DayZ
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MoreGuns
 
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568.290 MB
Feb 24 @ 6:43am
Apr 3 @ 9:54am
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MoreGuns

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Description
MoreGuns

Support channel for this mod: https://discord.gg/nPXHv9C

MoreGuns is a well named mod that attempts to increase the armory of DayZ even further than it is now, while maintaining as high of a level of quality and polish as currently possible with the current modding support. Overtime MoreGuns will evolve into MoreDayZ as we branch out from guns to new optics, locations, vehicles, attachments, and as much new and fun content as possible, so keep your eyes peeled on the update changelogs. First content update will hopeufully be soon and bring in some more new optics.

Currently, these are the additions MoreGuns brings to the game:

SB PMII 25x Sniper Scope: A new scope with a very high magnification level. Defaults to 12x, can zoom up to 25x. Class name: SniperOptic

AWM: A very iconic weapon, the AWM, a bolt action rifle fed from a 5 round magazine. Can take any rail mounted optic, and the new scope brought in by the mod. Class names: AWMreal and Mag_AWMreal_5Rnd

Karabiner98k: Another iconic weapon. Currently, the Kar98 has no attachments. Class names: Kar98real

M1A SOCOM 16: The M1A, a civilian variant of the M14. This one features a short barrel, and a small mount for traditional rail optics, however it is too short for a longer optic like the 25x. So it also has a mount you can add to allow you to affix the 25x sight. Comes with 10 and 20 round mags. Class names: M1A, M1A_RailAtt, Mag_M14_10Rnd, Mag_M14_20Rnd

M16A4: The M16A4, the latest and greatest widely used variant of the classic M16 rifle. Unfortunately the burst fire does not work, but I hope to maybe fix this someday, or hopefully the devs will add functioning burst fire to the game themselves. Class names: M16

Mk22 Mod 0: This is a very neat little gun, originally created for Navy SEALs to dispatch guards and guard dogs as quietly as possible. It features a very short suppressor with internals that where made of rubber and neaded to be replaced after a handful of shots. It also has a slide lock to prevent the slide from cycling and making sound there as well. Though currently, the slide lock and supressor are not in as I have not gotten those mechanics working yet, but soon enough they will be. The slide lock will be crafted with the gun to create one with a slide lock, and it will also be removable. The suppressors will only last for about 60 rounds before going to ruined. Class names: Mk22, Mag_Mk22_14Rnd

MP7: The MP7 is an SMG firing new 4.6x30mm rounds, at an absurdly high firing rate. Currently only has 40 round mag, will have more eventually. Class names: MP7, Mag_MP7_40Rnd

FN SCAR-L: The SCAR-L, has it's own 20 round mag, and also takes stanag mags and PMAGs. Class names: Scar, Mag_SCAR_20Rnd

Stechkin Automatic Pistol: The Stechkin APS is an automatic pistol, with a 20 round mag. It can be affixed to a stock, or stored safely within the stock. The stock reduces the recoil substantially. Class names: StechkinAPS, Mag_APS_20Rnd, APS_Buttstock

VityazSN (PP-19-01): This gun is basically a 9mm AK variant. It's neat feature is that it has both a traditional picatinny rail as well as the AK mounting system, so you can attach most optics to it! Class names: VityazSN, Mag_Vityaz_30Rnd



KNOWN ISSUES:

M1A: Bolt does not animate properly, only the charging handle does. This is temporarily intentional, because the way the M1A/M14 bolt works, is it isnt a direct translation back, the bolt actually rotates, then shifts downward. Due to the way custom guns are currently done in DayZ, I have to inherit off of other guns, and use their animations. So when the bolt is properly set up to animate, it inherits the animations from the SVD, which is a direct bolt translation backwards. This causes the bolt to clip through the reciever into your FPV, and looks *really* bad in my opinion. So for now the bolt has been deactivated. Very sad to do, but I had to pick the lessar of two evils.

AWM: The bolt leaves the gun. Very similar issue to what I mentioned on the M1A sadly.

M16A4: Same folding optic issue as mentioned previously for the SCAR.

Stechkin APS: The APS won't be using it's iconic cutaway mag that displays rounds because, again, DayZ doesnt have the animation sources to dynamically show bullets in the magazine depending on how many there is. So I feel as though it looks better with the mag it has that you cant see the bullets inside of, because in my opinion, having the mag always show empty, or always show full regardless of how many rounds are actually in it looks dumb. Again, when BI makes it possible to fix this, I absolutely will!

COMING SOON:

Custom sounds for several of these weapons. Medium to Low Priority.

New Optics: Low priority, somewhat high for some. Expect the Holo, and 2x red dot within next few days, next two weeks at most. The Elcan 6x, HAMR 4x with red dot, and *maybe* a flipover magnifier are long term goals for the optics.

MoreMoreGuns: High priority on a select few, otherwise somewhat low.

Make sure to join the discord linked above and keep an eye out on the #Showcase channel for some sneak peaks at new guns, I usually only really share stuff there.


Donations
Anything I receive from donation will likely be put right back into mods we make as I am constantly looking for new assets, or at the very least will help me recoup the money I've spent so far on assets (As of writing this, I've spent a total of $330).

[www.paypal.me]


Special Thanks!
Thank you to Busiedbat306 for donating the costs of the Karabiner98k
Thank you to SierraRSV for donating the costs of the M16A4! Terribly sorry that I couldn't get Burst working for now!
And a MASSIVE thanks to WiiDevil from BWAF (Blue Waffle Attack Force, https://discord.gg/8bRqJcB check them out!) for being *very* generous. A lot of these guns wouldn't be in right now if it weren't for him!
Popular Discussions View All (5)
31
2 hours ago
Feedback thread! Suggestions, bugs, things you like, things you don't like.
Not A Banana
18
Apr 17 @ 3:23am
Servers that host this mod
Not A Banana
5
Apr 11 @ 2:43pm
Bug
Caniac
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145 Comments
E"DogFooD_InwGOD 10 hours ago 
How to set up a gun drop

Not A Banana  [author] Apr 16 @ 9:04pm 
Yes
Benni Apr 16 @ 8:28pm 
Is the Stechkin fully automatic in this mod?
Not A Banana  [author] Apr 16 @ 5:15pm 
@Skaidri Dunno what to tell you, I know it works, I was just playing with one earlier and killed a guy on full auto.
Skaidri Apr 16 @ 2:52pm 
I've arelady tried this. I was like 1 m. away from big wall and there was no bullets. You should check that.
Not A Banana  [author] Apr 16 @ 1:44pm 
@Skaidri It's a bug with how the game handles recoil, your bullets are going way above your sights, try aiming a bit low.
Skaidri Apr 16 @ 1:29pm 
mp7 full auto seems to be glitched. Full auto from that gun=only 1-2 first bullets came out from gun. Next bullets just disappear. Everything works fine only on semi-auto mode
MikeHavliczek Apr 16 @ 9:13am 
Hey man, i love your mod. It seems that silenec doesnt work on SMGs. If you fire a single shot with Vityaz or MP7, whole city od zombies start running towards you, which is weir, even supressed rifles with higher calibre doesnt agro zombs from so far away. We use your mod on our custom server, maybe i did something wrong?
NeuroticJade Apr 14 @ 6:48pm 
beretta m9 soon?
OnionOfShame Apr 12 @ 10:21pm 
Please add a suppressor to the Mk22! At least the standard Pistol Suppressor, at least temporarily until you can get around to programming the special suppressor and slide lock