v3.3 Additions This is a very small update. Nothing really significant. I prefer to release a new weapon with this, but I haven’t had the energy to make one as of late. However, after watching Tears of the Sun, I felt like putting the Handguards on the M4. So, I have updated that model and its attachments. To avoid multi-player problems, I took off the ironsights for the Mk12. I was also able to lower the Aimpoint slightly and still keep the aiming correct. This is a bit more appealing then the “tall” Aimpoint in previous releases. Finally, I made a new ret for the ACOG after seeing some more realistic images of what it is suppose to look like. M4A1 ·added handguards Aimpoint & ACOG ·lowered the Aimpoint as much as possible to be a bit more appealing and realistic ·adjusted the ret for the ACOG to be closer to real life v3.2 Additions Another small update. Mainly just fixing some visual things with the M4. Not really worth realesing on its own, so I added a new pistol to the mix....
v3.3 Additions
This is a very small update. Nothing really significant. I prefer to release a new weapon with this, but I haven’t had the energy to make one as of late. However, after watching Tears of the Sun, I felt like putting the Handguards on the M4. So, I have updated that model and its attachments. To avoid multi-player problems, I took off the ironsights for the Mk12. I was also able to lower the Aimpoint slightly and still keep the aiming correct. This is a bit more appealing then the “tall” Aimpoint in previous releases. Finally, I made a new ret for the ACOG after seeing some more realistic images of what it is suppose to look like.
M4A1
·added handguards
Aimpoint & ACOG
·lowered the Aimpoint as much as possible to be a bit more appealing and realistic
·adjusted the ret for the ACOG to be closer to real life
v3.2 Additions
Another small update. Mainly just fixing some visual things with the M4. Not really worth realesing on its own, so I added a new pistol to the mix. Heckler and Koch’s Mk23. Socom .45ACP. A little heavier then the pistols provided in the game, but with more stopping power. Also added some new ScarL / H sounds thanks to a video of FNH weapons training provided by Arethusa.
Hk Mk.23 SOCOM .45 ACP
·12 round mag .45acp
·single fire mode pistol
·sounds taken and tweaked from Ghost Recon
·standard suppressor attachment
M4A1 / M16A4
·adjusted the barrel size of the M4 to line up better
·adjusted the front sight of both weapons
Aimpoint & ACOG
·scaled the Aimpoint up slightly
.increased the zoom of the ACOG
Scar L / H
·increased the damage of the Scar H
·added new sounds for both weapons
·if you want to use the old Scar sounds, just
delete these from the mod folder after installation
v3.1 Additions
This is a small update to address a few minor issues. The reticle for the Mk12 was a little too big in the initial v3.0 release. I was a bit excited to release the weapon and neglected researching the proper look for the ret. Once again, thanks goto Zoot86 for pointing out the blunder and providing some reference material. This ret feels much more realistic and I always did feel the first one was oddly large.
I’ve also tweaked the M4 unsuppressed sounds. I loved the Original Ghost Recon M4 sounds, so I started with those. Then mixed in some loud M4 sounds with a distant one shot echo. They are pretty balanced, but a little less loud and angry as Jeff Moore’s in previous releases. However, some people may prefer those, so I have included both. I did remove the two variations that were a bit distorted. If you would like to use the old M4 sounds, simply go into the sound dir of the mod and rename the bp_m4v2 dir to bp_m4v2_new, and bp_m4v2_old to bp_m4v2. Basically switch them. You can actually named the unused sound dir to anything you like, but the one you want to use has to be called bp_m4v2.
Sorry to have a point release so soon after the intial one, but I felt this little changes could make a big difference in the quality of the mod and wanted to take care of them. If you find any other issues or concerns please feel free to contact me but also check the list of “known” issues before telling me an M16A4 doesn’t have a full auto mode : ) Thanks and enjoy!
v3.0 Additions
This is the third major update to this M4 mod. With each new weapon I have increased the version number to a whole number. In this case, three. The new weapon is a light sniper rifle, the Mk12 Mod 0 SPR - Special Purpose Rifle. It is based on the AR15 recieverwhich all of the weapons in this mod are based on. It is a semi-automatic fire, accurate weapon with a Leupold MkIV Scope and Mil-dot sight reticle. It’s always been a favorite of mine since I first saw it in Ghost Recon2 for the Xbox. I have thought aobut changing th e name of this mod to reflect more then just the M4, but I cannot bring myself to do it and have grown fond of the version numbers for some reason.
Special thanks to Bat21 and Blue for helping test this out in multiplayer.
Mk12 Mod 0 SPR
This is the new weapon system added to the mod. It is a semi-automatic fire light sniper designated marksman rifle.
·20 round mag
·semi auto fire mode
·sounds taken and tweaked from Ghost Recon: Island Thunder
·suppressor attachment
·bipod attachment - increases stability
·custom scope with mil dot ret
·ironsights available but scope is default
·adjusted script so your ai teammates treat the weapon like a sniper rifle
Intro Animations
Created new intro animations for each weapon individually. All sounds take from the original Ghost Recon sound directory.
M16A4
With v2.0 I brought in an M16A4 and changed the weapon and attachment ids of all my models. This caused some hiccups in multiplayer games which Bat21 helped to debug and narrow down. The problem was related to the RAS: Handguards and id numbers, or some combination of the two. As a