M16A4 public beta release

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MP_Duke

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Oh, you're right, i totally forgot to check that...
I'll take a look.

Yep, thanks for reminding me meeba. It was a problem with the incendiary nade (i forgot i changed the inheritance)--they were bulkless :O
Talk about whoring the nade :p

Easily fixed... will have an update shortly.
meeba said:
is it me, or does the bulk have no effect with the a4?

even with bulk at 80+ the stam bar stays 100%

this is without the microbulk mutator
 
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NTKB

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My only complaint is the sound effect of the Incendiary round when it detonates. It sounds crappy. A more boomish sound would surely be realistic.
 

MP_Duke

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Update 04.04.19 5:24 PM

Bug fix:
- bulkless incendiary nade

update:
- new incendiary explosion sounds

Download link can be found at the top of Post #1.
 

MP_Duke

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yeah, if you're not seeing it in the loadout list, it means you don't have INFM16A4.int in your UT\System folder.

The gun should be listed under Automatic Rifles-> M16A4 (Colt Rifle)
 

Mappie

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MP_Duke said:
yeah, if you're not seeing it in the loadout list, it means you don't have INFM16A4.int in your UT\System folder.

The gun should be listed under Automatic Rifles-> M16A4 (Colt Rifle)


I checked, and the file is in there.... still no dice.
 

cracwhore

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Played around for about 30 minutes. Time to complain!!! :lol:

-The red dot on the reflex is pretty hard to see, and considering most maps are desert maps....hrmm ;/

-When you pull the weapon up to eye level to aim, the rear of the model seems to mutate. Looks like it grows and shrinks quickly. Maybe that's just always happened and I never noticed it on other guns.

-The "Duke Nukem" sound needs to die...and so does Duke for doing that. :lol:

-If that thing on the top of the minus m203 model is a LAM, it doesn't work. What is that by the way? Spare AA battery holder? :hmm:

Cool gun, but it needs more attachments fo sho.

Anybody (Bushwack) care to explain the exact difference between "aimpoint" and "reflex sight"?
 

MP_Duke

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omg sorry, apparently you do need yurch's new40mm mutator in your system folder regardless...it does not have to be activated though.
(It is enough just to have the new40mm.u file in system)
 
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Zundfolge

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Well Duke, that worked ... now I have a new favorite rifle :D

Only complaint is that I wish it would only have the ladder sight if you have the M203

but otherwise, the red dot sight is how the MP5 should have been done (in fact if someone was to put your red dot sight on the MP5 I'd probably have to change my pants)
 

PBH

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I liked the model alot. The RDS was nice and it made me get my m16 love back. Im very happy with the model but have concerns about the incinerary rounds. I think that if everyone on the server gets the weapon and nade spams we will have some problems but other than that i like the weapon.
 

Zundfolge

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Demosthanese said:
I believe that's how it is. Don't have the m203 attached, you don't get a ladder. That's the way it works with me and the way it should work with you...
I think you're right, but what is that black box out by the front sight?

MP_Duke said:
The screenie showing the hand slapping the mag into place is of the M16A4 without M203. That is not the ladder sight on the handguard.
So what is it?
 
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Dr.J

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just tried it out, very nice duke :) and also very moving to see something i made in something like inf :D there are a few things that id like to say though:

-the reflex sight needs more green(something like kows render a while back would be sweet)
-the leaf sight should be folded more up (its too slanted at the moment... i know i accidently gave it to you that way sorry :( )
-i wish the texture was a little more hires ;) (but thats nothing big)

very nice work and incindary grenades rock :)

EDIT: ecale, iron sights will come when i get off my butt and get the carrying handle done... then the LAM can be made useful too.
 
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cracwhore

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It also crashes the server if you are just holding the empty A4 and then, if you are shot.

Goodbye server.

-T3H CS N00B
 
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I think it would be better if the incendiary rounds could be removed via the .ini
(noIncendiary = true). When set to true, all incendiarys would be replaced with
HE. Also, I think it would be better if the impact of the incendiary was not as
leathal, while boosting the time based damage. As it is now, they have completely
replaced the HE and WS rounds, as it is harder to see through and more leathal.