#enf_showroom
1 messages · Page 21 of 1
[MK-18 with Attachments Pack]
New version on the workshop. Changelog:
- Added two new scopes: ACOG 4x32 and ACOG 4x32 with RMR (hybrid scope, can be toggled using TAB key or D-PAD UP)
- Added support for @fierce terrace laser mod (PEQ-15 is now functional) (thank you for great mod)
- Fixed SpecterDR to be 1x to 4x switch scope insead of variable zoom (1x 2x etc)
- Reduced glow of all reddot or holographic sights
- Improved reddot collimation (still hacky)
With that comes also update to script for magnifier scope (dependency), that disables PIP when magnifier is toggled off (to save performance).
I will now focus more on trying to understand animations, and in the meantime, I'll release attachments as separate pack.
Note: Attachments can be used on other weapons which have attachment of type AttachmentOpticsRIS from AttachmentsCompatibility mod
Showcasing the first working version of the siren system.
The fully animated control knob can be configured but comes with 4 positions:
Position 0 (middle) - Lights off (and not spinning) and regular horn
Position 1 (up) - Lights on and horn sounds a slow siren
Position 2 (down) - Lights on, with a constant slow siren and the horn sounds a fast siren
Position 3 (pulled) - Lights on, with a constant fast siren.
Sorry to ask how does everon life work? can i just port it to my map or will i need custom objects like food ect
Sorry to ask how does everon life work
only because im a gun nerd. Both the m16 and ak sound like pop guns in real life. Originally i htought the vanilla sounds were not great but they are. The m60 is really well done for example.
colorz
I love the bullet cracks overhead, really gives an intense feeling better than Arma 3.
Colorz
So the mag for this mod is glitched. Like the mag is sideways in the weapon
When will there be a helicopter. :(((((
3 weeks
Sad face 😦
Where did u see that ?
I'm just guessing
It shouldn’t take that long they already confirmed them and they can’t be that mean to make us wait 4 weeks
Squad meme LOL
I see a helo
Shhhh
We are keeping it for ourselves
Is there a way to increase the reticule brightness back to the way it was in the previous update? I really liked the bright glow it had originally.
I’ll start a riot
I'd appreciate a screenshot
@pastel wedge Maybe I'll make it adjustable
It’s fixed now! I deleted it and reinstalled and it fixed itself!
One is coming via mod and the modder said less then a month more then a week about a week ago so should be soon.
Overthrow
Early WIP of my upcoming Sig Sauer P320 project.
Still need to learn how to animate rounds going up into the weapon from the magazine, also have weapon optics and a few suppressor options. Also plan to make my own custom SFX. All animations are custom from 3ds Max by me.
Weapon itself purchased with Royalty Free licencing on CGTrader.com - can provide purchase receipt if required.
So far done:
Animations for firing, trigger, reload, slide lock, slide release.
Glow in the dark dot sights.
Extended 21 rnd + Standard 17rnd Magazines (as said above, need to learn how to animate and code the rounds feeding).
Animated slide release lever (for some reason it doesn't move in-game so will figure that out in due time.
Standard + Raised ironsights
Still to do:
Animate rounds feeding through magazine
Alternate paint jobs
Optic attachments
Suppressor attachments + SFX/Code
PMM Compensator variant + animations.
@zealous wigeon nicely done, have you posted this one in workshop? ⬆️
it's not over yet. I'll post it in the workshop when it's finished.
Does anyone know if anyone is working on mods for plate carriers. Be nice to have like the jpc, avs and cpc. Accurate looking ones too
Trying out my idea for a highway tunnel. The lighting still needs a lot of work, especially during the day, but I think it looks kinda cool during the night.
Trying out my idea for a highway tunnel
Who wants to go fishing?
https://sketchfab.com/3d-models/fishing-rod-57356232ca7048fca5c586ec6f6c8d3a
Fishing Rod - 3D model by Enri.Henz
dope 🙂
Haha thanks
I've got something new to show: a smarter (and cleaner) way to manage bloodpools. Really WIP, and bloodpool size has been increased for demonstration purposes, but I think you can see for yourselves what can be done with this system :p
forbidden tomato juice
Hi folks, came to my attention that my M4 Block II is causing folk to crash if they go Russian side. I've dropped a hotfix to hopefully solve this crashing issue (related to a dependency to the Laser/Flashlight mod). As such the laser and flashlights will temporarily be set back to just a placeholder. Please note they will NOT equip to the weapon anymore, I disabled the slot for the pointer type attachments as well as the code behind them. Please also DELETE/DISABLE the laser mod that it was previously dependent on as this is the cause of the crashing on choosing the Russian side.
Please let me know of further issues if they arise!
Work in progress update, 17 rounds positioned plus the 21 rounds positioned in the extended magazines for the P320 Sig. Will start the rigging to bones and then first pass on feeding animation, see if I can figure out bringing this in with the rounds animating up the mag. If not will be back to the drawing board. Learning as I go along.
Hoping to get this prepped to show the side of animating on this weekends stream. :)
henlo, just a comfy little clip for u ❄️
Performance
Hope to see a fix soon. I’m really loving your mod. Might be one of my favorite weapon mod so far!
I can't help but notice the blackhawk how did you get it, is it on the xbox workshop?
It is in development atm
There was a youtube video showing it off by Ralian a week ago
Yea I saw that, so how did you get it in your game?
by being a dev of the mod perhaps
This is not the channel to ask about it in, but since a lot of people are, I said 2 weeks ago that it should be ready in less than a month, and that is still the case 🙂
Also, If you want a mindfuck @little tangle , we have been jokingly teasing the heli mod we're working on for a long time. If you look at SpaceStrider's post here you can just barely see heli blades behind the bridge 🙂 #enf_showroom message
If you recreate a fishing system similar to RDR2 but in Arma Reforger, you're a legend.
The first shitty artillery in this game! WIP https://www.youtube.com/watch?v=rd3uPIdGZnU
The first shitty artillery in Arma Reforger.
Can be found in ingame workshop - "UB32 Rocket Pod", custom effects and sound.
what about the mortar mod, wasn't that first?
Oh, yeah, I forgot about him. Well then the first MRLS 🙂

how can i post images here?
follow this message and you gonna be able to send picture here
thx
Looks awesome
RDR2 was my inspiration for this fishing rod. but creating a fishing system like that is going to be hard. I barely started to learn C# programming.
Initial release of the P320 is uploaded.
Working suppressor based off Greg's script/coding (purchased and chopped up sound fx from a 9mm pistol running the osprey9)
Extended and standard magazine capacity
Romeo1 Red Dot
PMM Fixed Compensator variant
SilencerCo Osprey9
All models purchased from CGTrader - Animations by me in 3ds, SFX purchased and cut together by me in Audacity
Still to add:
Additional Suppressors
Flashlight module (not until the laser/flashlight mod is repaired to stop crashes)
LOD's
Please let me know if any dramas in the #enf_mods_feedback channel
Enjoy.
nearly there
Early WIP shots of standard M4A1 I am currently working on.
Will feature:
- support for all attachments that exist in MK18 mod (and actually every other that has Attachments Compatibility mod support)
- custom sounds
- custom weapon animations (handle, bolt, bolt catch, fire selector)
- custom reload animation (at some point when I figure them out)
Model is pretty much new, though the base was my MK18.
Some of my shit.
Got bored so decided to throw on the Block II FSP handguard, originally had it planned to be a separate mod, but instead will release more handguard variants of the Block II family. I have a Giessele handguard to bring out as well as additional texture variations (painted etc etc). Also going to be going back and animating the rounds depleting on the PMAG window.
@dawn nebula Can you let me know how to code the fire selector? I have mine animated but it doesn't move when switching fire mode.
Havent messed with it yet, but I think it can be done with procedural animations. Atleast I think that's how other weapons work (AK74 for example has working fire selector)
Just released. Would love as much feedback as possible. Even stuff you'd like to see. v0.1.0 of a civilian/ first responded mod for life(or any who like to use it)servers I am creating. All Items are in the US Arsenal. CURRENTLY pushing a hotfix for the sneakers.
epic
Just released Would love as much
Updated: Bamboo - Fishing rod
https://sketchfab.com/3d-models/bamboo-fishing-rod-3727e90de9e14782be3f517cc738758a
Any inputs on my fishing tackle box?
Been working towards this for the past week, but the MH60 now has breakable blades and better audio. One step closer to release - let me know what you think! https://youtu.be/9y69GSkuk2Y
Showing off the MD500. Will be flying here soon.
https://gyazo.com/20009bbba6a3e979bce98808d957bfa0
WIP M4A1
Model and textures is done (higher quality than MK18 in terms of modeling and materials).
Currently working on getting sounds and animations done.
Good very good, now the only thing we need is bigger maps, armored vehicles, better IA, and aircraft
the tools for creating new buildings are 👌 ||not finished yet. still need to do the interior||
Dammnnn I love this
200km x 200km
Will you be making little birds the 160th soar uses? Will that be the only color or are they also coming in black as well?
https://youtu.be/80AN1d1PC8Y The first artillery for almost accurate shooting at 5 kilometers!
RA-7 Rocket mod for arma. First long-range missile in game!
never heard of the Ra 7, you should add a horizon level and if possible add in a range scale /compass UI instead of the scope and have it be adjustable using the zeroing function in game 🙂
MD500
I do not know if this rocket is in real life, I just downloaded the first free one from sketchfab. Regarding the rangefinder and azimuth - I tried to do it, but I failed, I hope in the future I will be able to implement it
Hello friends, just a small mod called Finite Crates that makes non-arsenal box crates no longer infinite with some Game Master options to tweak the general amounts, make them empty or turn them back to Infinite. Arsenal Box is still infinite, though! Soon probably will disable the item selectors for non-arsenal box crates.
Today is the day ! The Night Vision mod is now available on the Workshop. (Night Vision System)
- Night vision are available in GameMaster, ArmaVision, AdminMode.
- Multiple Helmet with NVG are available in all "Equipement Crate". (full view, old gen, 1/2/3 pipes, multiple color)
- You can Increase/Decrease the luminosity of the nvg.
In "settings/Controls/Equipment" you can set 3 keys.
- "Toggle - Night Vision" by default it's "N". (Xbox : RB + Pad RIGHT)
- "Increase luminosity - Night Vision" by default it's "SHIFT + =" (Xbox : RB + Pad UP)
- "Decrease luminosity - Night Vision" by default it's "SHIFT + )" (Xbox : RB+ Pad Down)
You can find the sample project and the tutorial for modder here : https://github.com/Gregfr3D/ArmaReforgerNightVision
The xbox mod apparently has bugs that PCs do not have :/ I'm working on it.
Current items in "Vergys Custom Clothing". All in house made besides the AirOnes. CGTrader purchase during the sale.
Current items in Vergys Custom Clothing
LED light bar with different animations for each mode
So exited for heli mods
Yup
It was just a regular patrol, when... i dont want to believe what i saw
https://www.youtube.com/watch?v=dRZuZf5weoM New effects for RA-7 Rocket, sorry for mic sounds
RA-7 Effects Update
This is the result when you don't stop throwing rotors from a helicopter when the blades break...
Do the tail rotor blades break aswell?
Thread
Updates:
NightOps - DynamicSpawnFramework 1.0.11
New:
- Next to Dynamic Faction spawns we introduce Dynamic Environment spawns
NightOps - DynamicTaskFramework 1.0.1
New:
- Enable/Disable 3D marker per task
- Create and Assign task on start has separated
- Task can now be reused if the boolean "Fail Or Complete Temporarily" is set
https://nightops.de/ - Documentation - Tutorials - etc.
Join our Discord ( link is in the Thread ) or Ping us here for any questions 😄
NightOps.de - A Arma Platform Modding Project providing open-source frameworks & dependencies for mission maker and new game modes for players
This only works on PC correct?
You can now make your custom light bars! Documentation for the siren system is available:
https://github.com/12gabriel3/EveronLife/blob/siren/docs/siren_system/index.md
Dont see why it should not work on xbox :) You can test the example maps to check if its working. If not please dont hesitate to inform us :) For all we knowing it does work as expected :)
is this recoil rly better than original?
did you do a universal change or only per weapon?
each weapon is configured separately
i like that shoulder kick after shot
That is waay too much recoil for a 5,56 rifle such as an M16
yea, if u ever shot a real gun with 5,56 u will notice this is so esy to handle
M16 needs to be halved in z(back) recoil. AK z(back) recoil is good, y(up) recoil needs to be increased by a quarter and x(right) increased by a quarter ish as well, with that you will be pretty spot on for recoil.
(Idk the relative axis scheme so I just named them what is most logical to my self)
it all depends on the shooter experience / size. some people want exaggerated recoil, some want a less more realistic value, it all depends. I think Rs2 vietnam has a good amount of recoil in semi auto.
This is where you need to find a good balance between realism and what I like to define as Hollywood.
Shooter size and experience only comes into play when recoil relative to the guns weight increases beyond a certain range, they certainly add a modifier to the end result, but I don't see how it would change the absolute recoil of a gun.
My suggestions were based in a more balanced metric than strictly realistic interpretation, the M16 has barely any recoil regardless of your size, simply because the kinetic energy of the round it fires relative to the guns weight is much lower. Obviously, different ammo loads and different variant configurations change all that but, still, it's safe to say the M16 has very little kick.
The AK-47 however, fires a much bigger round with a bigger powder load, yielding a higher kinetic energy and as a result kicks like a mule, with that particular rifle, size and experience becomes much more of a factor due to the guns recoil relative to the weight of the gun is much higher.
The above mentioned is what I made of the realism and balancing consideration, but as Vergy mentioned, it's also about fun, and having an AK that you need to resight completely with every shot isn't that fun.
All that said, at the end of the day it all depends on what the author is trying to achieve, if it's absolute realism, then I'd say try finding some way of objectively quantifying kinetic energy relative to the guns weight and mechanism of recoil dissipation. Muzzle breaks adds an entirely different dimension to recoil with how it mitigates recoil, so does articulating bolt assemblies like the kriss vector.
Helicopters are close. Today and tomorrow are dedicated to cleaning things up, finishing up our initial release checklist, and fixing a few issues. It's very close though to the first iteration being ready.
https://gyazo.com/72caafa9ee649c8ae6b4169a0881027f
Patiently waiting for this 
Patiently waiting for this

Perfecting lighting and sounds. So far no major issues, so it's pretty safe to say tomorrow should be the day. @formal steppe should have a showcase video up today or tomorrow.
https://gyazo.com/cd8f7dfceb6b6582d943315f00a64074
Dynamic light for BetterTracers, will be posted today
Dynamic Tracer Lights
UH60 M134 with BetterTracers
Yo what mod shows the direction on the bottom of the screen like that?
Can you repost that video it’s not showing up for me on discord.
Any helicopter news 😦
yes, they can fly!
And no need to ask once a week for an update, if it gets released it will be made known on this Discord
Also if you'd scrolled up some you'd see the news from yesterday...
Yeah I seen it will probably be today or tomorrow I hope
One thing to keep in mind as well for reforger is that the techniques taught back in 89 were not nearly as developed as they are today.
Just watch any training video from the 80s and 90s and they just let the handguard sit on their hand instead of gripping that bitch and keeping it under control with your support hand like it's taught now
Same thing when it comes to stance
True but even then, that's not much different to shooting it on a unloaded bipod. Frankly I think this is a reverse causality issue, tighter grips didn't necessarily reduce recoil, as much as the 1-3lb of added weight did going from the A1's 6.37lb to A2's 8.31, then back down to the A4's 7.5lbs made firmer grips a necessity.
gamechanging. Best tracer mod for any arma game so far
I swear to god everytime a mod is talked about someone bring sup the era that the base game is set in as if there is no freedom in modding LOL. Ive said it like 20 times now. Who cares about the base games era. A3 was set in 2030s but 95% of the mods people use where 1995-2015 LOL. Ive been modding for 3-4 years and I have NEVER seen a game where people needed to compare almost every mod to the timeframe of the base game. It is insane.
I think the point was about the base game recoil being how it is. I could be wrong.
Also nobody is saying not to make mods from current or future. Anyway take the discussion to feedback or general. Not here on the showroom.
Chose here to respond due to timezones meaning not being able to reply. Next time I'll ensure to reply to every individual post inside my post 👌 just noticed your comment specifically as it is always being brought up in the wrong channels 😑
Discussions been over 3 hours until you just commented. Multiple discussion going on here when they shouldn't. Do not pick and choose which one to respond to.
The MH-60 is now on the workshop. Thanks for being patient. Also remember that it's not complete, just usable - there are still some issues with sounds, rotors breaking when they shouldn't, compartment access, etc. so please be patient. I'll create a thread below if you want to discuss.
m134 effects in the next update
Small video showcase for MH-60 https://www.youtube.com/watch?v=0K7krDmMbx8
Project Redline.
Can be found in Workshop, WIP.
[WIP] M4A1 (Will be part of MK18 mod)
Soon to be released M4A1 mod with new model.
Attachments will be released as separate pack. By default M4 will come with carry handle.
Added:
Vortex 1-6x24 Strike eagle LPVO scope
Hello chaps,
if you want zombies in your Reforger, Ravage is now available on the workshop. 
I'll set up a discord server soon for feedback & suggestions; you can also pay a visit to the official forums thread : https://forums.bohemia.net/forums/topic/238966-ravage/
Have fun !
UH60 mod is literally using the BI helicopter module. We as a mod team were just more willing to release a less than fully complete helicopter. Could do the same for airplanes at the moment. But if BI released using what they have at the moment they would get skewered....
back on topic
that would be sick!!
Where is the thread because I have something to say about the mod
Released the first full version of my first map! Its made primarily with Life Servers in mind but can be used for anything. Currently available in the workshop as a game master scenario! Still a work in progress, lots more details to be added.
Full thread with images and information: https://forums.bohemia.net/forums/topic/239269-avalon-wip-terrain/
Avalon [IMAGES BELOW] AVAILABLE AS GAME MASTER SCENARIO WORK IN PROGRESS. Now available in v2.0.0 Avalon is a square island map loosely inspired by the ArmA 2 map Emita, and has a few references to other ArmA 2 maps in it too. I made it primarily to suit life servers but it has lots of variety so...
Some cool things about BTR-80A:
Stabilization (I can't check if it works now, but it is enabled)
OFZT rounds have realistic shrapnel effect, AP rounds can go thru walls and others.
Decals of hit for OFZT
BTR80a
Posted
PSA - use threads exclusively in this channel for comments outside showing off custom made mods. Otherwise use #enf_mods_feedback. Everything else will be deleted, and you will receive warnings
discord
M4A1 Thread
P320 Tread
New light bar coming this weekend, watch until the end
keep in mind that I'm still learning to do anything in Reforger, at the moment I don't know how to add cars completely, the idea of this creation was to add something powerful for accurate long-range shooting
Looks awesome can’t wait to see this in my game!
[MK18 & M4] - Released
Hi there. I published new version of my MK18 mod and it comes with few big changes.
- reworked model of MK18 (new mesh & textures)
- added new M4A1 variant with rail covers
- M4 carryhandle can be detached and any optic can be mounted on top rail
- all attachments have been removed from main mod and put into separate addon :
Modern optics pack - fixed bug with crashing when character was killed holding MK18
- bolt & bolt catch are animated on both MK18 and M4A1
As said, optics are now part of other mod which can be used separately but you also get it as dependency of MK18 mod.
With that mod following changes were made:
- fixed bug with ACOG reticle being displayed on top of different scopes (thanks @sly rock for reporting the issue)
- currently mod consists of 12 optic sights (including all variants)
- added new scope: Vortex Strike Eagle LPVO
- added hybrid scope: Leupold HAMR 4x24mm (variant with and without Deltapoint)
Note: Just to be safe, delete previous version and redownload the mod
WIP mod I'm making to learn Enfusion tools.
Work in progress
Our flagship lightbar lost its shyness after texturing and made an appearance with its new friend - a light bar mount for the M151A2
Just updated this german Tripod to the MG42 to shoot out of cover with a scope. Thanks @solid acorn for your time and help with the Ads.
Guys, I have a couple of questions: Don't the extra things on the hull and equipment look stupid? Is the sound of a shot and a shell explosion normal? https://www.youtube.com/watch?v=q-FRAvWkHAY
Now in workshop with special thanks to @solid acorn again. First working AT gun! Have fun folks! (Texture fixes will come along with time, wanted the community to be allowed to use it even with some scratches)