US-Navy-Dude 0 Posted July 18, 2008 (edited) Post deleted. Edited November 21, 2011 by US-Navy-Dude Share this post Link to post Share on other sites
opteryx 1562 Posted July 18, 2008 One question, why does the first photo of the Spec Ops bloke show a black man with white skin? LOL Too much chlorine in the pool, you know what pool I'm talking about. 1 Share this post Link to post Share on other sites
Eizen Soldat 0 Posted July 18, 2008 I don't post on BI forums often, but this time, I really have to. It's great to see that someone has done alot research and spent great amount of time before releasing something. These SF troops look great. It's just awesome that you haven't just slapped SF tag on them and calling them delta right after it. I can clearly see that you have watched quite amount of pictures/vids. I don't actually play arma, I just watch these great screenshots, but units like this make me want to update my machine. This is how ArmA should have looked when it was released. Once again, great job man. Hopefully you will continue making great looking units. Share this post Link to post Share on other sites
Johannes 10 Posted July 18, 2008 i really appreciate all the postitive feedback that i've got so far. Glad you guys like the units :P Just a couple of suggestions for you. The light commo guy in ACU has got a woodland BDU hat on. I would recommend putting either a regular baseball cap on him or an ACU hat. Also, I would recommend using the black or camo mechanix gloves instead of the bright blue.[mg]http://www.kneedraggers.com/image_storage/9/83/9832a9192159c8450dd7489755838381_rough.jpg[/img] Overall they are very impressive. Thanks for the addon. Already fixed the problem with the bdu hat on the acu soldier. Happened by mistake. And i prefer to keep the blue mechanix on the saw soldier... Just found the one bug: GL (H) in ACU camo doesn't have wound textures. The other 35 units are fine though. fixed it already. will be in a future patch. One question, why does the first photo of the Spec Ops bloke show a black man with white skin? LOL the picture was taken using an old beta version of the units. that bug is not present in the version which is currently out. Too much chlorine in the pool, you know what pool I'm talking about. Pool's closed Share this post Link to post Share on other sites
Shadow NX 1 Posted July 18, 2008 Excellent work and like the Marines they get a nice place in my addons folder Share this post Link to post Share on other sites
MehMan 0 Posted July 18, 2008 Too much chlorine in the pool, you know what pool I'm talking about. Pool's closed Damn it, beat me to it. Share this post Link to post Share on other sites
miles teg 1 Posted July 18, 2008 Another odd bit that really stood out was that the quick-ties they carry for securing prisoners are bright white. Â They look like they are textured that way, however it really stands out strongly. Â For the sake of multi-player matches, it might be good to make them black so they don't stand out like a beacon to snipers on the opposing team. Â While I know you prefer the blue mechanics gloves, if I were that soldier's squad leader, there would be no way in hell that I let him wear gloves that were bright blue. Â Most US Army units make it part of their SOP (standard Operating Procedures) to tape up with black electrical tape or cover with a black marker anything that is bright colored that may be part of some field expedient civilian gear that they use from home or because they can't get anything else. I would also recommend that they be made compatible (or incorporate) AI_Simmons tools which include working smoke grenades, breaching charges, IR strobe beacons, regular strobe beacons, various glo-sticks (like your guys are carrying on their rucksack), and assault ladders. Â If you need help with that, I can do that for you. But instructions on how to do it are found in the readme for the AI Simmons tools however you have to modify the init script to add in the units you want to have carrying the breaching charges and assault ladders. Â My mod has incorporated their tools in our IDF soldiers and the working smoke alone makes a huge difference in gameplay. Â I haven't fully tested each unit, but if its not in there, I would recommend that you put a laser designator on the squad leaders. Â Â In addition, a sniper is badly needed as well. Â If you play as a squad leader having a sniper and spotter to provide overwatch is very important as you attempt to enter a small town. Â They can also help to guard your rear and flanks. Â Â EDIT Â One VERY important thing that I totally forgot about.... Â THEY NEED AN AT SPECIALIST and an Combat Engineering specialist with mines/satchels. Â If these guys run into any armor, they are toast. Â Generally SF units will carry the old LAW rockets to knock out bunkers at the very least. Â But if they are in humvees its usually not problem to throw in a couple of AT-4 rockets. Â Â The engineer is important so as to lay anti-tank mine or satchel charge ambushes against enemy convoys containing key enemy personel. Â Likewise the satchel charges can be used to breach compound walls so that they don't have to assault through a heavily guarded front gate. Â In ArmA this is a big deal as assaults through front gates (or rear gates) of a compound usually = heavy casualties. Â A good mission maker can script the engineer soldier to lay down a satchel charge or the player can order his engineer guy to move to a location and lay down a satchel (and then order him to move away and detonate it). Â The other big reason to have an engineer also is because every US Army Special Forces (Green Beret) team has a engineer NCO on the team. They are a critical part of the team. So yeah the more I played with these guys the more I realized that definitely some critical weaponry and units are missing that prevent these guys from being utitlized to their full potential. Â Adding those units is an easy update that shouldn't take too long if you just use existing models or just make some minor modifications to make new models. To the person who complained about the helmets being too small. Â Actually they are PERFECT! Â These are MICH helmets, not PASGT helmets and thus cover less of the head and have a "snub-nosed" appearance as they hug the front of the head so as not to interfere so much with your aim as you fire your weapon. Â This is the first addon I've seen with accurate MICH helmets so this is very welcome indeed. Â One thing that I would like to see is a fully modernized US Army infantry addon that has not only these MICH helmets but also the shoulder kevlar armor covers that are now commonly found on US Army soldiers. Â It also gives them more of a "gladiator" kinda look which is cool. Â Â You might even make one SF unit decked out in full ACU and gear wearing those shoulder armor pads. Â Â At any rate, overall Johnny you did a damn fine job and if you need any help with the ideas I mentioned above, just let me know. Â Hooah! Chris G. aka-Miles Teg<GD> (Former US Army Engineer) Share this post Link to post Share on other sites
Stelios 1 Posted July 18, 2008 Damn this look fine. Perfect addon for some great SF adventures into Sahrani. Thanks to Jonny for this great piece of work. Truly great! Share this post Link to post Share on other sites
wipman 1 Posted July 18, 2008 Hi, i like the way that they're rightnow, they're kinda generic SF's and they could be rearmed to match the mission's needs; that's how it works here and i guess than everywhere. But i do agree that the blue gloves make it look bad, the units (at least woodland ones) don't have pockets in the ass of the pants... and the ripp-stop cells are bigger on the jackets than in the pants; i'll preffer the BIS woodland camo... even when it don't looks very used; but the dirts size and tone looks more realistic to me in the BIS woodland pants. But im happy with how they look (for be army units, i mean...). Let's C ya Share this post Link to post Share on other sites
wika_woo 182 Posted July 18, 2008 These are just fuckin brill mate.. Top Notch Share this post Link to post Share on other sites
Yeb 0 Posted July 18, 2008 Each time badass units have been released, either Rellikki's SLA redux packs  or Cammy's 1ID, I have posted this little suggestion, so here we go: Quote[/b] ]I may have a little suggestion. New usmc units have came up with the 1.14 patch and these new units have also darker wound textures, and they seem to me more realist: example screenshot. You should take a look at it. P.S: You and these units rock . Share this post Link to post Share on other sites
miles teg 1 Posted July 18, 2008 Hi, i like the way that they're rightnow, they're kinda generic SF'sand they could be rearmed to match the mission's needs; that's how it works here and i guess than everywhere. But i do agree that the blue gloves make it look bad, the units (at least woodland ones) don't have pockets in the ass of the pants... and the ripp-stop cells are bigger on the jackets than in the pants; i'll preffer the BIS woodland camo... even when it don't looks very used; but the dirts size and tone looks more realistic to me in the BIS woodland pants. But im happy with how they look (for be army units, i mean...). Let's C ya Wipman, how many mission makers bother to dePBO an addon and look for all the classnames needed to unit by unit replace weapons. Â That's a bunch of unnecessary work that most newbie mission makers don't even know how to do. Â Yeah I could do that in a mission spending a good half hour looking up that info, testing, etc... Â or the addon maker can very easily put those units into an update and save mission makers alot of uncessary work. Â These are fantastic units but it would be a waste not to improve them to make them as realistic as possible. To Jonny: Â If you have no time, I'd be more then happy to do all of the updates I mentioned in a professional manner. Â Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
monty67t 0 Posted July 18, 2008 Why not just throw down some weapon crates? Too easy. I mean if you want the structure to be accurate then you need 12 men as an A-Team is made up of 12 men. Then if you want a light and heavy version of each your up to 24. 24 times 3 for each camo scheme is 72. That's a lot of units, but if you want to be 100% accurate, that's what you would need. I would just take the riflemen and label him an engineer and tell whoever is playing that character to take what gear is necessary for the mission. Share this post Link to post Share on other sites
Kirby 2 Posted July 18, 2008 These would make exellent PMC units, Jonny... Thinking about (re-?)making some (going back to what these were before SF) later along the timeline? If not, can me and my clan retex and reconfig (So they dont conflict) them for clan use? Share this post Link to post Share on other sites
maza94 0 Posted July 18, 2008 will you make recon marines? Share this post Link to post Share on other sites
Architeuthis 9 Posted July 18, 2008 will you make recon marines? He just released an entire SF pack and already you bug him for more? Seriously, just enjoy this wonderful addon for now. Share this post Link to post Share on other sites
the_shadow 0 Posted July 18, 2008 these are absolutely SUPERB units! i have a few wishes though but i´ll keep them for myself for a while and see what jonny comes up with next.. Share this post Link to post Share on other sites
ravendk 25 Posted July 18, 2008 I saw this at armedassault.info Armed Assault Info Link for SF HMMWV Quote[/b] ]Worth of the Half Assed Productions team has sent us their first addon, this Special Forces HMMWV in first public beta release status. Share this post Link to post Share on other sites
Heatseeker 0 Posted July 18, 2008 Thank you, killer combo with ADW 1.2 . If everything in Arma was more like all of your units the game would have been far more interesting... Share this post Link to post Share on other sites
Raj 0 Posted July 18, 2008 AWESOME Jonny....way toooo coooooooooooooool!!! Share this post Link to post Share on other sites
Johannes 10 Posted July 18, 2008 Quote[/b] ]Another odd bit that really stood out was that the quick-ties they carry for securing prisoners are bright white. Â They look like they are textured that way, however it really stands out strongly. Â For the sake of multi-player matches, it might be good to make them black so they don't stand out like a beacon to snipers on the opposing team. Â While I know you prefer the blue mechanics gloves, if I were that soldier's squad leader, there would be no way in hell that I let him wear gloves that were bright blue. Â Most US Army units make it part of their SOP (standard Operating Procedures) to tape up with black electrical tape or cover with a black marker anything that is bright colored that may be part of some field expedient civilian gear that they use from home or because they can't get anything else. I would also recommend that they be made compatible (or incorporate) AI_Simmons tools which include working smoke grenades, breaching charges, IR strobe beacons, regular strobe beacons, various glo-sticks (like your guys are carrying on their rucksack), and assault ladders. Â If you need help with that, I can do that for you. But instructions on how to do it are found in the readme for the AI Simmons tools however you have to modify the init script to add in the units you want to have carrying the breaching charges and assault ladders. Â My mod has incorporated their tools in our IDF soldiers and the working smoke alone makes a huge difference in gameplay. Â I haven't fully tested each unit, but if its not in there, I would recommend that you put a laser designator on the squad leaders. Â Â In addition, a sniper is badly needed as well. Â If you play as a squad leader having a sniper and spotter to provide overwatch is very important as you attempt to enter a small town. Â They can also help to guard your rear and flanks. Â Â EDIT Â One VERY important thing that I totally forgot about.... Â THEY NEED AN AT SPECIALIST and an Combat Engineering specialist with mines/satchels. Â If these guys run into any armor, they are toast. Â Generally SF units will carry the old LAW rockets to knock out bunkers at the very least. Â But if they are in humvees its usually not problem to throw in a couple of AT-4 rockets. Â Â The engineer is important so as to lay anti-tank mine or satchel charge ambushes against enemy convoys containing key enemy personel. Â Likewise the satchel charges can be used to breach compound walls so that they don't have to assault through a heavily guarded front gate. Â In ArmA this is a big deal as assaults through front gates (or rear gates) of a compound usually = heavy casualties. Â A good mission maker can script the engineer soldier to lay down a satchel charge or the player can order his engineer guy to move to a location and lay down a satchel (and then order him to move away and detonate it). Â The other big reason to have an engineer also is because every US Army Special Forces (Green Beret) team has a engineer NCO on the team. Â They are a critical part of the team. So yeah the more I played with these guys the more I realized that definitely some critical weaponry and units are missing that prevent these guys from being utitlized to their full potential. Â Adding those units is an easy update that shouldn't take too long if you just use existing models or just make some minor modifications to make new models. Quote[/b] ]Hi, i like the way that they're rightnow, they're kinda generic SF'sand they could be rearmed to match the mission's needs; that's how it works here and i guess than everywhere. But i do agree that the blue gloves make it look bad, the units (at least woodland ones) don't have pockets in the ass of the pants... and the ripp-stop cells are bigger on the jackets than in the pants; i'll preffer the BIS woodland camo... even when it don't looks very used; but the dirts size and tone looks more realistic to me in the BIS woodland pants. But im happy with how they look (for be army units, i mean...). Let's C ya Posts like that make me to just be like wtf go and make your own addons. thats fucking enough. go fuck yourself.... The arma com is a hughe pile of shit from what i see there -mods please remove all the addon links or delete all the relase topics of mine. enough is enough.... Share this post Link to post Share on other sites
Kirby 2 Posted July 18, 2008 Hey hey Jonny, screw those guys. We love you man. Don't get down, theres always people "requesting" things endlessly, stupidly... Don't let it get to you! Your addons are the among best quality the community are seeing! (Edit: And I mean that literaly, you and mcDonald are the infantry unit gods) Share this post Link to post Share on other sites
mr burns 133 Posted July 18, 2008 I see another PR coming But serious now, c´mon just dont listen if you dont like the ideas .. Its as simple as that. Look what happened in sigma6´ thread and be glad that its only 2 wishful guys here Share this post Link to post Share on other sites
PTV-Jobo 820 Posted July 19, 2008 Addons look great, just downloaded them and tried them out and love them. But I must say the attitude going around here is a bit sad. Just because someone suggests something, doesn't mean go into an immature temper tantrum like a spoiled little brat. If someone doesn't want to put a suggestion(s) to use, they don't have to, that's why they are suggestions--not like we're all all gathered at someone's doorstep with pitchforks and lanterns. Jeez, what's everyone around here, 3 years old? I came to this community thinking its much more mature than the pathetic and immature communities out there for other games...It's apparent I was sadly mistaken. Like I said the addon is simply fantastic, it's just the self-righteous, childish attitude that's crappy. Share this post Link to post Share on other sites