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No worries man really i understand (lots of work and testing plus the game engine is lacking) its because of you people who release many nice mods for Arma 3 that this game is really fun to play. Your Barret XM109 + 25mm APDS is a beast so i know now its MAX effective range (not max distance the bullet goes) = 3.8km and not a meter more. Plenty far actually extremely far and still accurate after 1 or 3 shots. So fidddling with the script to make it work is just to much work and i tried my self with no luck changing the script for hours on end so i imagine it's also lots of work for you so no need. Anyway thanks for responding to me.
Thanks again for the weapons mod and your effort bringing this to the community much appreciate it EricJ.
Could you check the bulletCam script for a hard-coded distance or time limit?
Maybe raise it to 5 km+ or tie it to projectile TTL?” example:
if (_dist > 3800) exitWith { … };
to
if (_dist > 5000) exitWith { … };
and sleep to:
sleep 30;
Maybe other settings to keep the properties of the bullet but allow it to go further so that pip bullet cam can track it and update. No worries man you done already A LOT if this is to much to ask i can understand completely. I do enjoy the XM109 so thanks again even with a louzy 3800 max hehe :)
https://steamcommunity.com/sharedfiles/filedetails/?id=2703343993&searchtext=ktry+scope
Which has a build in range finder and many mil-dots it can zoom out very far and you can still see enemy soldiers at say 4.3km away when scope is maxed zoom out in order to use the bottom max mil dots which represents around 4129 meter on my Desert Tech HTI .375 ammo and i can hit them yes the target is small like literally a couple pixels high on your monitor but duablke if you want that shot at 4129m it is crazy how many mil dot i need to go down you wont see the mil dots unless you use the zoom out function to the max.
With your Barret XM109 i am positive the bullet drop is noticeable less then with the .375 ammo so...i can engage targets at well over 4km. However PIP bullet cam and big bullet cam STOPS tracking the xm109 bullet at always 3802 - 3808 meter. Either way thanks for this awesome weapon guess "3.8" km will do :)
Is there a solution to this? So i the pip cam keeps track of the 25mm APDS even at 4000+ meters? I suspect the 25mm APDS just disapear completely after 3800m even tho it should hit easy an target at say 4200m and see the dust of the impact but nothing to see on the main bullet cam no dust impact nothing normally i can with other rifles and amm at that range. Thanks
I've unloaded and reloaded the mod to make sure I have the latest version.
Game Version: 2.18.152302
CBA: 3.18.1
EJ: 11/1/2024 11:33pm
[]: 'bin/config.bin/CfgPatches/Ej_u100_Launchers/' not an array
That should read: Arma3 2.18.152302 , not 2.17.
And the EricJ pack version is 10/29 not 10/28
What I did was uninstall the EricJ pack and reinstall it from steam and while the dates show the same, it's updated and works great now! No more errors.
Appreciate the effort!
I'm running EricJ Weapons pack updated 10/28/2024 11:14am, CBA_A3 updated 10/15/204 8:35am, and ARMA3 2.17.152302
And I'm still getting that same error when using the 109.
Is there something I need to change/update on my end?
When using the xm109 with just this mod and cba loaded I get the error:
[]: 'bin/config.bin/CfgPatches/Ej_u100_Barrett/' not an array
It doesn't seem to break anything, but is there some way to fix this?
Holy crow, thanks!
This has been one of our favorite mods for years :D
["babe_laser","toggle","enable_babe_laser",{missionNamespace setVariable ["enable_babe_laser",true,true]},{},[24,[false,false,false]]] call CBA_fnc_addKeybind;
because i do not always want a red laser when my NVGs are off.
Other than that the MHS with the automatic fire are a very deadly weapons.
because i like them so much.