Featured RPG-7 1.1.3

Please do not ask when mod authors will update their mods to 3.9.X
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Introduces the RPG-7 to Tarkov

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  • Version 1.1.3

    Updated to 3.9.0

    ~Added config file to tweak explosion distance (Explosion are in Meter)

    ~Updated IDs to be MongoID to prevent future headache

    ~Added Tracer property for visibility sake (EFT seems to render bullet but it feels the further the bullet is, the mesh doesn't get rendered)


    Make sure you download Arys-CustomAssetImporter plugin for explosion to work properly.

  • Version 1.1.2

    ~Fix bug on discarding backpack

  • Version 1.1.1

    Updated to Aki 3.8.0

  • Version 1.1.0

    From this version and onward, user will need to install a bepinex plugin mod

    +New explosion particle for the RPG-7

    ~Minor Tweaks for some stats

    Installation Guide

    1. Download the zip.

    2. open the zip, inside there are 2 folder. User and BepInEx folder.

    3. place these 2 folder into your SPT folder. They are structured to go into the mods and the plugin folder.


  • Version 1.0.2

    +Increase the minimum distance to 30 and maximum distance to 50

    There was a bit of inconsistency with the danger range when it explode, making it not as deadly as I made it out to be.

    ~Changed explosion effect to the F1 grenade

    It ain't much, but at least you can see the boom of it, honestly don't know why the 40mm grenade explosion isn't that visible


    Might need to dig around on how BSG name their explosion particle to see if I can make my own, no promises tho.

  • Version 1.0.1

    ~Tweaked zeroing so it doesn't fire far from the center of the iron sight

    +Reduce the arming distance (Can be used in somewhat close quarter, try not to blow yourself)

  • Version 1.0.0

  • Founf two critical bugs (one bug, actually, and one... just say - inconvenience).
    1st: after reloading, sometimes happens "animation stuck", any item in inventory (including weapon in hands) becomes unusable, weapons not firing and no scoping.

    2nd: weapon has minimum distance of firing that automatically kills the player, this is no joy at all (already two suicide happened, distance about 50m or less, insta-kill like after mine explosion, regardless my armor and HP amount. Autokill always hits belly and causes death from last killed npc (but at health screen it shows damage in head, like grenades do; HP amount ignored, last test was with 6th-grade armor and belly/head HP = 200/400). I check mod.ts and found distances - 30-50m.
    I noted that grenades was reworked. Before, they was not always killing after explosed close to player/bot (I could survive with blacked belly, arms and legs), now it happens too often. RPG now works the same as grenades - one-shot, even if distance is not too close. This is not so fun.

    • 1. Could you explain the steps you did in detail when you encounter this busy hand issue?


      2. The RPG is intended to be used at long ranges, although ranges can be difficult to estimate in EFT since when you think you're safe turns out its much more closer. I'll Try to reduce it to around 20\25m up to 30m.


      I intended to make the RPG a very powerful weapon, so one-shoting a bot is the general idea.

    • 1. Well, it was just once; I still not sure, that this mod causes this problem, but it happened just after shooting with RPG 2-3 shots. I make first shot, reloaded weapon, then shooted again, and repeated; I noted, that animation of reloading directly from inventory going with some delay unlike reloding with "R" hotkey: maybe, I tried to reload and do other thing like using stims too fast, and somewhere stucked. I was shooting from comm-outpost at Customs, after reloading RPG second time I run to gas station and there discovered, that my gun not shooting, I can't scope, can't use any item, can't discard any item. I'm not sure, what causes this problem.
      2. I learned to using this weapon correctly, at distance 50+ m, so it is not necessary to fix damage radius (I'm playing with radar-mod, I clearly see, where I'm shooting at, with approximate distance to target). I just been confused earlier, now, when I know about minimal safe distance... Still, you can try to make this feature is configurable.

  • so in the hideout when i use the shooting range it works just fine, but when im in raid the explosion is just a pink cloud.

    • i fixed it

    • How did you fix it? I've tried reinstalling it but no luck and i have no clue what to do then.
      I did install the plugin add on

    • did you download the dependency? i never did but when i downloaded it i fixed it. hell before the pink cloud it just didnt make an explosion effect or any sound at all

    • Yea i did. welp. guess i'll have to accepts that RPG's explosions are pink now.

  • RPG explosion is just a gigantic pink blob, works fine otherwise :( I installed the dependency after using the RPG once without having dependency installed, could that be apart of the problem?

    • That should not be the case, make sure you reinstall the custom effects. As long as you have the bepinex dependency plugin installed the custom effects bundle inside it should not cause any weird issue

    • I reinstalled the dependency and it seems to work fine in the hideout firing range but when I take it into a raid it breaks again, not too sure I'll mess about with more mods and see what happens

    • reinstalled mod itself and messed with amands settings, probably didn't have to change settings but it works again now :thumbup:

  • For some reason the rpg doesnt explode for me. Its not even like an invisible/silent explosion, it just straight up wont explode even if i shoot it at a wall behind someone. thought it might be a distance related issue but it still wont explode. coincidentally I have the same issue with atlas gear using the apxt ammo.

    is there another mod dependency I'm missing for explosions to work with custom items?

    EDIT: Found out its not the mod, its my game. explosions of any kind dont work at all. threw an impact nade and the ai reacted to it, but it never blew up even though it was a direct impact. everytime the ai walked into that room they yelled out about grenades. and later an ai tried throwing one at me but it just never blew up and disappeared. no clue whats causing that lol

  • almost never kills unless the enemy is already injured

    • I believe because of how BSG handle explosion range, it will either kill them because the range rolled was big and the AI was in the kill zone, or weird geometry can cause them to be somehow covered from the death zone. I am unsure which, but I'll try and see if i can reduce the inconsistency

      Thumbs Up 1
  • Was this bug, ( ~Fix bug on discarding backpack ) the one that causes the backpack to straight up vanish?




    • nope, it's a bug where user cannot discard backpack in-raid

  • This must be that suppressed rocket launcher i've heard so much about. All jokes aside This is extraordinary and crazy its even possible. Are you looking at making better sounds for the rpg in the future? I need to feel the impact!

  • Would be ok to share the source code?

    I'm evaluating the compatibility of your mod with All in Weapon and i'd like to know what the plugin does, so i can put your mod in the loadAfter list on package.json.

    Thumbs Up 1
  • how does one reduce the damage radius?
    This beast kills me when it explodes a seeming reasonable distance away.

  • RPG? PMCs need to chill the fuck out :huh:

  • would you consider doing a H&K g3a3 mod?

    • One of the project i had in mind is the PSG-1. Since the G3A3 and PSG-1 uses the same receiver there's probably i chance i'll do the G3A3 as well and bundled it with the PSG-1

      Heart 1
  • It's just a suggestion, can we make it possible to attach scopes like PSO to this thing? After all, single-shot, high damage, using it as a sniper rifle should not be a problem, right?

    Thumbs Up 1
  • Could you please tell me what some of these variables mean such as:

    ExplosionStrength

    ExplosionDistanace

    ExplosionPower


    Im am trying to make the explosion more powerful I'm assuming mods.js is where you configure everything

  • *AEK971 AEK971 AEK971 AEK971 AEK971*

    Heart 2
  • Only complaint is no sound for kicker charge, then the rocket motor firing.

    Gameplay wise is fun, the barter is well designed, the animations are quick, and crisp fitting nicely into the basegame, the model, and texture work is amazing as well. Great job!! :uwuCoke:

    Thumbs Up 1
  • I tested a couple of times, i even killed myself once, but honestly is not doing any explosion to me, is jus like the normal grenade launcher, no Big Explosion. i shot from 113 meters.

    • Because you didn't install the new dependency mod.

    • Thanks, i downloaded directly from the Overview page, thats why i didnt see.

  • Absolutly amazing mod, though I really wish that the warheads were 1x3 so they could fit into a rig such as the CSA

    • If you go into the SPT/user/mods/Choccy-RPG7/src directory and edit mod.js (line 259) and mod.ts (line 224) change width to 3. It'll chop off part of the image, but it'll fit in 1x3 after that.

    • Oh nice, I'll give that a try. Though knowing me, the chopped image will probably really annoy me tho.

    • If you clear the cache files from the launcher after editing mod files, it will be at the dimensions you set without any problems 8o

  • (Sorry for asking) Would it be possible to make an AK-308? :/

  • New explosion particle for the RPG-7


    MY DAWG.

  • hello what's the item id for the launcher?

    I want to add it in Backdoor Bandit Grenade Launchers file

  • suggestion: add the mount for russian dovetail scopes and then maybe PGO-7V rpg scope ;)

    Thumbs Up 3
  • what animation tool you use? and any chance of a Youtube tuturial to birth new gun modders into the SPT community?

  • Hello, for some reason the rpg does not work for me, that is, when a shot is fired anywhere, a small spark occurs and that's it.

    • You were too close before the rocket could arm itself. This will be fixed in the next update as the safe distance currently is around 30m to 40m.

    • Understood, thanks for the answer)

  • it is INCORRECT hand position. Right hand holds the main (front) handle and pulls the trigger, left hand holds the support (rear) handle

  • does it have an explosion? after that video, im so confused... :D

    • it has, but it's using the 40mm grenade explosion effect which is very small

  • There is almost no impact explosion. Would be cool if there were!

    Thumbs Up 1
    • Yeah, it is using the 40mm grenade explosion effect. I don't know the name of the other explosion effect sadly and I could not find a single clue on where BSG store them.

    • Would be very interesting if you could use the AGS explosion effect.

    • If there was a way to copy the AGS explosion and just scale the effect up by 2, all there would need to be is large smoke effect upon shooting and then we have a weapon that can be replicated. With KMC Weapons I now have 2 choice for rocket launchers :D

    • i remember seeing ssh showing a nuke explosion in tarkov in one of his videos on youtube. So it is possible to make your own but how... I have no idea. I work a lot in the SDK and if I find out I will contact you.

  • Whoa, I gotta try this.

  • First of all, great mod! Animations look good and the model looks great too! Just a minor thing I wanted to point out, the proper way to fire an RPG-7 is with the right hand on the foregrip, left hand on the rear grip. Here are examples of live firing and an excerpt from the soviet army manual on the RPG-7:

    https://prnt.sc/bSXSeI_tuHhg (manual)


    https://topwar.ru/uploads/post…1308282521_2011030901.jpg

    https://www.thefirearmblog.com…_516918108850487296_o.jpg


    https://photo.weaponsystems.ne…img/ws/iw_rl_rpg7_p04.jpg

    It's not a big deal and the mod is great, but it's just something to point out if you do want to change it :)

    Again, good work on the mod, seeing rocket launchers in Tarkov is wild

    Thumbs Up 2
  • Finally, I can smoke Shturman across the lake with explosion.

    Happy 2
  • Recoil angle should be 180 to reflect the irl RPG recoil being downward ;)


    amazing addition