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I imagine this is something to do with the gun switching between its two classnames during the reload process. If you use up the full mag before reloading, this doesn't happen; all UBGL rounds remain in the player's inventory.
Thanks for the great mod, the tac reloads really are amazing. Hope this is something you can remedy soon!
https://forums.bohemia.net/forums/topic/163106-toadies-smallarms-and-animations-for-arma3/
- Looking at comment and videos your going to find more info, as the author lost contact with the other person and had to re-released the mod (steam granted more space for mods)...
- The other authors did make contributions to the project (like sounds/models/scripts) but this person was the primary mod maker at the time (he implemented and animated it to the game)
If you have an issue with the current author, that’s your personal stance but dismissing their role in the project is simply inaccurate.
Many thanks for this useful and entertaining modification,
-Dublinthecat
While criticism is always welcome, dismissing the hard work of creators especially someone who has contributed to mods like RHS, 3CB, the SOG CDLC and many others which you’ve likely enjoyed feels unproductive. Why not channel that energy into supporting or creating content for games you love? Contributing to the community makes a much bigger impact than focusing on what corporations have or haven’t done, as they rarely prioritize/care about the player base like dedicated modders do.
This particular mod stands out as one of the best weapon mods in terms of animations and is one of the few that features partial reloads. The author’s open source contributions have consistently raised the quality of weapon mods across the board over the years, benefiting the entire community.
Ace (ammo/barrel (swap mg/aug etc.) native):
https://steamcommunity.com/sharedfiles/filedetails/?id=1400566170
RHS (ammo, few compats, already done with ace)
https://steamcommunity.com/sharedfiles/filedetails/?id=1400574293
Thanks!
I mean, this one weights 4 gb more xd
Tldr; RIFLES WITH GRENADE LAUNCHER ATTACHMENTS HAVE BROKEN RELOADS
It's a shot in the dark if anyone reads this. Please, if you use this mod, verify my findings and reply here. For the maker, I hope you also detect this issue. Thank you.
Modlist: CBA_A3 + NIArms All In One (V14 Onwards)
Issue: CBA_A3 updated on October 8th, 2024. Since then, reloading the primary magazine of the M16A2, SCAR-H/L, and M4A1's (and a few others) GRENADE LAUNCHER VARIANTS causes any grenade launcher rounds inside the player's inventory to LOAD into the grenade launcher slot while deleting the previous round AND an additional round. This does NOT occur ONLY when the magazine is EMPTY. If there is an empty grenade slot in the grenade launcher (i.e. the grenade launcher is empty) and you do a reload of a full/partial magazine, the grenade launcher will also reload.
Somehow this doesn't happen when I fire/empty the mag on semi-auto, reload and then switch to full auto then it works perfectly and doesn't switch back to semi-auto.
https://youtu.be/SLTRpPwqQmw?si=az5xsksuKG1H2TT3