55 ratings
[LEGACY] Ingram MAC-11 (Call of Duty: Black Ops)
File Size
32.473 MB
Apr 21, 2016 @ 9:34pm
Jan 25, 2017 @ 1:09am
8 Change Notes ( view )

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[LEGACY] Ingram MAC-11 (Call of Duty: Black Ops)

In 2 collections by ∑3245
[LEGACY] E3245's Master Mod Collection
79 items
E3245's Arsenal of Weapons
40 items
This mod adds the .38 MAC-11 Machine Pistol from Call of Duty: Black Ops, now both as a primary weapon and a sidearm. The primary weapon adds Mobility +2 and Reaction Fire -15, the secondary does not have any modifiers.

If you have issues with this mod or spotted a bug, please report it in the Bug Reporting Thread. If you want to provide feedback, whether its good or bad, then post in the General Feedback Thread.
If you are thinking of downvoting this mod, please provide feedback first, so I know what I should improve on/did wrong.

You can find my Development Thread and see my works in progress.

I don't ask for donations. Period.


-Can be equipped as a primary or as a sidearm for snipers.
-You can apply camo and custom colors to the MAC-11 primary version. Secondary takes the color of the primary weapon.
-You can configure the mod to your liking.
-Custom Weapon Sounds for the MAC-11.
-Weapon Icon for the MAC-11.
-Custom attachments for the weapon. (No Dual Mag/ACOG scope though)
-You can upgrade the weapon to magnetic and beam tiers, and keep the attachments for your weapons too.


-Hands are off on the reargrip and foregrip. This is normal, since the animation is better suited for assault rifles, not machine pistols/small submachine guns. I would have to redo all of the animations to fix this problem.
-The weapon's muzzle flash will clip through the suppressor, if you equip it. I cannot fix this at the moment.
-Warning: The primary weapon by default gives you Mobility +2 and Reaction Fire -15. You can change it to 0 if you don't like it.
-No physics on the stock of the MAC-11 when equipping the Red Dot Sight. I don't know how to implement it, yet.
-By default, the MAC-11 range is very short.
-UI Icon is way too small in the Squad Selection screen. It needs a much bigger icon to fix this issue.


Fix some bugs, if any.
Port more weapons.
Custom animations.


E3245 for porting and fixing up the weapon.
Activision/Treyarch for publishing/developing Call of Duty: Black Ops respectively.


Release ver: 1.20
-Support for LW2.
-Known Issue: The UI Icon is way too small. It needs a bigger icon to replace the old one.

Release ver: 1.10 ASSET UPDATE
-Fixed the Diffuse and Mask textures for the weapon.
-Fixed the vertex normals for all meshes.
-Replaced mono sounds with stereo ones.
-Merged the schematics into one. You don't have to upgrade twice for both versions anymore.
-Localization fixes.
-Removed the flashlight Particle System from the weapon.

Release ver: 1.05
-Fixed a bug in the INI.
-Fixed a bug where the beam modifiers for the sidearm version pointed to the primary weapon.

Release ver: 1.04
-Fixed a compatibility issue with LW toolbox. Thanks goes out to Krakah for finding this out for me.
-Fixed the infamous black weapon bug.

Release ver: 1.03
-Added compatibility for Grimy Loot Mod.

Release ver: 1.02
-Fixed a bug where you get only one MAC11. Should now be infinite.

Release ver: 1.01
-Fixed a small problem with the X2DownloadableContentInfo_*.uc script spamming with Redscreen errors. Thanks goes out to Krakah for bringing it up.

Release ver: 1.0
-Initial Release
Popular Discussions View All (3)
Sep 11, 2016 @ 9:00am
PINNED: General Feedback Thread
Apr 21, 2016 @ 9:40pm
PINNED: Bug Reporting Thread
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∑3245  [author] Aug 18, 2017 @ 7:14pm 
Dear everyone,

This mod won't be updated for WotC.

Sorry for the inconvenience...
Shimakaze Apr 30, 2017 @ 12:46am 
I think the Ingram's rigging will work fine in Musashi's Primary Pistol animation.
GASTR0 Z Mar 3, 2017 @ 7:35pm 
"You see Ivan, when hold machine peestol like me, you will never shoot the inaccurate, for fear of shooting fingers"
Vortex ♀ Pixalation Dec 30, 2016 @ 10:47am 
@Author could you not just move the gripping location on the Skeleton on the gun, the left arm is all IK driven and there for is dynamic I think you can just make the grip anywhere and the hand will attempt to grab it
∑3245  [author] Jun 10, 2016 @ 8:17am 
@marshmallow justice
Looks like I made a mistake in the INI, and I found out that the beam version of the sidearm doesn't work, since it was pointing to the wrong values.
marshmallow justice Jun 10, 2016 @ 5:41am 
Hey E3245, is the config for the Ingram (Sidearm version) mobility working correctly? I've got it set to -1 at all ranks, but it seems to be doing nothing. I haven't touched the primary Ingram at all, only plan to use secondary.
Krakah May 14, 2016 @ 4:41pm 
@RMS-099 Rick Dias: He's usingthe default short range table. It's in the config file for cutomization as a feature.

RMS-099 Rick Dias May 14, 2016 @ 4:10pm 
By the way, what IS the range value on this weapon as compared to the stock assault rifle and stock shotgun?

Also, a thought for 'fixing' the animations... would it be possible to put a suppressor model on the barrel and just claim it's one of the fake/gutted ones that only serves as a foregrip? It'd make the gun look a LOT less weird.
∑3245  [author] May 14, 2016 @ 3:16pm 
@Honey Badger
Yes, it should be.
Honey Badger May 14, 2016 @ 1:56pm 
Question, is this a fully automatic sidearm for snipers or just a 1 shot still?