gatordev 219 Posted September 25, 2006 So does the new USC_Mercs require the weapon pack? I see you say it's a seperate module, but is there a dependency? Share this post Link to post Share on other sites
m@ster 0 Posted September 25, 2006 Great Job  link: http://www.ofp-arma.cznhl.com/downloads/addons_units.php Required Addons: SJB Weapons pack (v.1.1) JAM 3.0 Share this post Link to post Share on other sites
Okeanos 1 Posted September 25, 2006 Just ... stunning Great job! EDIT: I've found a bug. (W) Submachine Gunner doesn't have textures on his arms in 1st person view. Share this post Link to post Share on other sites
Sepe 1 Posted September 26, 2006 ...may I ask, who would be dumb enough to wear a baret in winter? His ears would be freezing off quite quickly. Wouldn't a skull cap, or if you want it more unifrom-like, an Ushanka be better suited for winter action? Otherwise, great work! Share this post Link to post Share on other sites
CanadianTerror 0 Posted September 26, 2006 I see the missing arm texes in 1st person was posted about already but I still took a pic so... here It'd be nice to have had a grouping for the urban guys. Share this post Link to post Share on other sites
Blackbuck 9 Posted September 26, 2006 hmm, i'll look into that CT Share this post Link to post Share on other sites
NSX 8 Posted September 26, 2006 Really a way to go, Helping_hand...Great pack. Share this post Link to post Share on other sites
Deathstruck 375 Posted September 26, 2006 with combination of ORCS motor. infartry,FP US pack and your mercs its GREAT <<yes,no worthy Share this post Link to post Share on other sites
Okeanos 1 Posted September 26, 2006 Another bug explored The Minimi hasn't got any shadow. Share this post Link to post Share on other sites
Blackbuck 9 Posted September 26, 2006 ahh yes lol, the Minimi also needs the belt function looking at too, are their any major glitches i've missed except that texture issue? Share this post Link to post Share on other sites
Okeanos 1 Posted September 26, 2006 Yes, there is one more thing. The Mk.11 carbine has got a visible muzzleflash shadow on the ground. BTW, I think that your mercs' are too much uhm... "bulletproof" ? I've needed eleven BIS M16 shots in the torso, or two shots in the head to kill one of them. Share this post Link to post Share on other sites
Blackbuck 9 Posted September 26, 2006 lol i like it to a certain degree, it may need some tweaking if we can but the armour values should be if i recall correctly the torso andhead on the helmet (un released), my char took several rounds before dying and i was grateful i could get to cover before i died lol Share this post Link to post Share on other sites
CanadianTerror 0 Posted September 27, 2006 Heres a glitch. When i plug em full of holes...they dont bleed. Share this post Link to post Share on other sites
Blackbuck 9 Posted September 27, 2006 that was known since 0.9 needs sorting out, we just havent got all the time we;d like atm Share this post Link to post Share on other sites
Big Boss 0 Posted September 29, 2006 you guys should try to make an UBCS from RE3 an Outbreak, Share this post Link to post Share on other sites
Blackbuck 9 Posted September 29, 2006 i dont know how many time i've said this but we arent making sci fi characters we just made the ones we did because the names we used were guys from the film simple as, so we wont be making any other RES Evil characters Share this post Link to post Share on other sites
Blackbuck 9 Posted October 1, 2006 UPDATE Weapons Well this weeken i've been rather busy, making more stuff for the weapon pack, it includes atm; Revamped 6.8SPC M4 (Camo should look better and no longer desert), CQBR + EOtech, Revamped CQBR SD and a new mystery weapon. the sad thing is i dont have the v2.0 tex for the SR25, that and there are several model issues to be sorted out. So that will be totally remade. the M249 again has a few small problems and will be completely re done, possibly as a "PARA" version I've also received an offer to use some "foreign" weapons to ucs, M4s and alike... Any proper ideas about what else to include? oh BTW the next version of the weapon pack will be all in one PBO i believe. Units The mercs have had little progess since release really, the few smallbugs were corrected, and we are waiting on some desert texture to use for the new guys. there will / should be a few light scripts in the next release hopefully to  Regards H_H and the UCS team Share this post Link to post Share on other sites
Myst9999 0 Posted October 3, 2006 In regards to vehicles, other than the buggy, what about some custom made technicals? Perhaps something like an enclosed 4x4 with a GAU-2A for a turret? Share this post Link to post Share on other sites
Blackbuck 9 Posted October 3, 2006 depends what we can make / borrow, besides myst i thought u were part of the team Share this post Link to post Share on other sites
Blackbuck 9 Posted October 6, 2006 06/10/06 UC Studios Update Depending on original authors these are how the weapons should look Weapon Collage 1 Top to bottom; The DM4 has been reworked into a neutral camo scheme i made The MP5 is an "A2" so uses an "S-E-F" trigger group The CQBR you see here is the silenced version with the SJB 2.0 ACOG and PEQ2 etc, these are only here to illustrate what the model should look like and may not be there in the final version. The SR25 Carbine has been reworked into a full size SR25, until i can get the needed textures from jackal. The AK47 you see is one of several variants in production, its just a reskinned version of the SJB_TOS AK47 really. This CQBR hasnt changed since the last release apart from the PEQ-2 The Minimi Para you see before you will be changed back to its original Solid stock version as i changed my mind about the para... AK47 / AKS47 Collage This picture represents the AK47 area of the pack, different furniture and magazine cappacitys ETC. Also in production are the following... MAC 10 -> Status = Model Complete awaiting textures Skorpian Status = Model Complete awaiting textures RPG7 Status = Model Complete awaiting textures Nades / Explosives -> Status = Model Complete awaiting textures Share this post Link to post Share on other sites
Myst9999 0 Posted October 6, 2006 Cant talk to you when your not on msn Share this post Link to post Share on other sites
Blackbuck 9 Posted October 6, 2006 lol i'm on 70% of the day, ARTIC guys now have watchcaps instead of berets Share this post Link to post Share on other sites
Blackbuck 9 Posted October 10, 2006 <span style='font-size:23pt;line-height:100%'>UC Studios are looking for members</span> <span style='font-size:12pt;line-height:100%'>UC studios at the moment consists of 3 people, Me, Serial killer and Myst9999. We would like to enlist some help to the ranks to finish off module one.</span> we are looking for; skilled texture artists / mappers. Modellers. Artwork and Icons etc Contact me - - AIM: Tuscan350 (Helping_Hand) - MSN: -Tornadoz23@Hotmail.com (Helping_Hand) - E-Mail: -tuscan350@aol.com (helping_Hand) Share this post Link to post Share on other sites
Blackbuck 9 Posted October 14, 2006 Small Update: Changelog UCS_Mark has been updated toa woodland scheme with a helmet (courtesy of HYK) UCS_Chris has also had a helmet added to him Weapons: The M240B is nearlly at 100% All of the other weapons are now using their own magazines efficiently before the CQBR didnt want to use its mag... Vehicles: there has been little progress of late on the vehicle front due to lack of funds (no idea what to make) stay tuned HH Share this post Link to post Share on other sites
mp_phonix 0 Posted October 15, 2006 are you going to add "gear" to them ? head radio gear and stuff, like in Jonys SF pack and TQP army sf Share this post Link to post Share on other sites