Treyarch's duct tape syndrome is finally period accurate!
The Colt Model 723 will appear to others as the M4A1 (CAR4) and is unlocked at level 4.
As the spiritual predecessor to what would eventually become the M4A1 SOPMOD Block I, the Colt Model 723 is also a jack of all trades, master of none. The base stats are higher than usual, but this is because I gave the gun default attachments which copy vanilla attachment stat blocks. In return, you can't stack a bunch of attachments to make the 723 have any stats you want.
This gun was a very contrived excuse to make a Gordon Carbine (Black Hawk Down) setup and that's pretty much where all of my effort went. So in a rarity for me, this custom weapon does have some semblance of skinmaps available because I was too lazy to use weapon painter to make a gordy skin.
Known Issues:
- The QXL3 light obviously has issues with hold animations, this is included incase you want to make a Larry Vickers Scud Hunter facsimile.
- Pretty much all of the magazines with capacity greater than 30 rounds will have animation issues in some form. I only personally plan to use the 30 rounder Colt mags, so the larger mag sizes are only available for the sake of completeness.
- you can see the backfaces of the handguards oriented for the retro Surefire 660 lights, i hate bending cables
Probable Future Asked Questions:
Q: why no option to use more gadgets with Colt handguards? :(
A: time to experience the 90s when standardized solutions werent available yet
i only plan to use the Surefire 660 and I gave up on trying to code a gadget rail that only appears when you add a gadget for the colt handguards
Q: When I use skinmaps, why do the magazines flicker back and forth when rotating them in the blackmarket?
A: Side effect of the duplicated animations for the two magazine animation code. I dont think the second duplicated magazine seems to get the skinmaps all that well. Or it could be my "skinmaps", who knows?
Q: Why are the carry handle irons only available for the ACOG and not the Aimpoint?
A: I actually tried it for a time, but the Carry Handle irons aren't necessary with the Aimpoint. Your Aimpoint will never fail, you don't need to worry about zeroing/different holds in silly clown robbery game, and the Aimpoint already covers the same engagement ranges as your irons. On the ACOG mounted on the carry handle, you at least can say there's a functional distinction between the 2x zoom of the ACOG and the un-zoomed irons for close range.
Q: why no option to mount all other optics on top of the C7 upper's carry handle? :(
A: i am too lazy to mess with sight stances for that when BO6 conveniently has the 90s proto-flat-top upper with Weaver rail and I personally plan to only use the Aimpoint or ACOG.
also i got a huge headache trying to figure out how to make A2 upper compatible with the existing optics (the A2 upper did not play nice with the ACOG as an example); i never planned on letting you make the colt 727 but here i am coding this and praying it works


Any chance of making Aimpoint 2000 and SureFire 660 as standalone mods?
If you only want the carry handle Aimpoint for the various vanilla ARs ( Ie the AMCAR, AMR16, CAR4, and Para), I think that should be pretty fast to back convert as an optic. I know you in particular only want the attachments for the sake of Black market gun-building, but I'm assuming there's a few others out there that would like the optic to be useable in-game. So I would need time to check the zero for the vanilla weapons.
As for the Surefire 660 light, that one is a bit more iffy in terms of time due needing to check the alignment of the Surefire mount with the gas blocks of the various ARs.
As a fair warning, I don't guarantee the switch will be perfectly taped to the gun depending on what handguards you use.
What I learned is that the conversion wasn't so easy.
I put the collection of retro parts for vanilla guns in the link below.
https://modworkshop.net/mod/41937
@rjc9000 Sweet, thank you my lord :D
@rjc9000 Since you've started doing beautiful 90s attachment stuff, here are some ideas / inspiration for more stuff :D :
H&K MP5 dual mag clamp (one was done by Tangerine Paint in https://modworkshop.net/mod/49364, but the spare magazine is upside down.... Probably 'cause of the animation)
SureFire 310R flashlight for 1911
SureFire 333R flashlight for Beretta 92FS
SureFire M500AB flashlight handguard for AR-15
P.S. not to complain or anything, just a notification that A2 grip for this Colt M723 is sliiiightly out of position in front of the trigger guard.
Anyway, BIG thanks for your work mate.
@jakubberlinski
The M500A Handguard has an asset I can access, but I'm not particularly enthusiastic on working with the compatibilities of the vanilla ARs again.
For the A2 grip, I noticed the slight gap you were talking about after doing a closer inspection. It'll be fixed the next time I update the BO6 723.
For the retro surefire pistol lights, I am genuinely unsure of where to grab assets for either of these.
For the MP5 mag clamp, I think I had the clamp that was in Black Ops Cold War? I'd need to check if I still have BOCW assets lying around or not.
Though you might find it faster to poke Tangerine into making the rightside up clamp, since the RMC No2 is currently undergoing animation work and Masavik told me that I have some things I will need to fix there.
@rjc9000
SureFire 310R flashlight for 1911 could be found in Ready or Not since they've added Kimber TLE II to the game.
Also also.... :D Haven't you been working on CoD MW 2019 Kimber 1911 already ? Probably must've turned that down :(((
@jakubberlinski
The model tool bizarrely refused to export any models related to the MW2019 1911, no matter what format I imported the model in.
So that one got abandoned in spite being relatively doable.