you have to open the file mission.sqm in your notepad, and change it to the new one, that's all you have to do smile.gif

Posted by: wipman Feb 23 2008, 15:35

Hi, yeah Linker, i explained me badly; i tryed to meant if will happen anything else
aside of get the same error message with the new class cfgpatches name.
So, what you're saying is that is an error message from those coop missions
and not from our weapons?, i have other weapon packs in the same custom Mod
Folder... and nothing gives any error message. Let's C ya

Posted by: Linker Split Feb 24 2008, 18:49

QUOTE(wipman @ Feb 23 2008, 15:35) *
Hi, yeah Linker, i explained me badly; i tryed to meant if will happen anything else
aside of get the same error message with the new class cfgpatches name.
So, what you're saying is that is an error message from those coop missions
and not from our weapons?, i have other weapon packs in the same custom Mod
Folder... and nothing gives any error message. Let's C ya

I'll try to explain better the situation:

You made an addon, for example a weapon pack, in which the config.cpp states the following:

QUOTE
class CfgPatches
{
class WIP_M4_version1
{
units[] = {};
weapons[] = {"list of all weapons"};
worlds[] = {};
requiredVersion = 0.1;
requiredAddons[] = {};
};
};


you see, you used the class WIP_M4_version1. Now, all the missions which will use your addon, will start with this incipit:

QUOTE
class Mission
{
addOns[]=
{
"cacharacters",
"WIP_M4_version1",
"desert"
};
addOnsAuto[]=
{
"cacharacters",
"WIP_M4_version1",
"desert"
};
..........


Now, when you update your weapon pack, in order to not have any problems of compatibility with all the missions you have done, you should leave WIP_M4_version1. If you change it in your config, then also in the missions must be changed.

so if you change it to WIP_M4_version2, then in the mission must be WIP_M4_version2 and not WIP_M4_version1.

What I can understand, considering your error, is that you updated your weapon pack, but the missions are still pointing to the old one

Posted by: wipman Feb 24 2008, 19:48

Hi, that's the weird thing, seems that all the previous versions had the same
class cfgPatches wip_m4m16 so i still don't know where the error message
comes from; i think that i'll change it for: wip_m4a1 for the next update.
This shouldn't be a big problem, as no one uses our weapons pack in MP and it
just give that error message anyways so... ppfff i don't know... . Let's C ya

Posted by: Gretter Mar 3 2008, 22:58

I'm new to hosting Arma, so be gentel.

Anyway - I'm going to host Evolution V2 so that 2 friends and I can play over internet. I added your weapons pack, and get the error you describe: "wip_m4a1 addon not found, this mission depends on downloadable content, the wip_m4m16 has been deleted"
- but it should work fine, right?

Do I have to use a special class of soldier to get the weapons, or get to a high rank? I played to 50 points with Assult, but can't get the weapons.

I don't suppose I installed it wrong. I just copied the addon file to Arma/AddOns

Posted by: DaV!d Armstrong Mar 4 2008, 00:31

This is a good addon.This is my opinion! But now i have really enough of the whole m4/m16 packs (roberhammers,wipmans) they are good,but it became boring for me.Now we need more AT or AA launchers.Static guns,what ever,but no m4/m16 or ak's pls.A minigun like on terminator would be also fun,really..

Posted by: wipman Mar 4 2008, 18:39

Hi, Gretter, my weapons pack works even when the EVO and some other MP missions
tell you that they've been deleted; HitmanFF is working on fix that damn error message
but we haven't found yet what causes it. For use this weapons pack you've to do it in
the editor and put a wip m4a1's ammo box in the map and try 'em there or put this
in the units Init Box: "removeallweapons this; this addmagazine "whatever";this addweapon "whatever";"
to get you're units armed with our weapons.
David, i guess that you know this already, but im not an addons maker or even a texturer,
im just a player; i only thought for a while in do a LMG's & GPMG's pack and add it a
pair of M24's SWS in desert and woodland with the ejection fixed and maybe the MP5's
resized a bit up to have they're real size or at least... a size closer to they're real life
size, maybe also change they're sounds, but i've dropped booth ideas. Let's C ya

Posted by: wipman Mar 6 2008, 15:55

Hi, it works; many thanks Q1184.

- UPDATES:
* Fixed MP error message (thanks to Q1184).
* Changed classname from wip_m4m16 to wip_m4a1.

http://www.yousendit.com/transfer.php?action=check_download&ufid=DC04F84409A310CF&key=a29bf6ee8a95983026f1c07bb28d950163f17cec


Let's C ya

Posted by: SaS TrooP Mar 6 2008, 16:17

Downloading and checking

Posted by: Deadeye Mar 6 2008, 19:13

Mirror updated smile.gif Good job !

Posted by: wipman May 26 2008, 11:15

Hi, i've been thinking in add LAM's to all the current M4 variants and also the M16A4's
also to add two M4A1-CQB (M203) and M4A1-CQB (M203-SD) too, something like this:

But there isn't anything definitive yet, i should work on the MG's pack and also in the M24's
pack with the resized MP5's instead those damn keyring MP5's that BIS gave us. Let's C ya

Posted by: Stavrogin1980 May 30 2008, 17:09

not tired of playing with that BIS stuff?.. rolleyes.gif
Remember that the best weapon packs in OFP (Wip's M4s smile.gif Laser's US weapons, SJB pack) were ALL based on CS models smile.gif

Posted by: wipman May 31 2008, 17:04

Hi, remember that the weapons that i did for the OFP were based on CS models brought to us
by the Weapons Master INQUISITOR; and i just used the INQ M4 Constuction Kit for assemble
all the weapons that with the big big help of DSA Drill Sargeant we released for the players.
Due to that i've loosen contact with DSA Drill Sargeant and that im a townfolk... ain't got the
required skills to make ArmA compatible those models and overall the textures that were like
x18 512x512 textures, but due to the way that were mapped i was able of make those 3 camoed
versions (woodland, desert and wasted and scratched) thing this that due to the painfull textures
mapping on the BIS weapons... i can't do the posible camo patterns match, due to that some parts
are smaller than others... some parts are pointing up while others are pointed orizontaly... and
the UV mapping; that ain't got any puta idea on how that shit works. Bring back my dear ol' OFP
WIP-M4A1's pack to the ArmA is not an option, for all this reasons and some more. Let's C ya

Posted by: Stavrogin1980 Jun 19 2008, 07:58

"and the UV mapping; that ain't got any puta idea on how that shit works" - is that the main problem?

Posted by: wipman Jun 27 2008, 08:25

Hi, yes Stavrogin, that and the texture parts map, that don't allows to make standard camo
patterns over the weapons and then make the pattern match on all the M4A1's small parts.
So i guess that i'll never gonna do any camoed M4A1 again. Let's C ya

Posted by: pumpkin Jul 12 2008, 10:14

Wipman !! you're my first weapons supplier since you release you're first marvellous addon on OFP !! 1 000 000 thanx from my small specop squad (wife, boy and I) !!

signed: a grateful M4/Acog/M203/silenced user

Posted by: wipman Jul 13 2008, 17:46

Hi, thanks, it's nothing. I did the best that i could for you, me and the rest of the players; but sadly...
seems that the update that i had planned for the M4's pack gonna have to wait, our/my config writer
is dissapeared, bussy or MIA; i don't know as i don't have a word from him, so soon i'll ask for get
help from someone else to make the config of the v1.5 weapons and to write or modify a (USMC) units
config rearmed with our weapons and BIS weapons too. Let's C ya

Posted by: wipman Jul 17 2008, 17:27

Hi.


http://www.yousendit.com/transfer.php?action=check_download&ufid=RXNpRGw0eDNCMTVFQlE9PQ&key=a894b2f1df169c48a0beedb5cfe9cb56622f5839&bid=Q01Gd0VPYStrYUN4dnc9PQ

Sadly the replacement pack can't be added to this release due to
that when the M4GL is replaced by the wip_m4a1ironm203, the M4GL
keeps using the BIS ACOG sight when you hit MB2, so i haven't added
it due to that; i haven't added the units that i wanted to add due
to unspected changes in theyr config, so... we gonna still have to
add an ammo box in the editor to try out the new weapons. Have
fun and thank I0n0s this last update, he's who made it work. Let's C ya

Posted by: Deadeye Jul 17 2008, 17:50

Great !

ArmedAssault.info Mirror :

http://www.armedassault.info/download.php?cat=addons&id=339

Posted by: wipman Jul 18 2008, 21:59

Hi, this are the right classnames for the v1.5 weapons pack:

+-+-+-+-+-+-+-+-+-+
WIP-M4A1 Pack v1.5
+-+-+-+-+-+-+-+-+-+

Weapons:
---------------------------------+
wip_m4a1iron
wip_m4a1iron_sd
wip_m4a1ironm203
wip_m4a1ironm203_sd
wip_m4a1acog
wip_m4a1acog_sd
wip_m4a1acogm203
wip_m4a1acogm203_sd
wip_m4a1aim
wip_m4a1aim_sd
wip_m4a1aim_m203
wip_m4a1aim_m203_sd
wip_m4a1cqb
wip_m4a1cqb_sd
wip_m16a4aim
wip_m16a4aim_m203
wip_m16a4dmr
---------------------------------+

Let's C ya

Posted by: AndreAce Jul 19 2008, 14:07

¡Gracias, jefe! Cojones muy grande thumbsup.gif

Thanks again for your great work for ArmA.I am sure that I will have less fun in gaming without your addons.

Posted by: wipman Jul 25 2008, 20:30

Hi, the wip-m4a1's pack v1.6 it's ready for release, done and working.

Changes:
- Added Models.cfg file.
- Added AN-PEQ2's Laser Beam to all the models.
- Added Replacement pack.

Something makes that the replacement that i did (with the i0n0s support)
don't works, could be the 6Th Sense Pack 1... the Red Fix v1.1... or just
that i still beeing the same asshole that i've always been or God knows...
i've 1.000 mods and addons installed so... i don't know what's wrong; if
someone find the answer... feel free to tell me what's wrong & we'll do
whatever we could to fix it ASAP. Let's C ya

Posted by: wipman Jul 28 2008, 09:28

http://www.yousendit.com/transfer.php?action=check_download&ufid=Smp2ZXQ1bWdHa05FQlE9PQ&key=644707fb211557773fd4c2bcae1dfe224366f990&bid=Q01IS3d2YWIzS3J2Wmc9PQ


UPDATE:
---------------------------------------------------------+
- V1.6
- Added a Laser Beam to the AN-PEQ2.
- Added M4A1 CQB/ACOG.
- Added M4A1 CQB/ACOG SD.
- Added Replacement Pack.
---------------------------------------------------------+
KNOWN BUGS:
---------------------------------------------------------+
- V1.6
- AN-PEQ2 Laser Beam always visible (only for the carryer).
- Trigger don't stay backwards in Full Auto.
- Not riseable M203 flip up sight.
- Bolts and Grenade Launchers are not animated.
- Don't leave empty shells in the ground.
---------------------------------------------------------+

Let's C ya

Posted by: Kenwort Jul 28 2008, 14:11

Wipman why don't you post an actual screenshot of your weapons not some poster that gives people a wrong impression. And it would be more easy for news posters. wink.gif

Posted by: JynX Jul 28 2008, 17:43

It's not the picture that caused the problem with the news it was the download file, the FTP doesn't like apostrophes in file names so it wouldn't update the addon.
I like the pictures means people will download it to see what its like instead of just bumping it off on the basis of a 200x150 picture.
Personally I really like Wipmans M4A1 pack and it's a required addon for ISE members smile.gif

Posted by: pumpkin Jul 28 2008, 18:44

Even if I was a little bit disapointed by smallness of the sight with your ACOG TA31F (since version 1.5), it seems that it has the good scale (according to this picture of the old TA01NSN)

and it's a very precise scope. But could you "upgrade" your TA31F to the TA31RCO (with horizontal scales to left and right, see below) ?

For now, I found quite difficult to shoot running soldier without points of reference. Otherwise, you weapons still remains my favourites !

Posted by: Helping Hand Jul 28 2008, 19:30

That's developed for the Marine Corps IIRC specifically.

Posted by: wipman Jul 28 2008, 22:53

Hi, may be some day i may take the time to make the sight (made by NonWonderDog)
much more closer to the real one, but that don't gonna be rightnow and im not sure
if i gonna ever do it. Let's C ya

Posted by: JynX Jul 28 2008, 23:13

No plans for eotech sights Wipman? would make an excellent addition to an already great pack

Posted by: wipman Jul 29 2008, 00:52

Hi, i wouldn't mind to ask someone for a nice model of a Eotech sight, but the bug
with the box for the paralax effect keeps me away from doing it; but will be enough
for me to have 1 of those Eotechs with the BIS Aimpoint glass & a custom reticle
inside. Let's C ya

Posted by: wipman Aug 4 2008, 19:14

Hi, i've revised our Replacement Packs and i've made two separate
ones, one that's Red Fix v1.1 compatible and other for the players
that don't use (for some reason) that addon/mod.

http://www.yousendit.com/transfer.php?action=check_download&ufid=Smpzek9pOC8rV3hjR0E9PQ&key=62502a9b7e1133c0e47485dfd7df5a61e0694f48&bid=Q01FblRwMGtEbUkwTVE9PQ

The changes on booth replacement packs are:

- The BIS M4A1 it's again a CAR-15 look alike M4.
- Fixed M16A4-DMR Display name.
- Added theyr own optics to the m4a1_acg_m203 & m16a4dmr.

& that's all; have fun. Let's C ya

Posted by: wipman Aug 27 2008, 12:14

Hi, for the next update if i ever get to make the laser beam of the
AN-PEQ2 work as it should (green for daylight and other red for night time)
i also gonna make our own "weapons crate" that will look like this:

I was also thinking in add one of those silly "under parental advisory"
stickers, aka: Tipper Stickers. "Thanks" to the Al's Gore wife. Let's C ya

Posted by: wipman Oct 2 2008, 11:24

Hi, lately i've been thinking in make some updates on our M4's pack, like remove the night time laser and add the (green) day time one, and add some
more M4A1 versions without RIS and with the x20 rounds mag, plus add that custom ammo box too; this is how the new weapons will look like in case of
finnally do this update:



Let's C ya

Posted by: pMASTER Oct 4 2008, 16:33

Looks really good! thumbsup.gif

Posted by: wipman Oct 12 2008, 18:34

Hi, today with the unstimable help from i0n0s, we've updated our weapons pack; and here it's:

http://www.yousendit.com/transfer.php?action=check_download&ufid=R3oweUNNckk3N0JjR0E9PQ&key=d6dabd00fa871d9537d2c1728ec9c86a4e398b0c&bid=Y2o5d0VERndTRTVFQlE9PQ



File Mirrors will be as always apreciated. Let's C ya

Posted by: Deadeye Oct 12 2008, 19:36

Thx for the info !

ArmedAssault.info Mirror updated :

http://www.armedassault.info/index.php?cat=news&id=1384&setlang=en

Posted by: wipman Oct 13 2008, 01:49

Hi, sorry guys, but we screw it up with the replacements; here are the fixed/working ones:

http://www.yousendit.com/transfer.php?action=check_download&ufid=R3oweUNNNDIzeUkwTVE9PQ&key=c2faa4c058fe44ad08f302588aa4e49a013fbc6f&bid=Y2o4clVGT01ZY1JFQlE9PQ

Let's C ya

Posted by: Deadeye Oct 13 2008, 10:35

added the fix to the download archive and informed the vistors in the news.

Thx Wipman !

Posted by: wipman Oct 13 2008, 11:19

Hi, thanks to you Deadeye & the rest of the crew, for host it & for fix our mistakes.
ViperFangs has said that the wip_m4e3 (the CAR-15, M177E3 look alike weapons) have a GL that fires to the side?, i haven't seen anything about that...
and i can ensure you that there isn't any GL memory point on those weapons; so i don't really what could be going on there, but if someone spottes more
bugs, don't forget to tell us about, please, so we can (try to) fix 'em. Let's C ya

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