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A scoped M14!

Officially THE best rifle in the world.

...says me whistle.gif

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A scoped M14!

Officially THE best rifle in the world.

...says me whistle.gif

soon

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Japanese Self Defense Force with their awesome Type 89 rifle.

Tho, you need that SDK for modelling their awesome armor.

Awesome!

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Hi,

I would like that te community think to create first Ammo & Missiles addons (or update addons) for ARMA, like this those who create unit would use those standard & united weapons...

Needed Updated Addons :

Chain Of Command Artillery

JAM_magazines who contain all type of ammo & compatible for SD & standard version... [like the MOD of MAPFACTS]

CAVS for A.T some kind of JAM_magazines for the et A.T missiles of All Army from the RPG 2 to 29, from L.A.W to M136, and of course Euro AT missiles (Mistral, Javelin, Eryx...), of course the RPG soviet build elsewhere should keep original name, or a system could show the alternate name of the exported state, using a system of multiname in CPP.

COC_torpedoes

ACES Missile pack (the last version) from B.W.M... For plane & chopper

And If somehone could create :

JAM_Missiles for others missiles like SOL SOL tactics, and others (A.T, AS, SA, AG, GA, HEAT, SABOT [155, 88...]) using varialbe like Light Guided, ir, radar... And the most the capability of missiles to change trajectory (RKSL FCSS & RWR AAA weapons and aircraft warning system & Mando Missile)

This would help a lot, using one type of missiles with good varialbe rather then uses multiple missiles Addons with different variable...

JAM_Electronic, who contains script for plane, chopper, tank.

           - AN/ALR-XX RWR Radar Warning Reciever (AH-64A) [script from Franz]

           - ASE Aircraft Survivability Equipment (AH-64D) [script from Franz]

           Canopy Script

                    - Afterburner Take Off Script, easier to take off

                    - Landing Brake script

                    - Working HUD, with multiples instruments

                    - Working Tail Hook. Brings Plane to complete stop! Works flawlessly on HMS Hermes

1968 and should work on any new Carriers that have a functioning landing deck.

Completely configurable and may also be disabled for carriers that have this

functionality already. (From RAD)

                    - Panel showing weapons left on plane, like MAS_AH64 from Franz

                    - Panel showing Island on plane & Chopper (DKMM RAH-66 & MI-28)

                    - Aircraft smoke (E.C.P : Ballistic Addons Studio, RED, Zayfod)

                    - Helicopter dust (E.C.P : Ballistic Addons Studio/Vektorboson)

                    - AT/AA launcher backblast (E.C.P : Sui, RED, snYpir, Zayfod)

                    - AT/AA smoke trail (Extended) (E.C.P : Sui, RED, snYpir, Zayfod)

                    - Dust on the ground and water in the sea is affected when helicopters fly low. You can see waves and ripples formed while hovering. (FFUR)

                    - Helicopters produce shockwaves when they hit the ground or sea. (FFUR)

                    - Helicopters’ rockets produce smoke and sparks upon launch. (FFUR)

                    - Realistic cannon smoke. (FFUR)

                    - Planes create trails of white cloud behind them like Jet Liners. (FFUR)

                    - Upon explosion a plane will send more than 100 fragments of debris in any direction, and then burst into intense flames. (FFUR)

                    - Waves are created when jets fly very low over the sea. (FFUR)

           Sonic Boom

                    - Sonic Boom speed raised to 925 to prevent it from repeatively going off. (From RAD)

           Ejection Seat

                    - Working Ejection Seat (From RAD).

                    - Ejection sequence added for jet fighters, so when a plane is damaged the pilot is able to eject using their seat, with the parachute opening once clear of the aircraft. (FFUR)

           Jammer

                    - AN/ALQ 165 Radar Jammer Added or others for EAST. Scrambles missile navigation systems and projects clones to confuse AA fire (From RAD) for F-18, F-16, F-14 and AV-8B.

                    - DKMM IR/Radar Jammer for Chopper (RAH66)

                    - DKMM Sthealt Script for Chopper (RAH66)

                    - Flare & Counter-Measure[/b]

                    - IR AA jamming and visual counter-measures (E.C.P : MachoMan, TJ)

                    - Jet planes can launch flares to evade enemy missile fire. (FFUR)

           Rotor Script

                    - Tail rotor failure (E.C.P : Vektorboson, Zayfod)

                    - Helicopters now have a very impressive rotor failure effect - it produces black smoke and huge flames while falling to the ground, simultaneously twisting uncontrollably in the air. (FFUR)

           Alarm and Warning Messages

                    - AN-AAR-57 Incoming missile warning with countermeasures

                    - Altitude Warning (E.C.P : MachoMan)

                    - Stall Warning

                    - You are given warning messages when coming under attack from enemy fire. (FFUR)

                    - Damage warnings with alarms and a panel displaying the status on each part of the plane

                    - Realistic Open / Close Bays Commands used to launch the missiles.

                    - AI Script (Based on DKM's Commanche Script) used for the AI to open the bays, use the Radar Jammer, etc!

                    - Multiplayer Tested & Working

                    - Moving Engine Nozzles, made as realistic as OFP Can.

                    - Engine Exhaust.

                    - Realistic Cockpit and new Raise Gears animations!

                    - Realistic Engine, Gears, Bays and Warnings sounds!

Standard missiles nomination : exemple

    - AA-11 ARCHER / R-73

    - AA-6 ACRID / R-40

    - AIM-9 Sidewinder

    - AIM-120 AMRAAM Slammer

    - AGM-88 HARM

    - AGM-136 Tacit Rainbow

    - AS-10 Karen / Zvezda Kh-25

    - AS-13 Kingbolt / Raduga Kh-59

    - AS-20 Kayak / Zvezda Kh-35

For those who make plane can you add extension like :

    - A.A : [Air to Air] For plane - 4x Aim-120 Amraam, Aim-9D sidewinder, Strela...

    - A.G : [Air to Ground] For static position , Static, Vehicule, Static Building : Mk-8X,FAB, KAB, CBU, (Dumb Bomb)

    - A.S : [Air to Surface abreviation of C.A.S] For Strategic Building & Moving Tanks & Vehicule (GBU, Smart Bomb, Laser guided)

    - A.T : [Anti-Tank] For Tanks & Armored AGM-88, AGM-120, AT-10...

    - RECON

    - MULTI-ROLE : AT + AA + AS + AG MIX

Example : (F16 A.A, F18 A.G, A-10 A.T, F117 A.S, F22 Recon, F15 M.R)

This to better understand what type of plane is, cause if you look the original plane of ARMA the AV8, there is no extension so nobody knows what is the type of armement...

Also It would be great & good the P3D to be able to use multi texture system, so when you go to a snow, desert, jungle, standad map (type of map added in CPP), te game or the p3d to auto switch to the needed texture, rather than add 30 type of the same plane using desert (AT, AG, AS, AA, RECO, MR), Snow (AT, AG, AS, AA, RECO, MR), Jungle (AT, AG, AS, AA, RECO, MR), Urban (AT, AG, AS, AA, RECO, MR), Standard (AT, AG, AS, AA, RECO, MR), & night version (Black), and Sea version (Blue, white)...

Can you add in CPP for plane & chopper : Furtivity_value_to_wave :

    - Acoustic

          furtivity_to_Sound= 3 (ear audible sound)

    - Sonic (Sonar)

          furtivity_to_Sonar= 3 (sonar)

    - Radar

          furtivity_to_RADAR = 1.2 (Radio Freq)

    - Micro Wave

          furtivity_to_MASER= 1.2 (Micro Wave freq)

    - Infra-Red

          furtivity_to_IR = 2

    - Psychic

          furtivity_to_Psy = 2  (detection by soldier & psy, sensation look UFO : Afterlife)

    - Visual

          furtivity_to_Eye= 2  (visual : recognizability standart light)

    - Laser,

    - Electromagnetique U.V

          furtivity_to_UV = 2

    - Electromagnetique Black Light

    - Electromagnetique X-Ray

          furtivity_to_XR = 2  (X-Ray)

    - Electromagnetique Gamma Ray

          furtivity_to_GR = 2  (Gamma Ray)

    - Electromagnetique Unknown

          furtivity_to_Electromagetic = 5 (other frequencys)

Those add are need to better handle radar & missile reactivity

rah-66-art3f2.gif

Needed New category : to better handle a numerous addons

Men

   - Officer (from Lieutnant to General) [sub_class = men_officer]

   - Crew & Pilots (From Car, to Tank, driver and Plane et chopper Pilots...)  [sub_class = men_crew]

   - Machinegunner (from RPK, PK to RPK74M & PKM, KORG & NSV, from M60 to M240 & M249, XM312...)  [sub_class = men_mg]

   - Sniper (all sniping weapon for M21, to M99, SVD to SVU, KSVK...)  [sub_class = men_sniper]

   - Soldier (all AK, all M16 to XM serie, with GL verison)  [sub_class = men_soldier]

   - Soldier AA, AT, RPG (RPG2 to RPG29, Strela 7 to Strela 18 ; from LAW to M136, ZEUS, JAVELIN, Stinger)  [sub_class = men_rocket]

   - Special (All kind of Special Unit [Genie, Commando, Saboteur, Spy])  [sub_class = men_special]

Air

   - Assault [sub_class = air_assault]

   - Bomber [sub_class = air_bomber]

   - Cargo/Transport [sub_class = air_cargo]

   - Chopper

          - Attack [sub_class = helicopter_attack]

          - Recon [sub_class = helicopter_recon]

          - Transport [sub_class = helicopter_cargo]

   - Fighter [sub_class = air_fighter]

Armored

   - MBT [class = mbt]

          - Wheeled [sub_class = mbt_wheeled]

          - Tracked [sub_class = mbt_tracked]

   - Tank

          - Artillery [sub_class = tank_shell_artillery]

          - Ground Combat (Tank from M60 to M1A2, from T55 to T90...) [sub_class = tank_ground]

          - Surface to Air [sub_class = tank_missile_artillery]

          - Strategic (Soviet S.S-0 serie, tomahawk, Scud...) [sub_class = tank_strategic_artillery]

Car

   - Armed (Tow, Stinger, Strela, AT...) [sub_class = car_armed]

   - Support (Ammo, Fuel, Repair, Ambulance) [sub_class = car_support]

   - Transport (To move) [sub_class = car_transport]

Object

   - Ammo

   - Bunker

   - Civil Building

   - Defense system (Patriot, Adats/Hellfire, Connection au Satellite Ballistic Militaire...)

   - Flag

   - Military Building

   - Various

Ship

   - Corvette (corvets)

   - Croiseur (cruiser)

   - Destroyer

   - Frigate

   - Navire (ship)

   - aircraft carrier

Submarine

Pleas add new valuer in CPP to ARMA engine for the unit & machine :

Value to add in CPP :

    - APPARITION_DATE (Date de mise en service)

    - OBSOLETE_DATE_FOR_USA (WEST in OFP)

    - OBSOLETE_DATE_FOR_CEI (EAST in OFP using AK74M or AK100 serie, BMP3, T80, MI-28, SU-30)

    - OBSOLETE_DATE_FOR_AFRIKA (RESISTANCE in OFP using AK47 serie & BMP1, T55)

    - OBSOLETE_DATE_FOR_EYRO (BLUFOR in ARMA)

    - OBSOLETE_DATE_FOR_UKCW (OFPOR or Royal Army Corps of Sahrani in ARMA] (Commom Wealth : United Kingdom + Canada + Australia & Others [monarchic Protestant State)

    - OBSOLETE_DATE_FOR_MIDDLE_EAST (INDEPENDANT or Liberation Army of Sahrani in ARMA using AK74, BMP2, T72, MI-24, SU-25)

    - OBSOLETE_DATE_FOR_ASIA ()

    - OBSOLETE_DATE_FOR_EXPORT ()

So when a map appears in 2000, and when the map is in 1998, the unit won't appears and not listed in Editor, of course if OBSOLETE_DATE is 1995, they don't appears to... This to help creation of mission & campaign, like this taht shorter the list of addons...

Add new side keep the ancient from O.F.P & add new camp please

    - BluEfor - Euro (G36 & FAMAS, Marder, Leopard, Leclerc, Tiger serie, Eurofighter) {Catholique} [Armed Assault]

    - R.A.S : Corps d'Armée Royal Sahrani - U.K or C.W - INDEPENDANT (L85A2 & SA80, Stryker, Chalenger) {Protestant} [Armed Assault]

    - L.A.S : Armée de Libération du Sahrani - OPFOR - MIDDLE-EAST or Asia (AK74, BMP2, T72, MI24, SU25, MIG29) {Islam} [Armed Assault]

    - WEST - U.S.A/N.A.T.O (M4, M2A2, M1A2, AH64, F22, F117, B2) {Unknow} [Operation Flashpoint]

    - EAST - Soviet (AK74M, BMP3, T80, MI28, MIG31, SU34) {Orthodoxe} [Operation Flashpoint]

    - RESISTANCE - Africa (AK47, BMP, T55, Serie, MIG25) {Unknown} [Operation Flashpoint]

    - CIVIL

    - ASIA {Buddhist}

    - HINDU-PAERTHIAN {Hindousim, Zoroastrism}

Please, could you add those new side in C.P.P sous forme de :

//Group Types //

      #define TEast 0

      #define TWest 1

      #define TGuerrila 2

      #define TCivilian 3

      #define TEuro 8

      #define TIndia 9

      #define TSla 10 (Indepedant)

      #define TRAC 11 (UK & CW)

      #define TAsia 12 (Indepedant)

      #define TSideUnknown 4

      #define TEnemy 5

      #define TFriendly 6

      #define TLogic 7

C.E.I : EAST in OFP

      Weapons : AK74M or AK100 serie, PKM, KSVK, Dragunov SVD-M

      Tank : BMP3, T80...

      Plane : MI-28, SU-30, MIG-29

U.S.A : WEST in OFP

      Weapons : M4, M24, M240, M256

      Tank : M2A2, M1A1...

      Plane : AH-64, AV-8, F-22

AFRIKA : RESISTANCE in OFP [b.A.S]

      Weapons : AK47 serie, PK

      Tank : BMP1, T55

      Plane : MI-17

C.E.EYRO : BLUFOR in ARMA

      Weapons : G36, G3, FAMAS, STEYR, BERRETA, H&K MSG, HECATE...

      Tank : Leclerc, Leopard, Stryker...

      Plane : Eurofighter, Tiger...

U.K & C.W : OFPOR Royal Army Corps of Sahrani in ARMA (C.W : U.K + Canada + Australia & Others [monarchic Protestant State])

      Weapons : L85A1 and L85A2 , L86A1 - SA-80, AWP

      Tank : Challenger, Landrover 88, FV-432

      Plane :

MIDDLE-EAST INDEPENDANT Liberation Army of Sahrani in ARMA

      Weapons : AK74, Dragunov

      Tank : BMP2, T72

      Plane : MI-24, SU-25

ASIA CHINA+JAPAN+KOREA+SIAM+Indonesie, Malisie, Philippines, Singapour

Hindu-Paerthia India, Iran, Nepal, Afghanistan Pakistan, Bangladesh, Sri Lanka...

CIVILIAN

Also can you name your README.TXT Files like this "XXX_unit_readme_version", cause if you use only README, the file will be overwrite by other files... Also use HTML extension.

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Hi, i'll like that BIS adds a screenshots taker tool or feature to the

game, that save the screenshots in the game's folder in .tga or

some other graphic formate. Let's C ya

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-UAVs would be nice!

-Landwarrior System would be kickass.

-Insurgents instead of "wannabee Russian" Soldiers as enemy... wink_o.gif

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Would be cool if the pilot could set waypoints on the map that cab be seen only by him. You could plan a route and mark it to follow...then it could be seen nicely on the minimap when flying and would cut-out the need to press m. whistle.gif

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T80, Mi-24 Hind.... SCUD LAUNCHER biggrin_o.gif

Though personnaly I think it'd be better if BIS made these ones so its more official wink_o.gif

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I would like to see in game the following addons

Aircrew

Like the DWR Air crew (OFP) for aircraft carriers but also for airbases along with the typical bits of equpiment that would found at an airbase ( I know most of them would be static models only) Such As generators tool boxes,

Maybe even animated missile loading trolleys instead of having the ammo truck come bumping into the craft and maybe a small towing tractor that could tow an aircraft into a hanager

What would be cool is a script that can be attached to the Aircrew boss to simulate the take off scene or for an ground contoller to simulate the taking off /landing for helicopter with batens / directing aircraft

Medic

Stretcher bearing medics that will pick injured and dead corpses + script for the casevac choppers that will autmatically place the wounded in the spaces provided.

If this could be done then it would be cool particualry for cutscenes etc

But most of all to those that do make the addons i say thank you

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I have just been playing some CAS missions (in OFP:R 1.96) with the DKM OV-10 BRONCO's and I must say they are a lot of fun. I then suddenly thougt how fitting it would be for the South Sahrani troops (RACS) to have a few of them on their side. They would be an appropriate CAS system and would fit the size of the South Sahrani military well.

I hope that some one will have a go at making them for Armed assault. I know there was talk along time ago of the Marines developing the "USMC OV-10A modified to include a turreted FLIR sensor and turreted M-197 20-mm gun slaved to the FLIR aimpoint"<span style='font-size:7pt;line-height:100%'>(Source: FAS.org)</span>.

It would be fantastic to be able to use these on the RACS side to not only support troops on the ground, but as an observation, forward air control, helicopter escort, armed reconnaissance, gunfire spotting, utility aerial system. Even the OV-1 Mohawk would be a great aircraft to have for the RACS side. Anything with a turbo prop would be quite fitting. Both these aircraft are now out of service with US forces, but there are many other countries who still use them. I feel that they would make a suitable edition to game play, by being vulnerable, fun, slow moving (i.e. long loitering time), but able to carry some serious fire power (the Bronco can anyway). This should provide a more balanced playing field when it come to some forms of game play. Too many fast jets can get quite 'clinical' and game play would be quick and 'painless'. We need Addons that help a battle become more 'nitty-gritty'.

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Elloh

Can't read through everything you've written here

because i just woke up and really got no head for this

now.

But your last question:

Quote[/b] ]Also can you name your README.TXT Files like this "XXX_unit_readme_version", cause if you use only README, the file will be overwrite by other files... Also use HTML extension.

A textfile can be named to your likings - just the .txt

extension has to be to make it as text file.

If you name it: dont_read_me.txt there shouldn't be a prob

either.

I for myself never put readme's into an addon folder.

I usually extract dloaded addons and cut/paste the

necessary pbo's into the right addon folder.

If i need to have a look into the readme of an addon,

i will go to that remaining extracted folder of the

dloaded addon.

just my 2 cents

~S~ CD

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PLZ and i mean PLEASEEE, make some WW2 fighter aircrafts!!!

Its veeery boring dogfighting right now because the SU flies about 600 km/h faster than the AV-8. And its impossible to do manouvers with camels because their speed will go too low and then BOOM, slammed to the ground.

Its almost neccesary to make some 300 average speed fighters in the game, which technicaly are WW2 aircrafts.

Not asking for a whole pack of ww2 aircrafts, just one for BLUFOR and one for OPFOR(Maybe p-51 or Spitfire to BLUFOR and ME-109 or Stuka for OPFOR)

Thanks a lot for reading my whining :P

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I'd like to see some speed bikes, rally cars & some sports cars.

Just like we had in OFP thumbs-up.gif

Would be fun doing some Missions in those. rofl.gif

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A ship, a ship - my kingdom for a ship!

G'day fellas, I know Gnat and the gang are waiting for tools - but has anyone had any success with converting across any sort of ship or submarine to ArmA? I'm desperate to do some commando missions using the rubber-duckie!

Thanks fellas,

Stew

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due to the M1A1 having an jet (AGT-1500 turbine) engine wouldnt it be more realistic to make it start up its engine first before you can move, instead of jumping in and zooming off you have to wait for the engine to get to full RPM before you can go(like a chopper)  wink_o.gif

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Take the existing sign objects (eg: Danger East, Danger Guerilla, Danger West or Danger! ) and allow the texture to be dynamically changed, similar to the flag object.

For flags we use:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">flagEast setFlagTexture "flags\myflag.paa"

Could you use the same setFlagTexture command but have it work on a flag class object designed in the shape of a sign?

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">MySign setFlagTexture "images\AmmoStoreBuildling.paa"

Edit: Found setObjectTexture command. Not sure if it could help.

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Modified GUI for AI control. most elements of the interface now are pretty decent, but there are some parts where, like when selecting action, that varies alot.

an example would be that you go to the "action" menu, and it might have 3 entries or 10 entries. there should be some entries that remain on top no matter what. this way i can memorize the key presses, or assign a voice command.

that or some way to bind the AI commands to keys...

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Russian voices for Opfor like in ffur2k7 for ofp.

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I'm always interested in guerrilla and civilian units. I would like much more variety for civilians, including some 'old' looking faces, and far more varied clothes. And also, importantly, some women, since at the moment you can only have a single-gender island which would hardly work. huh.gif Anyway, I'd like to see civilians in a variety of work and leisure clothes. Would also be good if all the civilians were available as 'Guerrilla' units.

I'd also like to have hammocks. Hammocks are crucial for any guerrilla force on the move as they provide you with a dry place to sleep, and a hammock is much easier to carry and much harder to spot than a tent. So we need hammocks for a guerrilla campaign, which would have to have two trees attached to them from which it could hang. You'd need to make hammocks with a variety of different types of tree so they fit in with the environment. Free standing hammocks (without trees built in) might be possible if there are trees in the map close enough together so that it looks as if they're hanging from them. I would try that first to see if it works. You also need to have a covered version of every hammock type, since when it rains you need a cover, preferably some kind of nylon cloth or canvas, suspended above your hammock on another piece of string to keep the rain off you.

Ideally a hammock would be a vehicle that you could get in, but having them as an object is good too if you can't be bothered making a custom 'sleeping in hammock' position for soldiers.

In general I'd love to see more guerrilla style soldiers and related items. If anyone wants to make some good guerrilla units, remember to make them as generic as possible. Most should be clothed in appropriate civilian style clothing, but it is possible for guerrilla units to have some kind of uniform as well. Generally guerrillas will be dressed in a rough shirt and trousers. Most guerrilla bands won't have access to facilities allowing them to make their own uniforms, although it's likely that some of them would acquire items of camouflaged clothing from the enemies they fight. I'd suggest having two general types of guerrilla fighter - Guerrilla Recruits with entirely civilian clothes representing people who have just joined the band and been given a weapon, and Guerrilla Soldiers, who're the more experienced soldiers who've been with the unit long enough to acquire more appropriate camouflaged clothing - I'd have some of them with camouflage shirts with ammunition pouches, but not with proper camouflaged trousers. And please, no hats, turbans or balaclavas, face masks or anything that would limit the usefulness of the model. Guerrilla Officers ought to be identifiable by an army style cap of some kind. Every guerrilla troop should have two versions - one with a rucksack and all the gear they're required to carry, and a purely combat version without the rucksack. This reflects the fact that guerrillas will either carry all their equipment into combat with them, if they don't have a central camp nearby or a safe place where they can store their gear while they fight, and will need to maneuvre quickly away from the battleground without losing all the stuff they need to keep them from starving. The backpack model would also be used if the guerrilla unit is moving to another location, since the guerrilla has to carry all their equipment and possessions with them on their back. On the other hand, if they do have a safe camp nearby where they can store the gear and retreat to it afterwards, they obviously don't want to burden themselves with all their gear. So there should be two variations of every guerrilla model, one with its gear on its back, and one without.

Finally I've some suggestions on naming the troops. A mistake that many modders in OFP/ArmA make is to name the troop after the weapon they carry, so you call your soldier, for example, 'Guerrilla Recruit (AK)'. If you're using civilian clothes, you obviously don't want to limit your weapon selection to the name of the troop. Instead, either just name them all 'Guerrilla Recruit' (if it's possible to have identical names for the mission editor lists), or 'Guerrilla Recruit 1' or 2, 3, 4 etc. This allows you to use different models and doesn't restrict your weapon choice to the model name.

I hope someone's interested in making all/any of this stuff - I know it's ambitious, but hopefully I'm not the only one interested in making a guerrilla style campaign. Unfortunately I'm rubbish at add-on making, although I might try to learn again over the summer. By the way I didn't just make all the stuff about guerrillas up, it's based on Che Guevara's book on Guerrilla Warfare which includes all kinds of good information about his experience of how guerrilla bands operate, most of which is still perfectly relevant today even 40 years later.

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Im editing my post because I had caps lock on............So now im going easy, War of the Worlds, and ID4 would be sweet.........

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