mistyronin 1181 Posted October 16, 2013 First patch coming this weekend. Watch this space Great news :) Thank you for your efforts! Share this post Link to post Share on other sites
Fa11en 10 Posted October 16, 2013 There's nothing wrong with the mediafire download link. I just double checked and its working fine. None the less I've updated the front post with the armaholic link.First patch coming this weekend. Watch this space great work so far, any idea how long untill we can expect that SUV? I cant wait Share this post Link to post Share on other sites
EO 11277 Posted October 16, 2013 Roll on the weekend! Looking forward to the patch. PMC rules! Share this post Link to post Share on other sites
BadHabitz 235 Posted October 16, 2013 When I use this mod (which is most of the time) and I go to the editor, I get an error concerning a missing POMI_PMC.icon (or PMC_POMI) when I go to add Independents. I fixed it on my end with a quick icon and config, but I'd assume that everyone else would have the same error. Share this post Link to post Share on other sites
toxicsludge 12 Posted October 16, 2013 When I use this mod (which is most of the time) and I go to the editor, I get an error concerning a missing POMI_PMC.icon (or PMC_POMI) when I go to add Independents. I fixed it on my end with a quick icon and config, but I'd assume that everyone else would have the same error.Yeh, I get this too, but it still works so I didn't think anything of it. I can't wait till I learn a little more about the editor to make a mission with these guys! Share this post Link to post Share on other sites
BadHabitz 235 Posted October 16, 2013 Yeh, I get this too, but it still works so I didn't think anything of it. That's why I posted. I too was just accepting it and passing it over. I figured that since I took the time to fix it on my end that it was enough of an issue to inform the content creator. Share this post Link to post Share on other sites
Pomi Git 256 Posted October 16, 2013 I'm guessing this is because the current released version doesn't have the faction icon. That's fixed for the patch release @fa11en SUV may take a while, turning a high poly model into a low poly version manually is a painfully slow process, the source model has over 200,000 polys. I have to bring that down to 20,000. Plus I still need to add more detail to the interior and then do the UV maps. To be honest i havent done much with it lately. I haven't had the time or will power to sit there deleting polygon hoops, its draining :(. I'll come back to it soon though. Im planning a few decent additions to the next full release. Share this post Link to post Share on other sites
Fa11en 10 Posted October 16, 2013 Well I cant wait to see it, thank you again for all of your hard work....I hope to see the new patch soon. Share this post Link to post Share on other sites
baddazs 10 Posted October 20, 2013 I'm getting an issue when I use the classnames to make custom loadouts. I am adding U_PMC_CombatUniformRS_GSBPBB to units in place of normal Mcamo uniforms. It works well. However, upon launching the game, the inform does not not seem to accept inventory. So, I like to add my pistol mags to my uniform. So my inits look like this: blah blah blah (all the way to the secondary) Raptor1 adduniform "U_PMC_CombatUniformRS_GSBPBB"; Raptor1 addmagazine "9Rnd_45ACP_Mag"; Raptor1 addmagazine "9Rnd_45ACP_Mag" Raptor1 addmagazine "9Rnd_45ACP_Mag" Raptor1 addweapon "hgun_ACPC2_F"; Raptor1 addHandgunItem "muzzle_snds_acp"; and when i do that, when I load the game, it acts like there is no storage in the uniform and I lose all the mags and usually the pistol as well. If I do that with a vanilla uniform all works fine. Any input? Great mod! Thanks! Share this post Link to post Share on other sites
EO 11277 Posted November 3, 2013 All quiet on the Western Front....any news on a future update for this fantastic mod? My name is Evil and i think i'm becoming an Armaholic. Share this post Link to post Share on other sites
BadHabitz 235 Posted November 3, 2013 I'm getting an issue when I use the classnames to make custom loadouts. I am adding U_PMC_CombatUniformRS_GSBPBB to units in place of normal Mcamo uniforms. It works well. However, upon launching the game, the inform does not not seem to accept inventory.So, I like to add my pistol mags to my uniform. So my inits look like this: blah blah blah (all the way to the secondary) Raptor1 adduniform "U_PMC_CombatUniformRS_GSBPBB"; Raptor1 addmagazine "9Rnd_45ACP_Mag"; Raptor1 addmagazine "9Rnd_45ACP_Mag" Raptor1 addmagazine "9Rnd_45ACP_Mag" Raptor1 addweapon "hgun_ACPC2_F"; Raptor1 addHandgunItem "muzzle_snds_acp"; and when i do that, when I load the game, it acts like there is no storage in the uniform and I lose all the mags and usually the pistol as well. If I do that with a vanilla uniform all works fine. Any input? Great mod! Thanks! This might have to do with the PMC uniforms being in the independent faction. You'll get poor results if you try to add them to blufor/opfor. Share this post Link to post Share on other sites
Pomi Git 256 Posted November 5, 2013 (edited) Thanks for everyone's patience. Version 0.6 is now out. A relatively minor update in the scheme of things but it adds a 2 new features and fixes a few issues. Here's a release photo showing the aforementioned features Change Log Version 0.6 Added earpiece model (uses night vision goggles slot) Added VIP Client model (which is actually a 3ds max sample model ive ported and modified a little) Replaced the normal and specular map for uniforms using the BLUFOR uniform (to remove shiny patch and flag outline)) Removed most of the hex edited models. Now only have the ones for the MX rifles since they still dont have camo selections Adjusted the capacity for all uniforms and vests to be in line with game vanilla versions Added faction icon Removed the class I created for the EBR with SOS scope since there is now one in game by default. Designated Marksman now uses the default in game class A few other minor config changes which wont be noticable to most people There may be other things I've done which are not listed here. Ive been working on this update on and off for the past few months so its possible ive forgotten a few things DOWNLOAD @MEDIAFIRE First post updated. Please do let me know if you find any issues. Cheers Pomigit Edited November 5, 2013 by pomigit Share this post Link to post Share on other sites
warlord554 2065 Posted November 5, 2013 Thanks for the update. I like the earpiece and vip!! :D Share this post Link to post Share on other sites
Guest Posted November 5, 2013 New version frontpaged on the Armaholic homepage. PG Services - Private Military Company v0.6 =================================================== We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
krycek 349 Posted November 5, 2013 Great additions for more urban scenarios,the earpiece and vip look very good.:) Share this post Link to post Share on other sites
mistyronin 1181 Posted November 5, 2013 As always a really good update for a really good mod. I really like the V.I.P. addition. Share this post Link to post Share on other sites
ProDomo 10 Posted November 5, 2013 Nice Update. finally no more error for the missing thumb^^. I need to mention one thing though: Is it possible that the units still refer to the old rifle classnames? I loaded a mission I had created using the prev version, and now I am getting an error for "arifle_MX_blk_pointer_F" and the same for the GL version.. I re-placed all PGS soldiers just to be sure Share this post Link to post Share on other sites
ThorBrasil 10 Posted November 5, 2013 There is no way to use the MX with virtual ammo box? Please free to use it. I'll be more grateful. Thank you! This is one of the best mods I use. :confused: Share this post Link to post Share on other sites
Kydoimos 916 Posted November 5, 2013 Brilliant work! Literally, mind-blowing. Share this post Link to post Share on other sites
Pomi Git 256 Posted November 6, 2013 (edited) Thanks all for the feedback so far. Much appreciated. @ProDomo That would be one of the changes I forgot about. arifle_MX_blk_pointer_F is now arifle_MX_MRCO_blk_F The class list on the front post reflects the correct class names. The error you talk about getting though would be because your mission is looking for the old class name. If you have manually added the weapon to an ammo crate or to a units init then this will be the cause. @ThorBrasil I dont use the virtual ammo and have never tested against it but i'll take a look into that Edited November 6, 2013 by pomigit Share this post Link to post Share on other sites
ThorBrasil 10 Posted November 6, 2013 Thanks all for the feedback so far. Much appreciated.@ProDomo That would be one of the changes I forgot about. arifle_MX_blk_pointer_F is now arifle_MX_MRCO_blk_F The class list on the front post reflects the correct class names. The error you talk about getting though would be because your mission is looking for the old class name. If you have manually added the weapon to an ammo crate or to a units init then this will be the cause. @ThorBrasil I dont use the virtual ammo and have never tested against it but i'll take a look into that Very grateful! Very grateful! I wait for the hotfix! Thank you! Your MX are the best textures I've ever seen. Thank you, Thank you! Share this post Link to post Share on other sites
ProDomo 10 Posted November 6, 2013 (edited) Thank you Pomigit fo the quick heads up. Concerning my last post: disregard. I left 1 stupid rifle in the cargo of a vehicle :rolleyes: Everything working just fine now. EDIT: There is no way to use the MX with virtual ammo box? Please free to use it. I'll be more grateful. Thank you! This is one of the best mods I use. :confused: You could use those weapons before the patch, but it seems you've had to allow them especially in the VAS config. Below is my VAS_PGS-ONLY config.sqf, containing a reasonable loadout for our Mercs of choice^^ //Allow player to respawn with his loadout? If true unit will respawn with all ammo from initial save! Set to false to disable this and rely on other scripts! vas_onRespawn = FALSE; //Preload Weapon Config? vas_preload = true; //If limiting weapons its probably best to set this to true so people aren't loading custom loadouts with restricted gear. vas_disableLoadSave = false; //Amount of save/load slots vas_customslots = 9; //9 is actually 10 slots, starts from 0 to whatever you set, so always remember when setting a number to minus by 1, i.e 12 will be 11. /* NOTES ON EDITING! YOU MUST PUT VALID CLASS NAMES IN THE VARIABLES IN AN ARRAY FORMAT, NOT DOING SO WILL RESULT IN BREAKING THE SYSTEM! PLACE THE CLASS NAMES OF GUNS/ITEMS/MAGAZINES/BACKPACKS/GOGGLES IN THE CORRECT ARRAYS! TO DISABLE A SELECTION I.E GOGGLES vas_goggles = [""]; AND THAT WILL DISABLE THE ITEM SELECTION FOR WHATEVER VARIABLE YOU ARE WANTING TO DISABLE! EXAMPLE vas_weapons = ["srifle_EBR_ARCO_point_grip_F","arifle_Khaybar_Holo_mzls_F","arifle_TRG21_GL_F","Binocular"]; vas_magazines = ["30Rnd_65x39_case_mag","20Rnd_762x45_Mag","30Rnd_65x39_caseless_green"]; vas_items = ["ItemMap","ItemGPS","NVGoggles"]; vas_backpacks = ["B_Bergen_sgg_Exp","B_AssaultPack_rgr_Medic"]; vas_goggles = [""]; */ //If the arrays below are empty (as they are now) all weapons, magazines, items, backpacks and goggles will be available //Want to limit VAS to specific weapons? Place the classnames in the array! vas_weapons = [ /* ========================================= PGS SPECIFIC WEAPONS ========================================= */ "arifle_MX_MRCO_blk_F", "arifle_MX_GL_blk_ACO_F", /* ========================================= VANILLA WEAPONS ========================================= */ "srifle_EBR_SOS_F", "LMG_Mk200_MRCO_F", "smg_02_ACO_F", "hgun_P07_F" ]; //Want to limit VAS to specific magazines? Place the classnames in the array! vas_magazines = [ /* ========================================= ASSAULT RIFLE ========================================= */ "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag_Tracer", /* ========================================= MARKSMAN RIFLE ========================================= */ "20Rnd_762x51_Mag", /* ========================================= LMG ========================================= */ "200Rnd_65x39_cased_Box", "200Rnd_65x39_cased_Box_Tracer", /* ========================================= SMG ========================================= */ "30Rnd_9x21_Mag", /* ========================================= PISTOL ========================================= */ "16Rnd_9x21_Mag", /* ========================================= GRENADE ========================================= */ "MiniGrenade", "HandGrenade", "Chemlight_BLUE", "Chemlight_GREEN", "Chemlight_RED", "Chemlight_YELLOW", "SmokeShell", "SmokeShellGREEN", "1Rnd_HE_Grenade_shell", "1Rnd_Smoke_Grenade_shell", "1Rnd_SmokeGreen_Grenade_shell", /* ========================================= MINE & EXPLOSIVE ========================================= */ "APERSBoundingMine_Range_Mag", "APERSMine_Range_Mag", "APERSTripMine_Wire_Mag", "ATMine_Range_Mag", "DemoCharge_Remote_Mag", "SatchelCharge_Remote_Mag" ]; //Want to limit VAS to specific items? Place the classnames in the array! vas_items = [ /* ========================================= VNL OPTICS ========================================= */ "optic_Aco", "optic_ACO_grn", "optic_ACO_grn_smg", "optic_Aco_smg", "optic_Arco", "optic_Hamr", "optic_Holosight", "optic_Holosight_smg", "optic_MRCO", "optic_Nightstalker", "optic_NVS", "optic_SOS", "optic_tws", "optic_tws_mg", /* ========================================= VNL ATTACH & MUZZLE ========================================= */ "muzzle_snds_B", "muzzle_snds_H", "muzzle_snds_L", "acc_flashlight", "acc_pointer_IR", /* ========================================= VNL EQUIPMENT ========================================= */ "Binocular", "ItemCompass", "ItemGPS", "ItemMap", "ItemRadio", "ItemWatch", "FirstAidKit", "Medikit", /* ========================================= VNL NVG ========================================= */ "NVGoggles", "NVGoggles_INDEP", /* ========================================= PGS HEADGEAR ========================================= */ "pmc_earpiece", "H_Cap_pmc", "H_Cap_tan_pmc", "H_Cap_pmc_headphones", "H_Capbw_pmc", "H_Capbw_tan_pmc", "H_Booniehat_rgr", "H_Booniehat_GCAMO", "H_Booniehat_DMARPAT", "H_HelmetB_plain_blk", "H_PilotHelmetHeli_PMC", /* ========================================= PGS VESTS ========================================= */ "V_PlateCarrier1_PMC_rgr", "V_PlateCarrier1_PMC_blk", "V_PlateCarrier1_PMC_marpat", "V_PlateCarrier1_PMC_khki", "V_PlateCarrierInd_PMC_blk", "V_PlateCarrierInd_PMC_grn", "V_TacVest_darkblck", "V_TacVestIR_blk", /* ========================================= PGS T-SHIRT WITH JEAN ========================================= */ "U_PMC_GTShirt_DJeans", "U_PMC_GTShirt_SJeans", "U_PMC_BlkTShirt_DJeans", "U_PMC_BlkTShirt_SJeans", "U_PMC_BluTShirt_SJeans", "U_PMC_WTShirt_DJeans", /* ========================================= PGS SHORT SLV SHRT W/ CORD PNTS ========================================= */ "U_PMC_BluePlaidShirt_BeigeCords", "U_PMC_RedPlaidShirt_DenimCords", "U_PMC_BlackPoloShirt_BeigeCords", /* ========================================= POLO SHRT W/ TAC PNTS ========================================= */ "U_PMC_BluPolo_BgPants", "U_PMC_BgPolo_GrnPants", "U_PMC_BlckPolo_BgPants", "U_PMC_BlckPolo_BluPants", "U_PMC_BluPolo_GrnPants", "U_PMC_BrnPolo_BgPants", "U_PMC_BrnPolo_BluPants", "U_PMC_GrnPolo_BgPants", "U_PMC_WhtPolo_BgPants", "U_PMC_WhtPolo_BluPants", "U_PMC_WhtPolo_GrnPants", /* ========================================= COMBAT UNIFORM - ROLLED SLV ========================================= */ "U_PMC_CombatUniformRS_BSGPBB", "U_PMC_CombatUniformRS_BSGPSB", "U_PMC_CombatUniformRS_BSSPBB", "U_PMC_CombatUniformRS_BSSPSB", "U_PMC_CombatUniformRS_GSBPBB", "U_PMC_CombatUniformRS_GSSPBB", "U_PMC_CombatUniformRS_IndPBSBB", "U_PMC_CombatUniformRS_SSBPBB", "U_PMC_CombatUniformRS_SSGPBB", "U_PMC_CombatUniformRS_SSGPSB", "U_PMC_CombatUniformRS_ChckDBS_GPSB", "U_PMC_CombatUniformRS_ChckLB_GPBB", "U_PMC_CombatUniformRS_ChckLR_SPBB", "U_PMC_CombatUniformRS_ChckP_BPBB", /* ========================================= COMBAT UNIFORM - LONG SLV ========================================= */ "U_PMC_CombatUniformLS_BSGPBB", "U_PMC_CombatUniformLS_BSGPSB", "U_PMC_CombatUniformLS_BSSPBB", "U_PMC_CombatUniformLS_BSSPSB", "U_PMC_CombatUniformLS_GSBPBB", "U_PMC_CombatUniformLS_GSSPBB", "U_PMC_CombatUniformLS_IndPBSBB", "U_PMC_CombatUniformLS_SSBPBB", "U_PMC_CombatUniformLS_SSGPBB", "U_PMC_CombatUniformLS_SSGPSB", "U_PMC_CombatUniformLS_ChckDBS_GPSB", "U_PMC_CombatUniformLS_ChckLB_GPBB", "U_PMC_CombatUniformLS_ChckLR_SPBB", "U_PMC_CombatUniformLS_ChckP_BPBB" ]; //Want to limit backpacks? Place the classnames in the array! vas_backpacks = [ "B_Bergen_rgr_Exp", "B_Kitbag_blk_Medic" ]; //Want to limit goggles? Place the classnames in the array! vas_glasses = []; /* NOTES ON EDITING: THIS IS THE SAME AS THE ABOVE VARIABLES, YOU NEED TO KNOW THE CLASS NAME OF THE ITEM YOU ARE RESTRICTING. THIS DOES NOT WORK IN CONJUNCTION WITH THE ABOVE METHOD, THIs IS ONLY FOR RESTRICTING / LIMITING ITEMS FROM VAS AND NOTHING MORE EXAMPLE vas_r_weapons = ["srifle_EBR_F","arifle_MX_GL_F"]; vas_r_items = ["muzzle_snds_H","muzzle_snds_B","muzzle_snds_L","muzzle_snds_H_MG"]; //Removes suppressors from VAS vas_r_goggles = ["G_Diving"]; //Remove diving goggles from VAS */ //Below are variables you can use to restrict certain items from being used. //Remove Weapon vas_r_weapons = []; vas_r_backpacks = []; //Magazines to remove from VAS vas_r_magazines = []; //Items to remove from VAS vas_r_items = []; //Goggles to remove from VAS vas_r_glasses = []; Edited November 6, 2013 by ProDomo Share this post Link to post Share on other sites
Pomi Git 256 Posted November 6, 2013 (edited) Folks, I decided to release a patch to fix a few bugs. Change Log Version 0.6.1 Black MX rifles will now work with VAS (Note they still look the same as the standard mx in the VAS menu as I havent done custom icons) Fixed a missing icon error for underwear Removed a redundant ammo crate for uniforms which wasn't working (there is still an ammo crate containing all weapons used in the mod, i forgot to mention in the last release) Fixed loadout issue which was still resulting in some units shouting "out of ammo" DOWNLOAD PATCH v0.6.1 @MEDIAFIRE First post updated. Please do let me know if you find any more issues. Cheers Pomigit Edited November 6, 2013 by pomigit Share this post Link to post Share on other sites
NeuroFunker 11 Posted November 6, 2013 nicely done units! Is that possible to release a config, so weapons will use speed of sound samples? http://forums.bistudio.com/showthread.php?166824-Speed-Of-Sound Share this post Link to post Share on other sites
Mladja-ArmASerbia 3 Posted November 6, 2013 Folks, I decided to release a patch to fix a few bugs.Change Log Version 0.6.1 Black MX rifles will now work with VAS (Note they still look the same as the standard mx in the VAS menu as I havent done custom icons) Fixed a missing icon error for underwear Removed a redundant ammo crate for uniforms which wasn't working (there is still an ammo crate containing all weapons used in the mod, i forgot to mention in the last release) Fixed loadout issue which was still resulting in some units shouting "out of ammo" DOWNLOAD PATCH v0.6.1 @MEDIAFIRE First post updated. Please do let me know if you find any more issues. Cheers Pomigit I cant link any new headgear to all soldiers except Team Cordinator. Share this post Link to post Share on other sites