Author: strac_sapper
Author Website: Requirements: RH MGS weapon pack, RH Mk18 Pack, Arma 2 Version: 0.5 Signed: Yes, serverkey included Short description: This addon replaces the BIS Mk17 CCO and M14 Aimpoint with RH's excellent SCAR H ACOG and Mk14 mod 0 ACOG models from the Metal Gear Solid weapons pack for OA/CO. |
if you could replace weapon itself in all variants.
thats would be great
bytheway mission "LASER SHOW" mk17 ccoo SD conflict with your .pbo
Ahh, thanks. I will have to look into that. What is the error message?
I have tried it and have found no issues at all. Perhaps you resumed a previous game?
This issue is fixed in v0.3. It overwrote the CCO optics with ACOG, so this gives a reason to replace the BIS mk17 CCO SD with RH's excellent SCAR H ACOG SD.
Well it seems that the mk14_acog was only added to the box's? Because it doesn't replace my m14_acog, it makes my guy hold the m14_acog like hes holding a assault rifle. Then if I look in the ammunition crate theres a m14_acog toward the top of the list, then when I scroll down to the scars there's the mk14 so im not sure what weapon its replacing. But its not the m14_acog.
Or if I took more time paying attention I would have saw it say's m14_cco but it messes up the animations for the m14_acog regardless.
It replaces the BIS M14 Aimpoint (AIM) with the RH Mk14 mod 0 ACOG. This replacement occurs everywhere. This should touch nothing else: RH's ammo box's will not have this in them, only the US Special Weapons box will. The RH M14 ACOG is unaffected by this mod, as are all of RH's weapons. Also, if you look at the special forces operator (M14) the BIS M14 AIM should be replaced by RH's Mk14 mod 0 ACOG.
If you look below the Mk14 has a handle, which the model accurately represents, while the M14's do not, which are separate animations. Are you seeing them look the same? I've tested it and found no issues with any of the animations for any of RH's M14's, Mk14's, M21's, M39's. Do you have another replacement mod in place for M14's?
Please let me know what to look for so that I can fix the issue if there is one.
There is a difference between BIS M14 animations and RH's M14 animations. RH has the trigger hand slightly more forward so that it looks like it is actually pulling the trigger. The left hand is also slightly more forward, but not much. This is the only difference I have detected. If you feel this is wrong, please see the link below to RH's site and let him know you dislike it. I think it is actually better.
http://i735.photobucket.com/albums/ww359/jerlsp1/nvnvn.jpg http://i735.photobucket.com/albums/ww359/jerlsp1/nvn.jpg That's what I'm talking about.It changes the cco(aimpoint) model but does this to the m14_acog model.That m14_acog might be from ace because my delta guys don't carry the aimpoint version they carry that one in the picture. http://i735.photobucket.com/albums/ww359/jerlsp1/ArmA2OA2012-01-2322-03-27-63.jpg http://i735.photobucket.com/albums/ww359/jerlsp1/ArmA2OA2012-01-2322-03-09-79.jpg http://i735.photobucket.com/albums/ww359/jerlsp1/ArmA2OA2012-01-2322-02-07-52.jpg
Ah thanks. What is happening is they are using the standard M14 animations for their weapon, while the replacement overrides that; hence it is a "replacement". There is no way around this except for them to not use the M14_EP1 as their base, or at least redefine the animation in their weapon.
why this ACOG with this error when you turn the char?

the laser does not work.
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