Shadow NX 1 Posted August 15, 2008 Looking good, maybe a tad too dark camo but that could also be the fault of my monitor at work which is prety dark.The guy with the rpg-7 could need a lil nose fix/edit, currently it looks bit like hes a rat Well, that was the way I wanted him to look.  I wanted to give the eastern mercenaries more rough looking faces that distinct from the smoothly looking BIS ones... But maybe you are right and I went to far by making the nose that long  Well if you keep it that long then he surely gets nicknamed Buratino in his unit. Share this post Link to post Share on other sites
maza94 0 Posted August 15, 2008 Putin in war!!!! Your eastern mercs looking more like insurigents. Maybe you will use that guy in euro mercs: Share this post Link to post Share on other sites
ShadowY 0 Posted August 15, 2008 they can go through for seperatists ... Share this post Link to post Share on other sites
Shadow NX 1 Posted August 15, 2008 OK and who makes the Georgians in that case? Been thinking of that but not really sure if that isnt to actual. Share this post Link to post Share on other sites
ShadowY 0 Posted August 15, 2008 You can work with RACS... there are some retexs outthere I guess in OD and a mix of Russian camo/stuff on Racs. Give them OPFOR vehicles and a small mix of western stuff. Put in RHS stuff and these mercs/seperatist and kick some Georgian a$$ Just suggestions I can`t even tell how the Georgians in uniforms/camo look like... I did not watch that much TV lately  But I saw some seperatist and Russians on tv...we have half of the stuff(kinda) Share this post Link to post Share on other sites
Shadow NX 1 Posted August 15, 2008 Would be quite simple as they have made some deals in the past which lead to their soldiers wearing Marpat camo with fitting assault vests and Kevlar helmets. Second line troops had old steel helmets ( seemd like SSh-60 or 68 ) and classic AK 4 mag pouches. Some also worn classic Woodland BDUs. Weapons wise it was a mix of classical eastern stuff like PKMs and a range of AKs and even freshly delivered M4s and G36s. If there is a demand maybe i and the Schnapsdrosel can deliver that, been talking about cooperation already pic Share this post Link to post Share on other sites
schnapsdrosel 0 Posted August 15, 2008 Modelling-wise it wouldn't be to hard creating some georgian units, if there is a demand Btw, to fulfill all of your aesthetic needs I finally scaled down the gigantic nose... Share this post Link to post Share on other sites
Deathstruck 375 Posted August 15, 2008 OMG Putin back in action a bit OT: just curious did you checked these guys stuff ? link He demanded some help with importing them into the game, maybe some little cooperation ? Share this post Link to post Share on other sites
Shadow NX 1 Posted August 15, 2008 Modelling-wise it wouldn't be to hard creating some georgian units, if there is a demand  Btw, to fulfill all of your aesthetic needs I finally scaled down the gigantic nose... http://img501.imageshack.us/img501/8347/putinmerc2ai1.jpg Very good, looks lot better to me. Share this post Link to post Share on other sites
ShadowY 0 Posted August 15, 2008 I`m demanding nothing but if they would be availlable I`ll use them  Better conflicts you can`t have ..a 'democratic' agressor against a 'sleepin`' superpower IF the usa governement is stupid enough we`ll have a (fictional)campaign soon Share this post Link to post Share on other sites
D007 0 Posted August 17, 2008 Funny how a ton of people talk and no one says anything..lol... How about the issue where every single unit is a medic? we can't use these in the mission we're making, because everyone is capable of healing themselves, it's counter productive to the flow of this particular game. I can't believe in 6 pages no one mentioned this..lol.. I read about boobs and what gun is what.. but nothing about important info pertaining to this addon.. lol.. nice.. anyway.. is there a way to turn of their medic capabilities? they look great.. but we can't use them like this. ... Please get back to me on this. this is like the final issue we have to address before we release our mission which has taken us months to complete.. thanks a bunch for the mercs though.. great stuff.. Share this post Link to post Share on other sites
schnapsdrosel 0 Posted August 17, 2008 Funny how a ton of people talk and no one says anything..lol...How about the issue where every single unit is a medic? we can't use these in the mission we're making, because everyone is capable of healing themselves, it's counter productive to the flow of this particular game. I can't believe in 6 pages no one mentioned this..lol.. I read about boobs and what gun is what.. but nothing about important info pertaining to this addon.. lol.. nice.. anyway.. is there a way to turn of their medic capabilities? they look great.. but we can't use them like this. ... Please get back to me on this. this is like the final issue we have to address before we release our mission which has taken us months to complete.. thanks a bunch for the mercs though.. great stuff.. I added the medic ability because I wanted the mercs to have the same skills as the QG ones have, if it's such a problem I can remove it and include an extra config addon that adds or removes the medic abilities or I could make extra medic characters... Share this post Link to post Share on other sites
Deathstruck 375 Posted August 19, 2008 dude can I ask something ? I am not too familiar with mod terms but its possible to edit the "eye" position at first person ? putting it abit more right ? like in TrueMods Also I see you made mercs based on that "Agent model", is the "gun sight bug" fixed too ? Share this post Link to post Share on other sites
schnapsdrosel 0 Posted August 19, 2008 Well I don't know exactly how TrueMods changed the "eye" position, I think they edited the BI models somehow. The question is, if this is a feature the people would want to see in this addon... I just used some parts of the Agent model, so there should be no bugs, but you can search for bugs in the new version by yourself  Download it here: Mercenaries 0.3b Share this post Link to post Share on other sites
Deathstruck 375 Posted August 19, 2008 actually, they said they edited the BIS models so yeah, let the peoples vote You are greatly contributing to the community Share this post Link to post Share on other sites
Guest Posted August 19, 2008 New version fFrontpaged at the Armaholic.com homepage. The Armaholic.com download page can be found here: http://www.armaholic.com/page.php?id=3459 Share this post Link to post Share on other sites
oldbear 390 Posted August 20, 2008 New on front page at Armed Assault.info Mirror updated : http://www.armedassault.info/index....=525 Share this post Link to post Share on other sites
Stavanger 0 Posted August 20, 2008 Mirror updated from ePrison.de Mercenaries 0.3 beta by Schnapsdrosel good work and Regards, Stavanger Share this post Link to post Share on other sites
Shadow NX 1 Posted August 20, 2008 Good to see these released, great work there. Share this post Link to post Share on other sites
miller 49 Posted August 20, 2008 Thanks Schnapsdrosel ArmABase.de Mirror and News : Mirror: Mercenaries by Schnapsdrosel Version 0.3 beta Kind regards Miller Share this post Link to post Share on other sites
Deathstruck 375 Posted August 20, 2008 well, it seems that WDL Saboteur 2 has the pistol sight bug as I mentioned before. the first one is with the correct sight, the second is the "buggy" one I belive it's inside that model. beacause default agent model is having this bug too (you used it as the base model for this saboteur right ? ) Share this post Link to post Share on other sites
schnapsdrosel 0 Posted August 20, 2008 damint! I just used some leg parts from the agent model, but somehow I must have copied over the wrong beretta proxy from the agent model, too... It's fixed now and it will be corrected with the next update Thanks for your help! Share this post Link to post Share on other sites
johnnyboy 3789 Posted August 20, 2008 Quote[/b] ]I added the medic ability because I wanted the mercs to have the same skills as the QG ones have, if it's such a problem I can remove it and include an extra config addon that adds or removes the medic abilities or I could make extra medic characters... Schnapsdrosel, I love this addon, and plan these mercs to star in my sequel to mission "Last Tango in Bagango". But like D007, I am bothered by them all having medic abilities. Its totally up to you of course, but this is one fan who would definitely appreciate the option to have these units without the medic ability (maybe just one of them medic by default). Regardless, love your work. thanks, Johnnyboy Share this post Link to post Share on other sites
schnapsdrosel 0 Posted August 21, 2008 A fix to remove the medic abilities is included in this version, but I'm planing to add some medic characters in the next release... Share this post Link to post Share on other sites
Deathstruck 375 Posted August 21, 2008 all your units are mega great thats for sure idea: what about reworking the agent ? Making him better, and fix his sight bug plus adding some stuff Share this post Link to post Share on other sites