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You don't even try to fix bugs and problems...
Hi, if you still maintain this mod, please consider this suggestion:
For the maximum compability for WW2 rifles (98K, Mosin, M1903A4, etc) and grenade launchers (M203, GP25, MM1, M32, China lake), those magazines and clips with less than 8 rounds (M1 Garand) should not be spawned when doing dry reload (empty mags pulled out). It will be wired to see unused clips with bullets and unused grenades (eg. M433 HEDP) generated around soldiers. I know the Lee Enfield rifles can load 10 (5x2 in real life ) rounds clips, but modern SVD and M107 still use 10 rounds mags. So Lee Enfield may be ignored saddly.
After the collapse of the building, all magazines dropped on the second and higher floors will remain floating in the air - {LINK REMOVED}http://i.yapx.ru/VZ8Un.jpg
BIS solved a similar problem with dead bodies and even other objects in recent updates, @author now you should also try to solve it. Please try!
Sorry for not being able to fix the problem you mentioned and thanks for the feedback, again.
The models and some functionality regarding vanilla weapons were still in beta when I've made the last update to mod, and that is probably the reason why you are having such issues. Been a long time.
Good news is I got arma 3, arma tools, everything downloaded / installed and I will update this mod along with some of my other mods soon.
Thank you for your feedback, have a good day sir.
Wish you all the best! <3
Much love to you all
Error in expression <achedObjects _unit;
[{
detach (_this#0 select _this#1);
deleteVehicle (_this#0>
Error position: <select _this#1);
deleteVehicle (_this#0>
Error Zero divisor
File goko_simulate_mag\functions\fn_particle3D.sqf..., line 57
The 'magazine' for tube fed shotguns should be left out as well. The shotgun shouldn't eject cardboard on reload.
Other than that, I always use this mod.
I. This mod doesn't drop magazine unless it is empty. So you either have to have some other modifiers (official or non official game altering stuff) for that to happen or something else..I mean: you don't have "actually infinite amount of magazines" in A3 unless you cheat/modify default magazine classes.
II. I haven't played the game for months so I don't know but good to know everything is still compatible. I should remove compatibility options in the next update, thanks for the heads up.
III. Mod won't / can't do what you have asked because A3 don't have animation precision nor classes for animation timings such as 'reload anim'. So each 'drop' happens random for: pistol, rifle or some other mod weapon; I had to come up with a sloppy but universal solution.
You don't need to credit me if you wanna make a spin of it, just don't name it "reworked" or some shit like that.
- Could it be possible to not drop magazine when he is not empty ?
Cause actually you can have an infinite amount of magazine to the ground without losing actual mag. It's a bit strange.
- Now bohemia have proxy mag for his mag so i think you could remove them from the list ^^.
- Could it be possible to have the mag dropped from the hand at the moment it should be dropped.
Cause actually you have all the animation of reloading and ""magically"" the mag drop from the left hand when the animation is done.
So if you don't want/have the time to do all this can I make a "reworked" version with you credited ?
Cheers :).
I would like to add this to a mod-pack for my unit, is there any chance I could get your permission to use it?
have fun.
@tommiegun
no worries, no problem.
Would you be willing to allow my community to include your addon bundled up in our community modpack for a mission? Of course credits will be given to you. If not I completely understand.
Thank you.
it is now perfect again...
the mod works perfect again
sorry for bothering you with this my friend....
and thanks for looking into it...