The face of war has changed. Enemy lines blur, and there is no longer a clear opponent. New enemies and new threats require a new type of warfare - a new type of soldier. Enter the Ghosts. In 2013, the U.S. Army will implement the Integrated Warfighter System (IWS), evolving what we know as the modern soldier. IWS combines advanced weapon systems, satellite communication devices and enhanced survivability into one fully integrated combat system. The IWS program has been developed to meet these new threats head on. Now, it can be tested on the battlefield. Following an insurgence in the heart of Mexico City, the U.S. Army's most elite Special Forces team is deployed to the center of the conflict to regain control of the city. Greatly outnumbered but fully equipped with the IWS, this elite team is the first and last line of defense on the battlefield. They are the Quiet professionals. They are the Ghosts.

Report abuse Brettzies M4 mod v3.2 Graw
Filename
Brettzies_M4_mod_v3.2_Graw.zip
Type
Weapons Model
Licence
Proprietary
Author
Brettzies
Date
Apr 30th, 2007
Size
54.73mb (57,389,620 bytes)
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95 (2 today)
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Description

v3.2 Additions Another small update. Mainly just fixing some visual things with the M4. Not really worth realesing on its own, so I added a new pistol to the mix. Heckler and Koch’s Mk23. Socom .45ACP. A little heavier then the pistols provided in the game, but with more stopping power. Also added some new ScarL / H sounds thanks to a video of FNH weapons training provided by Arethusa. Hk Mk.23 SOCOM .45 ACP ·12 round mag .45acp ·single fire mode pistol ·sounds taken and tweaked from Ghost Recon ·standard suppressor attachment M4A1 / M16A4 ·adjusted the barrel size of the M4 to line up better ·adjusted the front sight of both weapons Aimpoint & ACOG ·scaled the Aimpoint up slightly .increased the zoom of the ACOG Scar L / H ·increased the damage of the Scar H ·added new sounds for both weapons ·if you want to use the old Scar sounds, just delete these from the mod folder after installation v3.1 Additions This is a small update to address a few minor issues. The reticle for...


v3.2 Additions

Another small update. Mainly just fixing some visual things with the M4. Not really worth realesing on its own, so I added a new pistol to the mix. Heckler and Koch’s Mk23. Socom .45ACP. A little heavier then the pistols provided in the game, but with more stopping power. Also added some new ScarL / H sounds thanks to a video of FNH weapons training provided by Arethusa.

Hk Mk.23 SOCOM .45 ACP
·12 round mag .45acp
·single fire mode pistol
·sounds taken and tweaked from Ghost Recon
·standard suppressor attachment

M4A1 / M16A4
·adjusted the barrel size of the M4 to line up better
·adjusted the front sight of both weapons

Aimpoint & ACOG
·scaled the Aimpoint up slightly
.increased the zoom of the ACOG

Scar L / H
·increased the damage of the Scar H
·added new sounds for both weapons
·if you want to use the old Scar sounds, just
delete these from the mod folder after installation

v3.1 Additions

This is a small update to address a few minor issues. The reticle for the Mk12 was a little too big in the initial v3.0 release. I was a bit excited to release the weapon and neglected researching the proper look for the ret. Once again, thanks goto Zoot86 for pointing out the blunder and providing some reference material. This ret feels much more realistic and I always did feel the first one was oddly large.

I’ve also tweaked the M4 unsuppressed sounds. I loved the Original Ghost Recon M4 sounds, so I started with those. Then mixed in some loud M4 sounds with a distant one shot echo. They are pretty balanced, but a little less loud and angry as Jeff Moore’s in previous releases. However, some people may prefer those, so I have included both. I did remove the two variations that were a bit distorted. If you would like to use the old M4 sounds, simply go into the sound dir of the mod and rename the bp_m4v2 dir to bp_m4v2_new, and bp_m4v2_old to bp_m4v2. Basically switch them. You can actually named the unused sound dir to anything you like, but the one you want to use has to be called bp_m4v2.

Sorry to have a point release so soon after the intial one, but I felt this little changes could make a big difference in the quality of the mod and wanted to take care of them. If you find any other issues or concerns please feel free to contact me but also check the list of “known” issues before telling me an M16A4 doesn’t have a full auto mode : ) Thanks and enjoy!

v3.0 Additions

This is the third major update to this M4 mod. With each new weapon I have increased the version number to a whole number. In this case, three. The new weapon is a light sniper rifle, the Mk12 Mod 0 SPR - Special Purpose Rifle. It is based on the AR15 recieverwhich all of the weapons in this mod are based on. It is a semi-automatic fire, accurate weapon with a Leupold MkIV Scope and Mil-dot sight reticle. It’s always been a favorite of mine since I first saw it in Ghost Recon2 for the Xbox. I have thought aobut changing th e name of this mod to reflect more then just the M4, but I cannot bring myself to do it and have grown fond of the version numbers for some reason.

Special thanks to Bat21 and Blue for helping test this out in multiplayer.

Mk12 Mod 0 SPR
This is the new weapon system added to the mod. It is a semi-automatic fire light sniper designated marksman rifle.

·20 round mag
·semi auto fire mode
·sounds taken and tweaked from Ghost Recon: Island Thunder
·suppressor attachment
·bipod attachment - increases stability
·custom scope with mil dot ret
·ironsights available but scope is default
·adjusted script so your ai teammates treat the weapon like a sniper rifle

Intro Animations
Created new intro animations for each weapon individually. All sounds take from the original Ghost Recon sound directory.

M16A4
With v2.0 I brought in an M16A4 and changed the weapon and attachment ids of all my models. This caused some hiccups in multiplayer games which Bat21 helped to debug and narrow down. The problem was related to the RAS: Handguards and id numbers, or some combination of the two. As a result, the v2.2 patch reordered the id numbers and removed the Handguards. I had also placed all of the handguard model files in one folder, this may or may not have contributed to the problem.

With v3.0 I have redone the Handguards to be part of whichever attachment you choose. This keeps the number system the same as v2.2 and hopefully eliminates any multiplayer issues. I have also added two more options for RAS: Handguards, full and half. This takes the options for handguards from 9 to 2. Nine was a bit overkill, but it did provide for ultimate custimization. As a result of this new system, you can never have a handguardless rail, sicne the full side guards are now built into the base weapon.

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Brettzies M4 mod v3.2 Graw
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Tom Clancys Ghost Recon Advanced Warfighter
Platform
PC
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Ubisoft
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Official Page
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Release Date
Released May 3, 2006
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MD5 Hash
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Related Games
Tom Clancys Ghost Recon Advanced Warfighter
Tom Clancys Ghost Recon Advanced Warfighter
Single & Multiplayer Real Time Strategy
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Commercial Released Sep 2, 2007
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