hcpookie 3770 Posted December 4, 2015 NEW UPDATE 6.0 - January 12th, 2018: v6.0: 1/12/2018 - FIX: West Spotter net errors - FIX: Zeus compatibility was missing from certain objects - IMPROVED: All nets now have semi-transparent shadows - IMPROVED: Camo net crates now use the drop cargo model - NEW: Roadblocks and checkpoint signs - NEW: Editor preview pics for most items v5.0: 6/10/2017 - FIX: Those damn inventory popup errors. All items should work within the inventory with no further errors. Ammo crates are still available for mission makers etc. who wish to keep all items available at-once. - NEW: Steam availability for those who can't figure out how to add mods the right way. v4.1: 7/29/2016 - IMPROVED: Vehicle placement scripts - IMPROVED: Revised readme instructions - NEW: 3D editor subclasses - NEW: Spotter Nets Download updated PDF guide and new files (including bikey!) in the same location (see first post) Spotter nets are transportable as backpacks. New script logic - simply need to add the information within the INIT field and removed the need to copy scripts around. New objects for use in spawning scripts: - NEW: "Artillery Rampart" embankment: pook_nets_fort_artillery_nest - NEW: Satellite dish with tall pole: pook_Satellite_dish - NEW: Satellite phone: pook_SatPhone I have developed them since A2, so there are no longer backpack nets. The only nets are now inventory-based and can be loaded in a backpack. They are very light weight, as it stands to reason one could strap them to the loops on the outside of any backpack. Sniper-hide nets, vehicle nets, and the A2 style "land" nets are present. Signed PBO is here: https://onedrive.live.com/?id=5B54FC51A7917265!23951&cid=5B54FC51A7917265 Pics (from A2 version) here:https://onedrive.live.com/?id=5B54FC51A7917265!1848&cid=5B54FC51A7917265 Please report any errors you experience w/ the pack. 14 Share this post Link to post Share on other sites
h a w a i i a n 511 Posted December 4, 2015 oh yeah, I remember using this addon for arma 2, used to and most likely will still love these. Mahalo for sharing! Share this post Link to post Share on other sites
ice_age0815 37 Posted December 5, 2015 some one make something like that in ofp many moon's ago really cool idea and cool for sniper missions Share this post Link to post Share on other sites
Guest Posted December 5, 2015 Release frontpaged on the Armaholic homepage. POOK Camonets v3.0 Share this post Link to post Share on other sites
ruPal 143 Posted December 5, 2015 Thank you for such great mod. P. S. Got a pop-up error "Warning Message: Cannot load texture pook_sam\data\env_land_co.paa". Share this post Link to post Share on other sites
mdtorch 39 Posted December 5, 2015 Nice :D cant wait for the saMs. Pw6 takes some time again here... -_- Share this post Link to post Share on other sites
hcpookie 3770 Posted December 5, 2015 Thank you for such great mod. P. S. Got a pop-up error "Warning Message: Cannot load texture pook_sam\data\env_land_co.paa". Yeah I batch-converted stuff and mixed up the folders. I'll update the errant RVMAT's and re-release. Of course soon the SAM pack will be out :) 1 Share this post Link to post Share on other sites
hcpookie 3770 Posted December 5, 2015 Yeah v3.1 upload is complete... fixed that stupid popup error. I also visually inspected all of the RVMATs and loaded up in game w/o any other mods... no errors. So this should work w/o errors now! :) Same location in 1st post... 1 Share this post Link to post Share on other sites
Cpl Tyler 35 Posted December 5, 2015 Hey Pookie, does this still work like it did in A2? If so, you're a god. Share this post Link to post Share on other sites
Guest Posted December 5, 2015 Updated version frontpaged on the Armaholic homepage. POOK Camonets v3.1 Share this post Link to post Share on other sites
KeyCat 131 Posted December 5, 2015 Been missing this one, Thanks fro updating them for A3 hcpookie! /KC Share this post Link to post Share on other sites
arkhir 135 Posted December 5, 2015 Nice. Did you configure opacity and other parameters properly, so they could actually help against AI, without being bulletproof, etc? Share this post Link to post Share on other sites
Ian Bones 35 Posted December 5, 2015 Nice job! When I open the Virtual Arsenal the camo nets in my inventory are gone afterwards, also i can't add them to an Inventory via additem command. Am I doing something wrong here or could you fix this somehow? Share this post Link to post Share on other sites
hcpookie 3770 Posted December 5, 2015 Nice. Did you configure opacity and other parameters properly, so they could actually help against AI, without being bulletproof, etc? Of course you'd have had to have read the A2 forum posts from 2011 to know the answer... https://forums.bistudio.com/topic/121432-camo-nets/ In short, YES the camo nets have a Visual GEO LOD so that AI will see them as a "bump" on the ground. As described, movement and any parts of the soldier that stick out of the nets will be seen. The fronts of the net are opaque to the AI, so it is literally a "bump" to them. Movement when under the nets will reveal you to the AI as well. Therefore use of freelook (head-only movements) is warranted. 1 Share this post Link to post Share on other sites
hcpookie 3770 Posted December 5, 2015 Nice job! When I open the Virtual Arsenal the camo nets in my inventory are gone afterwards, also i can't add them to an Inventory via additem command. Am I doing something wrong here or could you fix this somehow? These are "inventory" items like the watch and map. I don't think I use "Virtual Arsenal" so I have no idea why that would happen. All I know is when I walk up to the ammo crate, I can drop them into a backpack. I would equip these at the very last... or use some other way to equip. Share this post Link to post Share on other sites
arkhir 135 Posted December 7, 2015 Of course you'd have had to have read the A2 forum posts from 2011 to know the answer... https://forums.bistudio.com/topic/121432-camo-nets/ In short, YES the camo nets have a Visual GEO LOD so that AI will see them as a "bump" on the ground. As described, movement and any parts of the soldier that stick out of the nets will be seen. The fronts of the net are opaque to the AI, so it is literally a "bump" to them. Movement when under the nets will reveal you to the AI as well. Therefore use of freelook (head-only movements) is warranted. They've added some new config params to A3 though, I remember reading something in SITREP, about opacity. Unless it's nothing new. Then nice. Share this post Link to post Share on other sites
teddymosart1 40 Posted December 7, 2015 Could you make a "strange kind of Net for me? One with a Big white X in the middle? To be used as a big gunnery target for planes...thanks. Share this post Link to post Share on other sites
hcpookie 3770 Posted December 7, 2015 Update v3.2: This adds "A2 style" nets in all the different colors of the rainbow. Listed as "FARP" tents. This is the version you need for the POOK_SAM pack. Same location in the 1st post. Enjoy! 1 Share this post Link to post Share on other sites
astrell 3 Posted December 7, 2015 Just a suggestion, if you config your camonets as static weapons you could drag and carry them around with agm and Ace for more precise placement. And you can assemble and disassemble them into small backbacks which can be stored in other backbacks, too. Share this post Link to post Share on other sites
hcpookie 3770 Posted December 7, 2015 You apparently weren't around for the A2 version. Backpacks were the bane of my existence, as they were brand new and were not able to be easily swapped for other backpacks with the rearm scripts of the time. I made a decision to REMOVE the backpacks for that very reason. The "drop" action I have now is the only real way to use these. I'll not be putting backpacks back into this mod. @ Teddy... you know you can swap textures on these to anything you want... it wouldn't take much to add a "target" texture to one, and presto your "target" would be complete. Share this post Link to post Share on other sites
hcpookie 3770 Posted December 7, 2015 They've added some new config params to A3 though, I remember reading something in SITREP, about opacity. Unless it's nothing new. Then nice. Opacity - that's news to me! Very interesting... Share this post Link to post Share on other sites
SavageCDN 231 Posted December 7, 2015 Thanks for releasing A3 versions of these! Share this post Link to post Share on other sites
Guest Posted December 7, 2015 Updated version frontpaged on the Armaholic homepage. POOK Camonets v3.2 Share this post Link to post Share on other sites
cosmic10r 2331 Posted December 8, 2015 I love these things. I am getting that weird inventory thing too where with Asor gear selector I can see the nets and select them in my kit but when i exit and the script adds the gear it isnt there. Same when I use an action to take it off the ground. But if I use the ammo box or inventory to add or drop it, it works no problem. Not a big deal, more or an odd bug but it may be a mod conflict. Using my camo net to get a break from the sun while i watch the perimeter, having a smoke.... StTosin hates when I do that lol 1 Share this post Link to post Share on other sites
hcpookie 3770 Posted December 12, 2015 So I've got this problem w/. the shadows: As you can see the shadows on the large nets correctly work. The shadows on the upcoming "spotter net" with a static laser designator are SOLID. I have replicated everything and I am wondering now whether RVMAT's etc need to be adjusted? How does it know to make the shadows "splotchy" for the big nets? Share this post Link to post Share on other sites