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schnapsdrosel

BlackOps and desert mercs

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@Schnapsdroesel

I just wanted to thank you for these great units. I noticed they are used in a lot of missions and campaigns. Its kinda standard addon. And they are of a very good quality! Congratulations!

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hi i just downloaded this mod and was wondering whether the taliban characters and the terrorist characters were meant to look like russians in jumpsuits or is it just mine? because the pictures on the download show what i think is a more suitable version of them lol. Also i seem to be missing quite a bit of headgear like the gas mask, stangely though when installing if i click "try soldier (gas mask)" it goes to the viewing mode and the mask is there but when i actually go to control him the mask dissappears from his face btw im tryin to play this in armoury and im not sure it makes a difference in this mode but ive removed and headgear off my profile but they still dont appear.....

Any suggestions?

Edited by DRoberts69

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hi i just downloaded this mod and was wondering whether the taliban characters and the terrorist characters were meant to look like russians in jumpsuits or is it just mine? because the pictures on the download show what i think is a more suitable version of them lol. Also i seem to be missing quite a bit of headgear like the gas mask, stangely though when installing if i click "try soldier (gas mask)" it goes to the viewing mode and the mask is there but when i actually go to control him the mask dissappears from his face btw im tryin to play this in armoury and im not sure it makes a difference in this mode but ive removed and headgear off my profile but they still dont appear.....

Any suggestions?

Anything you have set up in your profile such as tactical glasses will overwrite anything that is on the soldier's face.

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Anything you have set up in your profile such as tactical glasses will overwrite anything that is on the soldier's face.

yeah i've taken off any headgear you can add in your player profile and it still doesn't work, but also i have alot of taliban that are wearing jogging suits lol do all the units work in armoury mode?

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BTW, I released a SP mission using the new Winter and Russian spec ops, click on the image in my sig

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I am making a "mission" that I want to have a support for any addons used by the server without any manually created configfiles and I noticed that with your addon you just use a very lazy method of declaring the opfor Terrorists with only side = TEast; in the unit cfgs and not making an actual faction for them. Even though Arma2 editor somehow (trying to learn how) manages to make it that they are a Opfor faction, reading the values from CfgFactionClasses doesnt find them at all. So could it be possible to use inheritance to make the factions in CfgFactionClasses too? Your addon is so far the only addon I'm facing this problem with... if nothing else then just make a class ETerrorist : Terrorist { side = TEast; };? same thing with the guerilla mercenaries.. Do not make bad "shortcuts"!! :P

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what are the classnames for the soldier units themselves? I didn't see them in the readme, otherwise I'm not sure how to look this stuff up.

I would like to know this also.

Where can I find them?

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hey Schnaps, any chance of merging this pack with your winter guys so they are both part of the same pack?

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hey Schnaps, any chance of merging this pack with your winter guys so they are both part of the same pack?

He already did, v5 of this pack includes the winter guys. I'm using the same addon for my SP missions, and it includes the winter guys.

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I would like to know this also.

Where can I find them?

there are a few ways to do this.. one is to download kegetys' armatools to first unpack the pbo and then unpack the config.bin with unrap.exe and then look them up in the config.cpp.. other way without anything else than notepad is to do this:

open up the arma2 editor, make a new mission.

place one of the "new" units on the map, give it a name you can easily remember, like.. John Wayne... then place all the units you want the classnames for in a group for that named unit.. save the mission..

then open up the mission.sqm with notepad and search for "John Wayne".. then all the units in that group are the units you placed, and you can find the classnames too..

The last way is a bit well.. it needs some manual work to do but on the other hand you dont need any extra tools to do it that way..

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@Schnapsdroesel

I really like your units. But noticed they are not fully compatible with ACE2.

I.e. when equipping them (in the mission briefing) with AT launchers and then putting them on back - it doesnt work. Also when equipping them with backpacks, no items can be stored in from the gear menu into the backpacks.

Can you please provide a config that is fully compatible with ACE2?

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Found a mistake:

The Saboteur of the winter SOF units carries normal 5.56mm ammo instead of 5.56mm SD. He can't shoot now. :D Pretty sure his M9 also has regular 9mm.

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Found a mistake:

The Saboteur of the winter SOF units carries normal 5.56mm ammo instead of 5.56mm SD. He can't shoot now. :D Pretty sure his M9 also has regular 9mm.

This is something I would like to see BI correct. Suppression should be tied to the use of a suppressor not the ammo since you carry regular 5.56 for a suppressed M4. Same with the MP5SD. You use standard 9mm, not subsonic 9mm.

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@Schnapsdroesel

I really like your units. But noticed they are not fully compatible with ACE2.

I.e. when equipping them (in the mission briefing) with AT launchers and then putting them on back - it doesnt work. Also when equipping them with backpacks, no items can be stored in from the gear menu into the backpacks.

Can you please provide a config that is fully compatible with ACE2?

Ooooh. Yes please. I never noticed this but this puts a damper on my plans to use them with my SP missions.

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This is something I would like to see BI correct. Suppression should be tied to the use of a suppressor not the ammo since you carry regular 5.56 for a suppressed M4. Same with the MP5SD. You use standard 9mm, not subsonic 9mm.

Really? Then what's the use of subsonic ammo? I thought the point of that was to decrease bullet crack noise.

But if you're the same Hatchetforce on the BFS forums, I'm sure you're right. :D

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Really? Then what's the use of subsonic ammo? I thought the point of that was to decrease bullet crack noise.

But if you're the same Hatchetforce on the BFS forums, I'm sure you're right. :D

Not to get off topic, but: sub sonic ammunition only prevents the bullet crack downrange once the bullet breaks the sound barrier, hence subsonic. The sound suppressor on the weapon itself suppresses the noise caused by the igniting gun powder. I'm not sure about most units, but mine never had sub sonic ammo for our suppressors, afaik. Thus, the bullet would still crack down range, but itd be harder to tell where it came from.

I don't for a fact, but I would bet most units that have MP5SD's don't use subsonic ammo considering most of their targets are gonna be so close the bullet wont have a chance to travel that far anyways. Also, the 140 grain 9mm round wont break the sound barrier anyways.

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Regarding the "ACE2" compatibility. Schnap, you can just create an ACEX config like I did for my 2008 guys. PM me if you need the details. ;).

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Some wip pics of what will come with the next update (that will also include an ACE config for full compatibility):

desertsf.jpgwdlspecialist.jpgdesertsf3.jpgdesertspecialist.jpg

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I don't for a fact, but I would bet most units that have MP5SD's don't use subsonic ammo considering most of their targets are gonna be so close the bullet wont have a chance to travel that far anyways. Also, the 140 grain 9mm round wont break the sound barrier anyways.

The SD has a ported barrel, at least the one I was issued did. It automatically drops the velocity of the round.

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Update is looking very nice.

Can I request an addable beanie hat in black with the new pack.

Looking forward to the new units.

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Wow! Really nice looking! Keep it up!

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