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Just need to correct the plane from sinking into the ground :)

 

Consider this:

driveOnComponent[] = {"wheel_1","wheel_2","wheel_3"};

 

That's what made my EF2000 sink into the gound.

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On 16/02/2016 at 12:49 AM, R0adki11 said:

Further update, Mig21 is now working largely. Just need to correct the plane from sinking into the ground :)

 

 

jeezzz 21's i have forgot that plane great work ! 

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A small important update, Mig21 is now flying and landing correctly. Moving on to setting up the weapon systems now :)

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A small update is due shortly, currently tweaking my infantry units to make sure that they are setup to use the new editorSubcategories that came with Eden. Makes the Eden editor a lot tidier :)

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Small update, hope to push out the Eden update in the next couple of days, its been tested enough now. Also looking to make the Nogovan's in the future an expansion of CUP, as this will allow me to use Arma2 content. Which will allow me to add in the following vehicles:

 

T72, T72CZ4, BMP1, BMP2, UH1, Mi8/Mi17, Mi24, C130, Landrovers, Urals etc :)

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Nogovan Armed Forces - NAF - Update 1.1 - The Eden Update
 
nogova_flagy.jpg
 
 
REQUIREMENTS:
 
NAF requires the latest version of Community Base Addons: http://forums.bistudio.com/showthread.php?178224-CBA-Community-Base-Addons-ARMA-3
NAF requires the latest version of HLC Weapons Core: https://forums.bistudio.com/topic/163106-toadies-smallarms-and-animations-for-arma3/
NAF requires the latest version of HLC G3 Pack: https://forums.bistudio.com/topic/163106-toadies-smallarms-and-animations-for-arma3/
 
INSTALLATION:
1. Extract the @NAFfolder from the .zip archive to your root arma 3 directory.
2. Create a new shortcut or edit an existing one, and add @NAF-mod parameter, for a longer explanation see this tutorial: http://www.armaholic.com/forums.php?m=posts&q=20866
3. Launch Arma 3 from the shortcut you created.
 
CHANGELOG:
 
Initial release (v1.0). No known Issues.
 

Updated release (v1.1):
 
Added Nogovan Urban based Units for the Rangers
Added Eden Groups so that the Eden editor is much more tider and simpler to find units
Added some new insignia to the editor/virtual arsenal
Added some additional pre-equipped weapon load outs for specialist troops.
Lots of Configuration and config tiding.

 
CREDITS & THANKS:
 
R0adki11 - Config Work / Unit textures.
LykosMactire for creating a Nogovan Oak Camo based on Pantera camo.
vanschmoozin for creating Nogovan Oak camo and an updated version of the Pantera Camo - see his great work here: https://forums.bistudio.com/topic/185842-vsm-gear-pack/
Meaty for his reskins and permission to use his Arid Camo - https://forums.bistudio.com/topic/164304-meatys-reskins-sources
Bohemia Interactive - ArmA 3 for the great game we all love.
 
WEBSITE:
 
http://naf.8bit-online.co.uk
 
DOWNLOAD - RELEASE 1.1
 
http://naf.8bit-online.co.uk/wp-content/plugins/download-monitor/download.php?id=38
 
EULA:
 
http://naf.8bit-online.co.uk/standard-eula/

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Just a quick image of some Cold War Era inspired Nogovan Units ive started working on:

 

Nogovan-Armed-Forces-85-22.jpg

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Small Update, here's another 85 Era Screenshot:

 

Nogovan-Armed-Forces-85-23.jpg

 

Also hope to release an update shortly, this update will release vehicles which will require CUP. I am also thinking of adding CUP assets into my infantry packs, any thoughts on this let me know. 

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In My Opinion:  I feel that the Arma-2 era factions was the "sweet spot" for assets, so CUP is essential to Arma 3.  :)

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In My Opinion:  I feel that the Arma-2 era factions was the "sweet spot" for assets, so CUP is essential to Arma 3.  :)

I have to agree, it means i can give some my infantry units some more diverse load-outs :) 

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Currently working on some unique weapons for my units, adding in the HK32 for my special forces:

 

Nogovan-Armed-Forces-85-HK32-3.jpg

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Just a small update to those that maybe still interested in this mod, if there are any? Due to lack of free time, and changes in work commitments this mod is on hiatus until further notice. 

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1 hour ago, R0adki11 said:

Just a small update to those that maybe still interested in this mod, if there are any? Due to lack of free time, and changes in work commitments this mod is on hiatus until further notice. 

 

Sad to hear mate, i'll be keen to see what you come up with if you ever pick back up working on it. All the best

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Hopefully you'll be able to get back to it down the line mate, great little addition and still looking forward to those weaps, that HK looks promising :)

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3 hours ago, jeza said:

Hopefully you'll be able to get back to it down the line mate, great little addition and still looking forward to those weaps, that HK looks promising :)

 

3 hours ago, souldrinker said:

 

Sad to hear mate, i'll be keen to see what you come up with if you ever pick back up working on it. All the best

 

Thanks both, hope to come back to the Nogovan Units, after making the faction for OFP, Arma1 (though unreleased), Arma2 and Arma3 i will be back in the future. 

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So after a few months off, ive got some new work in progress. These units are using retextured CSAT uniforms, textures are by the talented vanschmoozin.

 

NAF-CSAT-Uniform-1.jpg

 

NAF-CSAT-Uniform-4.jpg

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A small update, will be adding proper groups shortly so that they work with ALIVE. 

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On 29/05/2017 at 5:46 PM, R0adki11 said:

A small update, will be adding proper groups shortly so that they work with ALIVE. 

Well this update was delayed alot. Over the Christmas break i hope to finish this, plus add some units and more variation into the mod.

 

I am also working on porting an tank to Arma3:

 

T55

T55-project-1.jpg

 

T55AMV

 

T55-project-2.jpg

T55AM

T55-project-4.jpg

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T55-project-5.jpg

 

T55A Model is now working in game, some of the things that need to be done are:

  • Resolve commander optics, can't turn the commander turret
  • Resolve the commander been unable able to fire the DSHKM when turned out.
  • Sound issues
  • Exhaust issues
  • Texture issues
  • Gunner optics not tracking with the turret.
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Looking good!

 

Consider looking at the model.cfg animation names.  For example I was importing a tank model recently and the model.cfg's turret/gun animation names were the Czech names "otocvez" and "otochlaven", whereas in the config.cpp the "animationsourcegun/animationsourceturret" was "MainGun" and "mainTurret".  Renamed model.cfg to those and presto it worked.  Some of the imports seem to have these annoying little problems!

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