sick1 13 Posted May 19, 2011 Use the setface command victim Share this post Link to post Share on other sites
adrien0082 10 Posted May 22, 2011 Hi, I've downloaded this mod, and there is one bug. Actually, the balaclavas don't appear in my character when I'm at ther 3rd person. I've downloaded it to have Ghost and his skull mask in Arma 2, and it doesn't work. I see it works in the screenshots, someone can explain me how to fix this bug? Thank you. Share this post Link to post Share on other sites
SigintArmA 10 Posted May 22, 2011 Are you putting this setface "Skimask_skull"; into the units 'Init' field? Share this post Link to post Share on other sites
adrien0082 10 Posted May 22, 2011 Are you putting this setface "Skimask_skull"; into the units 'Init' field? This code works, thank you, but how can I put "this setface "Skimask_skull"; " in the init field, I don't know how to put this mask in a SEAL unit. Also, I don't know how to put headgear on him. Thank you. Share this post Link to post Share on other sites
victim913 10 Posted May 24, 2011 This code works, thank you, but how can I put "this setface "Skimask_skull"; " in the init field, I don't know how to put this mask in a SEAL unit. Also, I don't know how to put headgear on him.Thank you. You said you put it in the units init, you do the same thing with the seal unit. Right? I've been playing around with the units alot more. Especially the OA Mercenaries. Those are way better than BI's. Only 2 things that I personally would like to see different. Both are trivial, but #1 could be more helpful, especially when adding units in the editor without scripting for changing weapons and names etc. Also I'd like to point out that I play SP so anything I say is for that. 1-A few more basic rifleman. Out of the non specific units (AT,AR,MG,Sapper,Engineer,Medic, etc... There is only : Team leader, Mercenary, and S58v. Those are the only units that fit in the "RIFLEMAN" description. If you take out team leader, then you only have 2 "RIFLEMAN". Also Team leader and Sa58v are the same model, and mercenary and team leader have same rifle. So there is no randomness (for lack of a better word.) The rest of the basics are with grneade launchers: Assualt, GL, SCAR, Operator,Specialist. So you have 5 units that fit in the "GRENADIER/ASSAULT" description. So it's a 2 to 5 ratio (3 if you count TL). I would think the ratio should be the opposite with only 2 or 3 . I would think fewer mercenaries have grenade launchers. But I could be wrong. Just my opinion. Maybe just create a couple more with basic rifles. You did an excellent job on the models and you created enough different looking ones that you can have many combinations. I think most players would play as team leader, so giving the team leader a GL would probably be more useful but you would probably need a new model (maybe switch him with specialist) changing his model would also take away the risk of having his double with the sa58v. By the way it looks, It looks like you took the models into account when arming them though, which is excellent on your part. The rifle guys don't have ammo packs or heavy vests or anything. I'd like to see a MK16 and 17 with no GL. Also maybe a P90 or MD5. 2-Actually swithcing the team leader was my numbr 2. The models with grenade launchers look the coolest. Feels a little walking around in pink and tan, while te rest of my guys are in black and darker colors. That model also doesn't have much gear on so he looks a little less intimidating. #2 is really trivial, don't even waste time with it. Just thought i'd say what we are all thinking :p Hope this wasn't a complete waste of time reading. But this is one of very few addons that I will use ALOT! The pink team leader being my only insignificant issue. So many things right with this. Thank you. Share this post Link to post Share on other sites
adrien0082 10 Posted May 25, 2011 You said you put it in the units init, you do the same thing with the seal unit. Right?I've been playing around with the units alot more. Especially the OA Mercenaries. Those are way better than BI's. Only 2 things that I personally would like to see different. Both are trivial, but #1 could be more helpful, especially when adding units in the editor without scripting for changing weapons and names etc. Also I'd like to point out that I play SP so anything I say is for that. 1-A few more basic rifleman. Out of the non specific units (AT,AR,MG,Sapper,Engineer,Medic, etc... There is only : Team leader, Mercenary, and S58v. Those are the only units that fit in the "RIFLEMAN" description. If you take out team leader, then you only have 2 "RIFLEMAN". Also Team leader and Sa58v are the same model, and mercenary and team leader have same rifle. So there is no randomness (for lack of a better word.) The rest of the basics are with grneade launchers: Assualt, GL, SCAR, Operator,Specialist. So you have 5 units that fit in the "GRENADIER/ASSAULT" description. So it's a 2 to 5 ratio (3 if you count TL). I would think the ratio should be the opposite with only 2 or 3 . I would think fewer mercenaries have grenade launchers. But I could be wrong. Just my opinion. Maybe just create a couple more with basic rifles. You did an excellent job on the models and you created enough different looking ones that you can have many combinations. I think most players would play as team leader, so giving the team leader a GL would probably be more useful but you would probably need a new model (maybe switch him with specialist) changing his model would also take away the risk of having his double with the sa58v. By the way it looks, It looks like you took the models into account when arming them though, which is excellent on your part. The rifle guys don't have ammo packs or heavy vests or anything. I'd like to see a MK16 and 17 with no GL. Also maybe a P90 or MD5. 2-Actually swithcing the team leader was my numbr 2. The models with grenade launchers look the coolest. Feels a little walking around in pink and tan, while te rest of my guys are in black and darker colors. That model also doesn't have much gear on so he looks a little less intimidating. #2 is really trivial, don't even waste time with it. Just thought i'd say what we are all thinking :p Hope this wasn't a complete waste of time reading. But this is one of very few addons that I will use ALOT! The pink team leader being my only insignificant issue. So many things right with this. Thank you. Actually, I don't know how to script the Ghost balaclava on the SEAL unit, to have the result in the game... Share this post Link to post Share on other sites
fingolfin 1972 Posted June 20, 2011 Is it possible to change the NV goggles on the seals unit? From this... ... to this? Could this be done by a change in the configs or is it necessary to change the model? Share this post Link to post Share on other sites
ardvarkdb 104 Posted June 20, 2011 The models would have to be changed to reference a different NVG proxy I believe Share this post Link to post Share on other sites
Jani 10 Posted June 26, 2011 Hey there, very well done, just found it half an hour ago and I have a lot of fun with it!!! But how did u make it that there are no signs of the helmets or hats of the player skins? I can only choose a slot in the Lobby and have the helmet or hat! Share this post Link to post Share on other sites
RabidStoat 39 Posted July 24, 2011 The models would have to be changed to reference a different NVG proxy I believe Isn't this possible in the config? Thought I'd seen it in one somewhere, but I'm no expert (reskins and config tweaking is all I ever learned to do) Share this post Link to post Share on other sites
krycek 349 Posted July 25, 2011 Schnaps are you still around?Are you planning to fix the invisible body&only visible head on OA units bug if you have these Blackops on map? Share this post Link to post Share on other sites
CameronMcDonald 146 Posted July 25, 2011 Isn't this possible in the config? Thought I'd seen it in one somewhere, but I'm no expert (reskins and config tweaking is all I ever learned to do) No, you need to change the model's P3D too. Share this post Link to post Share on other sites
RabidStoat 39 Posted July 26, 2011 No, you need to change the model's P3D too. That's a shame. At least I can stop trying to find it in configs now though! There's so many models out there with the helmet proxy when the unit has a cap/hat/nothing on it's head. Share this post Link to post Share on other sites
pre-Vet 10 Posted July 26, 2011 Wierd BIS didnt do it like above in the original game, too bad. Like the choice of using the an/pvs-7 above the an/pvs-14. Hope ArmaIII will use the an/psq-20! Share this post Link to post Share on other sites
o.Solei.o 10 Posted July 27, 2011 I'm trying to add the mercs in this pack as purchasable units in a warfare mission I'm doing, but all I get (in this case, for a medic) is Script merc_oa_Medic not found. I'm trying to find an example in the OA pbos from which to build or copy this required script, but I'm having no luck finding it. Does anybody have any ideas? Share this post Link to post Share on other sites
cl0ud 10 Posted July 29, 2011 Amazing units, they look pro! Gourmet job. Share this post Link to post Share on other sites
bars91 956 Posted August 27, 2011 (edited) Really sorry for bumping but I have a problem with Deltas_Glasses - I just can't add them to any of the soldiers via this setidentity ""; (other stuff like tactical glasses do work fine) Thx in advance for any tips on how to set them via unit's init (I can set them in my profile but I need them for AI units too) PS: not using ACE or any other global mod. Edited August 27, 2011 by Bars91 Share this post Link to post Share on other sites
PFC Magician 10 Posted September 7, 2011 bug in Arma CO + @cba + @bb_oa_mercs repro: play:armory - character: sniper (night) [middle east] Share this post Link to post Share on other sites
SigintArmA 10 Posted September 8, 2011 Might be easier if you have a snippet of your RPT file since, a screenshot of what the error says really doesn't tell much at all save for a weapon being missing/otherwise bugged Share this post Link to post Share on other sites
pd3 25 Posted February 17, 2013 (edited) Hello, I know I'm necroposting however I've recently run into a problem with this addon. For some reason certain masks such as the Kuffiya and the balaclavas turn the faces on the heads themselves a glowing orange color. Can anyone let me know what is causing this? its really annoying. -EDIT- I found out what was causing it and I fixed it. I don't mean to offend anyone in poking around addons, but this was seriously annoying, and I'm sure there's got to be somebody else out there who is experiencing it. So I won't distribute my config, but I will show you how to fix it: Just replace whatever is the currently defined texture with this: \bb_mercs_desert\faces\hhl_46_co.paa Replace whatever mat file is currently defined with this: \bb_mercs_desert\faces\hhl_white.rvmat Do it for the kuffiya and black and skull masks, or whichever are affecting you. This will only work if you have Schnapdrosel's desert mercs installed: http://www.armaholic.com/page.php?id=6471 Hope this helps somebody. Edited February 17, 2013 by Pd3 Share this post Link to post Share on other sites
krycek 349 Posted February 17, 2013 Do you have the old version as well?I think people reported this issue in the past with current version+old one combo. Share this post Link to post Share on other sites
pd3 25 Posted February 18, 2013 Yes, I have both installed, as one has units that the other doesn't, and who really wants to have to choose? Share this post Link to post Share on other sites
Leaulux 2 Posted February 18, 2013 I love using both of these and wish they were updated. The old one is very cool because of the Gas Mask soldier(s) with the red glass eye sockets that remind me of HUNK from Resident Evil. Share this post Link to post Share on other sites