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Pomi Git

PG Services - Private Military Company

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Wouldn't it be enough to group them with a unit from the wanted side with a higher rank, set it's condition of presence to false and have them become blufor/opfor that way?

Additionally: You're not forced to use the units contained in the mods, you can as well gear your blu-/opfor-units up with pg clothes and weapons as well. Just to throw some more ideas in the room.

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Pergor,

We ended up doing that with BLUFOR units as a quick work around. Sometimes Independents fire at BLUFOR for almost no reason hah.

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We see an issue with the weapons. If you change from your mod weapons to other mod weapons and/or the other way around, the game will crash. Not just for me but also to my other squad mates... Hope you will fix this issue. Thanks!

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Hey there,

is the field technician supposed to be not able to defuse anything - because I guess this could not be the case. I'm having this issue and he can not even deactivate or pick up his own explosive charges.

This is really the only thing keeping me from using this mod for creating missions. Had a similar idea of a campaign with an evolving PMC like someone else in this thread. But with this issue, sadly, PG Services is unusable for me.

I would love to be able to solve this issue.

Well, as I understand it there are two similar classes in game; repair specialist who can obviously repair vehicles and then there is the engineer who is able to diffuse explosives. I think both can place them. I don't have my config files in front of me but from memory I think I used the repair specialist as the base class. Which is what the Arma 2 PMC DLC field technician used

---------- Post added at 23:45 ---------- Previous post was at 23:40 ----------

Hey Pomi, this mod is awesome! My clan uses this mod exclusively for our clothing in game. Our recruitment post has a couple videos of your mod in action: http://forums.bistudio.com/showthread.php?176635-Beck%E2%80%99s-Privateers-PMC-want-to-hire-you!-Semi-Realism

Just one addition that would be nice is if the PMC could be adjusted to the BLUFOR team and maybe even the OPFOR team as well, as they can be hired. I would like to make missions against the AAF but the faction aligning prevents that a bit.

A second request is to ask if we can get some of the logo's changed for a unit version that has BP instead of PG; If you are opposed to this no worries. It's just kind of funny because our introductory rank abbreviation is "PG".

Again thank you for the mod, really sets in immersion in our PMC unit!

Thanks for the feedback mate. Re your request. You may have missed it but I state in front post that I don't do customised versions. Having said that I did release a cap mod with interchangeable patch which may serve your needs. Changing the logo is pretty easy, even for beginners. A link is in my signature

---------- Post added at 23:52 ---------- Previous post was at 23:45 ----------

We see an issue with the weapons. If you change from your mod weapons to other mod weapons and/or the other way around, the game will crash. Not just for me but also to my other squad mates... Hope you will fix this issue. Thanks!

I'm not in a position to do any sort of testing at the moment, in fact I don't even have the latest version of arma 3 installed. I know this has not been an issue in the past though

Edited by pomigit

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Okay so we made our own fix instead. What we do is NEVER change from this modders' addon weapons to other modders' weapon addons and vice versa. Like from your black MX to let's say like m4 rifle from other modders and the other way around. IF you want to change weapons from this modders' weapons to other modders' weapons or vice versa, YOU NEED TO DROP YOU'RE CURRENT WEAPON... I hope others will see this as a FIX but still, we still want this modding team to fix our or THE issue. Thanks and keep up the good work. Love your work, you just made new ideas for missions

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Well, as I understand it there are two similar classes in game; repair specialist who can obviously repair vehicles and then there is the engineer who is able to diffuse explosives. I think both can place them. I don't have my config files in front of me but from memory I think I used the repair specialist as the base class. Which is what the Arma 2 PMC DLC field technician used

Hey, thanks for replying.

With the soldier types in A3 it is actually as following:

Repair Specialist: CAN rapair, CAN NOT defuse.

Explosive Specialist: CAN NOT repair, CAN defuse.

Engineer: CAN rapair, CAN defuse.

Thus, if you used the Rep Spec as base class, that is probably the reason for this.

I also just tested every unit from the mod again. I may be missing something but I think none of the units can defuse explosives. The field technician can, as expected, repair broken vehicles. But that's it.

As I said, there might be a mistake on my side but is this intended?

Edited by CfX

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Hey, thanks for replying.

With the soldier types in A3 it is actually as following:

Repair Specialist: CAN rapair, CAN NOT defuse.

Explosive Specialist: CAN NOT repair, CAN defuse.

Engineer: CAN rapair, CAN defuse.

See now you're highlighting how often I play this game these days ;)

Thus, if you used the Rep Spec as base class, that is probably the reason for this.

I also just tested every unit from the mod again. I may be missing something but I think none of the units can defuse explosives. The field technician can, as expected, repair broken vehicles. But that's it.

As I said, there might be a mistake on my side but is this intended?

umm yeah maybe :) Do real life Private Military Companies have Explosive Experts out in the field diffusing mines?

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umm yeah maybe :) Do real life Private Military Companies have Explosive Experts out in the field diffusing mines?

Haha, I dunno. I just googled "pmc eod" which came up with at least one company offering EOD services. Anyways, it would be nice for the game, since explosives (trip wire mines by insurgents?) are a thing in ArmA. Also, some of your operators have explosives and one wrong click results in an exp charge set. Would be good to be able to retake it.

After all, it's your mod though, so who am I to question your vision ;D But you might consider the usefulness on a gameplay level.

Edited by CfX

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Nice mod! I really enjoy the quality of your units pomigit! Hopefully we´ll get to enjoy some more of your work! :)

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I think if you wanted to change stuff around you can do something in the config. I believe it's like candefuse = 1; or the like. I can go digging into my units when I get home.

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Haha, I dunno. I just googled "pmc eod" which came up with at least one company offering EOD services. Anyways, it would be nice for the game, since explosives (trip wire mines by insurgents?) are a thing in ArmA. Also, some of your operators have explosives and one wrong click results in an exp charge set. Would be good to be able to retake it.

After all, it's your mod though, so who am I to question your vision ;D But you might consider the usefulness on a gameplay level.

Fair enough, makes sense I guess. I did a quick search of "field technician" and came up with at least one job advert which sounds more like a repair specialist, but to be honest when I originally created it I didnt really think about it too much. I just tried to align it with the ARMA 2 PMC DLC. I suppose I can change it to an Engineer, its pretty easy to do.

You may have to wait a while though, officially I've retired this mod due to lack of time to work on it but I might make a few small updates to address things like this and Zeus compatibility. I also have some tactical goggles I made a while ago and never got round to adding to the mod, so I guess I could add that too.

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Fair enough, makes sense I guess. I did a quick search of "field technician" and came up with at least one job advert which sounds more like a repair specialist, but to be honest when I originally created it I didnt really think about it too much. I just tried to align it with the ARMA 2 PMC DLC. I suppose I can change it to an Engineer, its pretty easy to do.

You may have to wait a while though, officially I've retired this mod due to lack of time to work on it but I might make a few small updates to address things like this and Zeus compatibility. I also have some tactical goggles I made a while ago and never got round to adding to the mod, so I guess I could add that too.

That's great to hear! Thank you for your attention and efforts. I'll be looking forward to the updates, whenever you find the time.

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With the 1.20 patch and the fix to make addUniform global, PG units don't appear naked in MP!

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Nice mod, Pomigit. Do you plan on retiring your own black MXs, as BIS has implemented Black MXs as default?

It's a shame to see that progress has stopped, but the work you've done so far is great.

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With the 1.20 patch and the fix to make addUniform global, PG units don't appear naked in MP!

Thank the heavens, great to hear :)

Nice mod, Pomigit. Do you plan on retiring your own black MXs, as BIS has implemented Black MXs as default?

It's a shame to see that progress has stopped, but the work you've done so far is great.

Thanks mate, and no way. I personally think my black mx looks better with the green stock and grip, and green digi-cam magazine. But i am biased of course :D

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I personally think my black mx looks better with the green stock and grip, and green digi-cam magazine.

So do I! They look amazing - fantastic job.

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This mod worked great for about 2 hours. Now when ever I happen to see the clothing in game, I crash. I can't even go into third-person. Really wish I knew why.

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With the 1.20 patch and the fix to make addUniform global, PG units don't appear naked in MP!
Awesome! That's the only thing that has been holding me back with this fantastic mod!

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We are trying out PMC mod and having a lot of fun with it. But we are having a problem that some items are duplicate (binoculars and explosives) and also then uniforms are changes when people are joining the server (JIP).

How to fix this ?

Hope some one can help ? We really like this mod..

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We are trying out PMC mod and having a lot of fun with it. But we are having a problem that some items are duplicate (binoculars and explosives) and also then uniforms are changes when people are joining the server (JIP).

How to fix this ?

Hope some one can help ? We really like this mod..

I had the same issue when placing PMC units on the map..you can choose one but then clothes change for no apparent reason..we had such an issue we went back to std AAF soldiers then had to change into PMC outfits..if PMC units are placed it changes their clothes randomly..no idea why that happens.

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The script is designed to randomise uniform on respawn. The duplicate items is an odd one. Will look into that. And are you saying everyone's uniform changes when someone jips?

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The init lines will rerun when someone jips as technically they run once for each client (plus server/host). You need to put a if (!local _unit) exitwith {}; at the top so it doesn't run on other machines

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Yes everyones uniforms change..we like to have set kits for PMC but when we load our kits it then changes before we head out on the mission.

Would I put that if (!local _unit) exitwith {}; in the init? or someplace else?

Thanks for the replies.

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And are you saying everyone's uniform changes when someone jips?

Yes..

The init lines will rerun when someone jips as technically they run once for each client (plus server/host). You need to put a if (!local _unit) exitwith {}; at the top so it doesn't run on other machines

We will try that.. thank you

Thanks for the answer as quickly as you guys do..

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