Arma 3
Mk 12 Mod 0
36 Comments
charliehanson26 Sep 30, 2022 @ 3:08pm 
when i use these rifles you cannot hear the gas sounds
Hipfire_Magee Sep 29, 2021 @ 10:21pm 
Any update on the MK12 mod 1?

LanceCriminal86 Sep 30, 2020 @ 10:07pm 
@Coyote YEETerson Incorrect. They were built on Colt, GM Hydramatic, and H&R M16A1 lower receivers with full-auto 2 stage match triggers.

I don't know that any of the mods for A3 have ever entirely gotten them right. Lots of ports of guns and textures from other games, parts modeled wrong, scopes waaay wrong, not mounting the right suppressor correctly, etc.
Coyote YEETerson Sep 20, 2020 @ 10:42am 
Hey.
IRL I believe that this rifle does not have a full auto feature. Can you update the mod to remove full auto pls?
Nemo  [author] Jun 22, 2020 @ 4:21pm 
No worries. Ya, I've really bummed up my schedule. Update is still in the pipe. I've got one more project I absolutely have to knock out before I finish the update.
Flas Jun 22, 2020 @ 4:10pm 
Hey, loving your mods! I hate to be one of "those guys" but you said the re-release was scheduled for last month, is there any update on that? I'm quite excited and keep checking back every few days. No rush, just curious if it's still in the works!
Morales Apr 14, 2020 @ 11:50am 
sweet
Nemo  [author] Apr 14, 2020 @ 11:23am 
During next month.
Morales Apr 14, 2020 @ 11:04am 
eta on the re-release?
Predator14 Feb 29, 2020 @ 1:33pm 
Ok thank you and make some wonderful texture and animation please, need it in 2020 to be up to date!
Nemo  [author] Feb 29, 2020 @ 10:10am 
A re-release is in the works.
Predator14 Feb 29, 2020 @ 9:56am 
where is à patch ?
Foxon3 Nov 3, 2019 @ 7:33am 
Was wondering if we would see a Mod 1 at some point?
insan115 Oct 22, 2019 @ 3:37pm 
I'm just wondering if you are still planning to add SOPMOD stock version as you said in July??
crabe Aug 25, 2019 @ 6:33am 
Missing File Summary
AEM_Suppressor.p3d : \mk12\data\suppressor\aem.rvmat
mk12.p3d : \mk12\data\mk12_plastic.rvmat
mk12.p3d : \mk12\data\mk12_metal.rvmat
Marius Aug 11, 2019 @ 1:46pm 
I see. So the 20rnd mags are not planned on being usable by other 5.56 STANAG compatible guns? May I ask why?
Nemo  [author] Aug 9, 2019 @ 6:02am 
@Marius The current setup of the magazine wells is intentional.
Marius Aug 9, 2019 @ 2:29am 
You should add this (or simply change your magWells declaration a bit) to your config:

class CfgMagazineWells
{
class STANAG_556x45
{
GTR_Magazines[]=
{
"gtr_mag_20Rnd_556x45_M855A1_Stanag",
"gtr_mag_20Rnd_556x45_M855A1_Stanag_Tracer_Red",
"gtr_mag_20Rnd_556x45_M855_Stanag",
"gtr_mag_20Rnd_556x45_M855_Stanag_Tracer_Red",
"gtr_mag_20Rnd_556x45_Mk318_Stanag",
"gtr_mag_20Rnd_556x45_Mk262_Stanag",
"gtr_mag_20Rnd_556x45_M200_Stanag"
};
};
};

This will enable other STANAG compatible rifles to use your 20rnd mags. Right now you declared your mags as a completely separate magWell, instead of a subgroup under 5.56.
Nemo  [author] Jul 31, 2019 @ 8:25am 
@DeathMetalNinja I do plan to add a version with a SOPMOD stock. It will probably be added this week actually.
DeathMetalNinja Jul 31, 2019 @ 4:44am 
Hey man nice work glad someone finally made a MK12 at last!
I agree with Marius the paint texture is a bit flat atm.
Will this be the only version you make or do you plan to add modern sopmod stocks/Grips, Bipod combo and/or the mod1? Great stuff either way. ;)
DeadPixel Jul 10, 2019 @ 4:52am 
@Marius Soon ;-)
Marius Jul 10, 2019 @ 2:44am 
Nice work, been waiting for a standalone SPR myself.

Some things you could improve:
- double the texture resolution
- improve details on desert texutre, currently a bit flat
- improve the normal map for scratches, they look a bit dull, almost painted on

I like the rest.
Fimpen Jun 24, 2019 @ 6:49am 
Awesome work man! Been waiting for a Mk 12 for ages.
klayman Jun 23, 2019 @ 10:01am 
@wookiejedi its because CSAT has armor in their clothers, they are OP
Many things depend on ammunition you use
Wookiejedi Jun 23, 2019 @ 5:29am 
Really nice! I think damage is a little low though. From 200mtrs it takes about 4 shots to drop a CSAT infantryman
pl4nk Jun 23, 2019 @ 3:06am 
Nice mod! An idea would be to make a little Mk12 mod with both the Mk12 Mod 0 and Mod 1, and some camoflagued variants.
GrizzlyBear83 Jun 23, 2019 @ 12:13am 
@-(GC)- Nemo Cool, but is it just me or can't I use RHS 30 round STANAG/PMAGs anymore?
Blutze Jun 22, 2019 @ 10:47pm 
MagWells inheriting from each other doesn't work properly. You also don't need to create your own at all - just use BI's or CBA's STANAG well and add your mags to it.

Oh, and RHS is gonna add their own 20 round mags soon.
Griz Jun 22, 2019 @ 8:26pm 
been hoping someone would make a nice Mk12. can't wait to check this out.
Nemo  [author] Jun 22, 2019 @ 12:15pm 
@GrizzlyBear83 Thanks for the heads up. I have now patched those issues out with this last update.
GrizzlyBear83 Jun 22, 2019 @ 6:29am 
No sound for the bolt catch release on reload. ACE dependency (mags and muzzle brake I believe), which was never stated regarding mod dependency. Other thant that, great gun.
Nemo  [author] Jun 21, 2019 @ 7:23pm 
@Texastopgun13 Appreciate the kindness. At the moment there are still some things I would like to improve on this weapon first before expanding to the mod 1. Particularly I need to fix some issues with the way the textures are being rendered. Once that's out of the way I'll approach the mod 1.
Primetime88 Jun 21, 2019 @ 7:08pm 
Thank you! I have a real soft spot for the MK 12. Any plans for a mod 1?
Robert California Jun 20, 2019 @ 2:01am 
Would have been nice to just make it a normal CBA requirement
Robert California Jun 19, 2019 @ 11:30pm 
Would have been a nice stand alone weapon, too bad about the RHS dependency
TheResistance Jun 19, 2019 @ 4:42pm 
Awesome mod. Excellent textures and the compatibility with existing scopes, magazines, etc lends to easy adoption of this rifle for a DMR kit.