Arma 3
JCA - Gen 4 Weapon Family
323 Comments
r0dx864 13 Jul @ 9:26pm 
can you fix the broken stripes magazine texture from the RF/EF/WS CDLC(s)? it comes up all jumbled like the model was changed or the texture was mangled with this or one of the other mods that changes the magazine. it might just be as simple as a config change to revert to the vanilla magazine model when applying the texture for the CDLC.
Grave  [author] 11 Jul @ 6:21am 
@TENGO-MIEDO you can get all weapon classes from the arsenal by hovering over the weapon
TENGO-MIEDO 11 Jul @ 6:14am 
SR10 class ? pls
Grave  [author] 18 Jun @ 1:02am 
@kfclover, correct, the dual mount has to be modeled to fit the rails it's compatible with, with the SR10 @nd m4A4 having that size. It will clip with anything else
kfclover 17 Jun @ 8:34pm 
does the M4's have different slot names for the pointerslot? i just cant get the dual mount to appear on my faction mod, while the SR10 has no issues
Brocobi 14 Jun @ 1:59pm 
Would love to see a MP5SD, G36 variants
chornobrivecmaksim1 25 May @ 8:51am 
@Grave ohhh(((((
Grave  [author] 25 May @ 8:48am 
@chornobrivecmaksim1 sorry brother, JointCom dosent want more AR platform rifles
chornobrivecmaksim1 25 May @ 8:36am 
Sir, please add the HK 416-417 and G28 rifle families?
bboy 4 Apr @ 3:17pm 
Amazing work! Thanks!
765プロ_FuruteRika_P 1 Apr @ 10:53pm 
nice!
Grave  [author] 1 Apr @ 6:22am 
@765プロ_FuruteRika_P rear sight is fixed.
765プロ_FuruteRika_P 1 Apr @ 4:39am 
thanks for you work! The rear sight of the MK11 rifle tilts incorrectly when installing an optic. Please fix it
Grave  [author] 1 Apr @ 1:44am 
If it's the m44a1 mag then it's a vanilla weight, iirc Mp5 mag is also based on the vanilla weight
stratos25 31 Mar @ 7:03pm 
Hi, it seems like the MP5 mag weighs more than the M4A1 mag. Is that intentional?
Mr. Downstairs 31 Mar @ 12:30pm 
Ah, after some research I found it's the name key cmd as the Tier 1 mod: Ctrl + "-" [numpad]
Mr. Downstairs 31 Mar @ 12:27pm 
whats the keyboard cmd for the magnifier?
Grave  [author] 16 Mar @ 2:39pm 
@Last-Aztec-Descendant no, that is more work for needless clutter
Last-Aztec-Descendant 16 Mar @ 2:23pm 
Will you add more grips such as Angled and mini ranger grips
Richarddaniel4 14 Dec, 2024 @ 1:03am 
Good morning ! I just saw your message (time zones...) I wanted to thank you for taking the time to answer me, I will look forward for a JCExtra mod. No matter what know that your mods a great so keep it up :)
Grave  [author] 13 Dec, 2024 @ 2:34pm 
@Richarddaniel4 as an aside, it *may* return in a JCExtra mod, which adds in old variants and camos. But its not got an ETA right now
Grave  [author] 13 Dec, 2024 @ 2:33pm 
@Richarddaniel4 sorry to disappoint but the M320 EGLM was a placeholder asset used until a custom model and animation could be made on the M4s. Adding back the placeholder M320 would add unnecessary file size and bloat to the arsenal, which is antithetical to the JCA design
Richarddaniel4 13 Dec, 2024 @ 2:29pm 
Hi, I would like to ask, would it be possible to have back the M4A4 with the M320 grenade launcher like it was in the mod early stages alongside the M203 version ? Thank you so much in advance, I enjoy a lot this mod since it came out !
I apologize in advance for bad spelling, english is not my first language
Grave  [author] 3 Dec, 2024 @ 11:52am 
@no_sweat no clue
no_sweat 3 Dec, 2024 @ 6:47am 
compatible with antistasi ultimate?
A. Ares 29 Nov, 2024 @ 12:03pm 
Ah, no worries @Grave... Having it as a dependency is not a problem at all. After all I did not intend to "grab" something from your mods. I would have them as a dependency anyways. All I am trying to do is just define a class that will have different weapon accesories for my factions.

Having "original" mods as dependencies is totally fine by me! After all... It's their devs work... not mine!
Grave  [author] 29 Nov, 2024 @ 11:55am 
@A. Ares aye, wish i could make this stuff open source but the lisances the models are under arent ones that allow it, sorry man, Everything has to be a dependancy if it is derived from JCA
A. Ares 29 Nov, 2024 @ 11:31am 
Roger that! No worries mate! I will probably use these as you have them and I will just add the mod as a dependency in Steam Workshop in case I upload the factions. I will make sure that I credit you!

Really appreciate the help and everything you share with us! Thank you mate!
Grave  [author] 29 Nov, 2024 @ 11:16am 
@A. Ares unsure, unless yer trying to edit the rifles it shouldnt *need* these
A. Ares 29 Nov, 2024 @ 10:43am 
So... I do missing things! Thank you @Grave. And got any idea how do I get these? (I promise this is my last post!)
Grave  [author] 29 Nov, 2024 @ 10:24am 
@A. Ares it is the class of CFGPatches, as for JCA each weapon has its own
A. Ares 29 Nov, 2024 @ 10:18am 
Hmm... Roger that @Grave... Just one more question: Does the "requiredAddons[] = {};" class I need for the JCA Weapons is "Weapons_F_JCA_Gen4" or am I missing something?

Generally speaking, how can someone find the exact "addon className" to use? Is it the actual mod name, a .pbo name or a specific class defined in cfgPatches?

Quick note: I use " JCA_arifle_M4A4_AFG_black_F " as a base class (so the only things that I want to "redefine" is the linkedItems class and the magazines[][/i] class and keep everything else as is! Should I use another class or it actually does not matter?

Again @Grave, thank you for everything!
Grave  [author] 29 Nov, 2024 @ 8:52am 
@A. Ares as long as JCA guns are a dependancy you should be able to set up custom variants, unsure what your issue could be
A. Ares 29 Nov, 2024 @ 8:49am 
And again @Grave, thank you for all your mods. Take care and ArmA as much as you can! :AAF::ALTIS::CSAT::FIA::NATO:
A. Ares 29 Nov, 2024 @ 8:49am 
@Grave thank you for all your amazing mods, they are indeed some of the best mods around! I wanted to ask you something about this particular one though!

I wanted to create a small faction mod to use it with Warlords game mode (since I do not like Vanilla units) and I wanted to use this mod for their weapons mod. So, I wanted to define some "custom" weapons for the factions only (not a new weapons mod or something) to change the weapons accessories (and only that) for specific faction units. It seems thought that I can not do that for some reason. So I wanted to ask: Is there something in your weapons' configs that prevent the change of attributes (and classes) when another weapon class inherit from them (something like the access attribute) or am I doing something completely wrong?

If someone know, please let me know. I would really appreciate the help.
Grave  [author] 27 Nov, 2024 @ 9:40am 
@Lion i have no idea how antistasi is coded, you would have to ask them
krot 27 Nov, 2024 @ 8:44am 
I mean how can I create an Antistasi game so the enemy AI (NATO) will spawn with the gen 4 weapons and not the vanilla MCX weapons
Grave  [author] 27 Nov, 2024 @ 6:35am 
@Lion not sure what you mean, if you mean can you give it to AI and have them use it properly, yes
krot 27 Nov, 2024 @ 3:11am 
Hey Grave, can I use this on AI? For example I want Antistasi AI to use these weapons instead of the vanilla ones
Grave  [author] 20 Nov, 2024 @ 3:24am 
@saeletara I haven't considered a standalone no, as it would be more work to keep updated with the rest. As for ace and cup I don't use either mod and don't know the configs, not to mention my lasers are set up model wise in a very specific way to get the lasers to Eminate from seperates parts
Saeletra 19 Nov, 2024 @ 10:23pm 
Would you ever consider putting your Laser Modules as a standalone mod? Or adding compatibility with other mods like CUP/ACE to use your visible laser setting instead?
Stolt 8 Nov, 2024 @ 4:55am 
Thanks!
Grave  [author] 8 Nov, 2024 @ 4:51am 
@Stolt JCA - Infantry Arsenal is the all-in-one weapon pack for JCA. running any other JCA weapon mod with it is redundant. In the future i recommend reading the descriptions of mods as its stated what is in the infantry arsenal and what it is
Stolt 8 Nov, 2024 @ 4:27am 
Hi Grave,

Generally there are no bugs with your mods in virtual arsenal, however I noticed when I loaded in the Gen 4 weapons and Infantry Arsenal weapons (because I wasn't sure what exactly was the difference between the two in terms of what weapons you would get and what attachments come along with it), I found a bug.

The virtual arsenal shows there are MP5A5's, but their name and photo is blank. I don't have this issue in Virtual Arsenal, can you provide some advice on how to fix this bug?
Grave  [author] 29 Oct, 2024 @ 6:40pm 
@Mils2327 that is because it uses the rail mount system
Mils2327 29 Oct, 2024 @ 6:33pm 
Just noticed it but the M4 with the M203 is missing the clamp that holds the launcher to the barrel. Its probably an issue with the model you use not having that part and its not gamebreaking in anyway, just something i thought id bring up
Kreiger 23 Sep, 2024 @ 8:03am 
Thanks @Grave, appreciate your work
Grave  [author] 22 Sep, 2024 @ 9:03am 
@Kreiger fair and thank you, fixing the configs for next update
Kreiger 22 Sep, 2024 @ 8:37am 
Hey @Grave the inventory description has the ACOG sight as 'Advanced Infantry Comnbat Optic'. Also FYI, the JCA Weapon Pack also has the same spelling mistake for the ACOG too.

But aside from that thanks for clarify that the ACOG's default scope is the iron-sight, for context I wasn't sure if the iron-sight being default was intended because the Aegis/Atlas ACOG sight has the scope as default.
Grave  [author] 21 Sep, 2024 @ 5:28pm 
@Kreiger where is the error, dislexia is a bit of a bitch. as for the sights top irons being default, yes. this is consistant with other scopes in vanilla A3, and others inside the JCA set, such as the AICO.