Arma 3
SIG Sauer XM7
52 Comments
Jabby Jabara 31 Jul @ 5:32am 
Need rails on either side of the barrel for non goofy looking attachment of laser, otherwise great mod
asian 17 Jul @ 4:40pm 
Can you update the gun sound
LostFade 13 Jul @ 5:31pm 
i cant wait for ugl varients
whirly 22 Jun @ 12:56am 
Love the modding community staying on top of real world weaponry, would it be too much to ask for a camo that matches the vanilla tan? Having optics that do not match the darker tan is a shame.
Brayan_XZ 31 May @ 5:45pm 
Pls add a iron sight and grip in variants
G.I. Joe 28 May @ 9:44am 
sick :gachiBASS:
Koda 28 May @ 8:53am 
Its so cool!
Henry Walker 27 May @ 7:39pm 
Hi there. I'm creating a mod with modern US armory, can i use this gun in it with credits to your mod?
Venator 27 May @ 12:13pm 
Hey, your mod seems to somehow cause issues with scopes on the WS and RF CDLCs weapons in the latest DevBranch. Only those CDLCs weapons seem to be affected. Iron sights are fine but any scope doesnt get shown on the model and cant be used (eye position is inside of the weapon).
Havent tested on stable branch.
Just wanted to let you know.
Still a great mod though.
Josethx 18 May @ 7:57am 
More police weapons
Pranion [1st ID] 6 May @ 9:12pm 
what are the chances of making one with a 320 GL
attached to it
KyanPepper 4 Apr @ 3:27pm 
I LOVE the model of this, but sadly it doesn't work with JSRS 2025 atm
Frost_99 21 Mar @ 7:57am 
Is this mod compatible with RHS based factions or more tuned for CUP and vanilla?
danksoilder 6 Mar @ 8:29pm 
The ability to add grips, and also a grenade launcher variant would be nice
BillCosby2025 21 Feb @ 11:33am 
when are u gonna add XM157 scope, its more important then the weapon fwi
NmoutAlik 18 Feb @ 6:26am 
why do you have config.cpp instead of config.bin in data folder in PBO and it is written in gibberish when i open it?
Glaphitus Kage 9 Feb @ 11:38am 
For those talking about modifying the XM7 ammo, shouldn't the caliber be 2 or 3? I heard that the new 6.8mm fury rounds at the full combat load can go through concrete walls?
ARMA&MEN 9 Feb @ 9:22am 
realy tactical aura :dick jhonson:
Aurora 9 Feb @ 6:17am 
could you also make the XM157 sight?
Alerick 8 Feb @ 12:33pm 
For the unitiated - is this dialed to be compatible with ACE balistics?
Ben 7 Feb @ 8:30pm 
@index
by the way
please insert the"change fire mode" and " ammo dry "sound to config
be like:

drySound[] = {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_dry",0.562341,1,10};
changeFiremodeSound[] ={"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_firemode",0.177828,1,5};
Whiskerz 7 Feb @ 8:36am 
great work man:steamhappy:
Ben 7 Feb @ 7:16am 
example:
{ACE_ammoTempMuzzleVelocityShifts[]={-27.200001,-26.440001,-23.76,-21,-17.540001,-13.1,-7.9499998,-1.62,6.2399998,15.48,27.75};
ACE_ballisticCoefficients[]={0.48800001};
ACE_Caliber=7.0599999;
ACE_bulletLength=27.007;
ACE_bulletMass=8.6999998;
ACE_muzzleVelocityVariationSD=0.15000001;
ACE_velocityBoundaries[]={};
ACE_standardAtmosphere="ASM";
ACE_dragModel=1;
ACE_muzzleVelocities[]={915};
ACE_barrelLengths[]={406};// for XM250 // XM7 is 330.2
hit=15;
indirectHit=0;
indirectHitRange=0;
aiAmmoUsageFlags=64;
dangerRadiusBulletClose=8;
dangerRadiusHit=12;
suppressionRadiusBulletClose=6;
suppressionRadiusHit=8;
cost=1.2;
airLock=1;
typicalSpeed=915;
caliber=1;
model="\A3\Weapons_f\Data\bullettracer\tracer_white";
cartridge="FxCartridge_65";
airFriction=-0.00089999998;};
Ben 7 Feb @ 7:16am 
recommand from Kartsa's XM250 ammo ballistics
is more reality(Power /muzzle velocity/ ballistic straightness)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3280277338&searchtext=xm250
Ben 7 Feb @ 5:12am 
class ICM_277_Fury_BP_F : B_762x51_Ball {???

in fact, is the current ammunition 762X51?
Ben 7 Feb @ 5:03am 
ACE_barrelLength = 406.4???
if not my wrong
that is XM250 barrel length
XM7 is 330.2
JPAB97S | Kiosk 7 Feb @ 4:01am 
Any plans to include backup iron sights? If you don't have a model, the Aegis L85 is APL-SA, and the sources are available in their GitHub - the flip up sights on it would probably look good on the XM7.
JPAB97S | Kiosk 7 Feb @ 3:57am 
Accessory proxies seem fine on my end. The side rail proxy is on top of the handguard, but I'm guessing that's by design.

It's looking a lot better now after the update, well done! :steamthumbsup:
Corporal Ray Person 6 Feb @ 8:43pm 
Okay so from the new update the laser attachment placement needs to be tweaked as currently it's putting all attachments that are meant to be on the side on the top rail and all top rail attachments on the side.

Also would be nice (idk how to do it) if grips are made compatible too alongside bipods
Meihem 6 Feb @ 7:23pm 
edolf musker i can smell you from Dallas
AfricanWarlord 6 Feb @ 11:47am 
Its an incredible mod but why does it have the damage of 5.56 lmao double it
TEMPLAR 6 Feb @ 11:01am 
Edolf Musker your fat
ItsJustRyan2701 6 Feb @ 7:06am 
Give the man some time! It's his first mod, it's on the same quality as Graves which is FAN-FUCKING-TASTIC! He will get around to updating
Quiggs 6 Feb @ 6:51am 
Holy moly Edolf its his first mod go touch grass you troglodyte
whacked 6 Feb @ 6:43am 
The real life XM7 firing its 6.8 round delivers 20% more muzzle energy than a 7.62x51/308 round, meaning the impact value should be higher than the 7.62x51 in game. But it's impact value is set similar to a 5.56 in game, ridiculous mistake.
huzige 5 Feb @ 11:08pm 
The ammunition damage value is too low, only 9. It is recommended to change it to 12-15
弹药杀伤值太低,只有9,建议可以改到12-15.6.8×51毫米普通弹药筒也称为6.8毫米下一代小队武器弹药,是由枪支公司西格&绍尔为美国军方设计和开发的新型中间弹药。这种弹药筒旨在解决现有的5.56×45毫米北约和7.62×51毫米北约子弹的缺点,这些子弹已经服役了几十年。
Luke_GTA6 5 Feb @ 12:39pm 
THANKSSSSS SOOOOOOOOOO MUCHHHH FOR THIS MOD!!!
Hamburglar 5 Feb @ 9:37am 
CBA and ACE compatibility?
[BGC] Disco 5 Feb @ 4:13am 
a few years ago we could only dream of having an XM7 mod, now we have 3!
Lapua 4 Feb @ 10:08pm 
you should edit the handguard model, if you go look at newer images and photos of the xm7, it has a different handguard now and doesnt have the forward assist
Index  [author] 4 Feb @ 8:24pm 
@XoxoJI Hey, my discord is shown under the license
XoxoJI 4 Feb @ 1:56pm 
Hi, nice work, where i can contact you to help with improving some things?
KJW 4 Feb @ 7:24am 
All good homie, thanks for listening :)
Index  [author] 4 Feb @ 7:18am 
@KJW sorry about that its my bad, it slipped my mind. I'll push those changes along once I've fixed @King-Moh issues too.
KJW 4 Feb @ 7:08am 
oh youve got like 20 trillion textures in 4k - home slime PLEASE reduce those to 2k as that'll flood the client's VRAM. you really don't need 4k textures with that many texture maps
KJW 4 Feb @ 7:05am 
why on earth is this nearly 250mb
King-Moh 4 Feb @ 6:44am 
That's Awesome!:steamhappy:

however three things i noticed:

1. i can't mount any Weapon mounted Lasers/Lights onto it.
2. Can't mount bipods to it.
3. It's damage is only that of a vanilla 556 round.
Index  [author] 4 Feb @ 6:35am 
@OksmanTV thanks for your input! I've looked into a UGL and its very possible however it is not one of my top priorities at the moment. I'll put it on as a planned feature and I'll get back to it in the near future.
Mouse 3 Feb @ 1:56pm 
Quality work not seen often on the workshop. Good job!
OksmanTV 3 Feb @ 1:47pm 
Awesome! UGL version coming? That would be even better! Then my clan could use it :D