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mcnools

[OA]Tier One Operators V3.x (now with heavies!)

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I'm working on another update, I must know, is the addon signed correctly? (I don't know that much about how it works)

Does the .bisign need to have the same name as the pbo? in that case, I'll "re-sign" it for the update.

And is there any other issues that needs to be adressed? Apart from wounds, and not being able to use the faces with other addons.

Any unit-class you want me to add? Anything? :)

I'm thinking of adding a artillery/airstrike-spotter-unit with a laser designator (what would be the correct name for a soldier like that?).

Edited by McNools

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Combat Controller Technician (CCT) are the Air Force SOF guys who roll around with Delta, SEALs, Rangers, etc. and are responsible for calling in air strikes. Any military officer in the field and their Radio Telephone Operator (RTO) is supposed to be trained in how to call in artillery (and air strikes, but the CCTs are supposed to handle that, interesting story behind that).

My only nitpicky request is to change the combat medic's hat model to something other than a shemag. Too many guys have a shemag IMO . . . and in my campaign im cookin up one of the characters is identified by the shemag (whos the sniper), so I can't have two of them running around ;) But thats just a personal request, otherwise I think the addon is perfect, keep up the good work!

It would also be cool to have a few guys in heavy combat gear, with helmets, goggles, stuff like that. You could even mix in a few guys with DCU and multicam combat pants (as technically SOF in the field have to be wearing at least one article of uniform clothing). You could call them Assault Operator or something like that.

The only other thing I'd like to see is the anvis-9 night vision goggles. The PVS-7s used in the game are sooooo 90's ;) Even PVS-14 goggles like what the TF86 SEALs or Binks Army 08 addons have would be better, see if they'd let you use em ;)

th_mayflowerdude.jpgth_delta-force-iraq-hires.jpg

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Thanks man, I'll name them CCT's then. :)

Unfortunatly I don't plan to change the medic's model, there's a limited amount of models to use, and I like the shemagh, haha. :) (might add a second variant of the Medic though, we'll see) I probably won't add any heavy combat gear-guys though, since there are other SF-addons that would suit those needs, and I don't think I'm able to add new NV-goggles, since I don't know how to model etc. etc. Anyway, thanks for the feedback. :) Have you found any bugs? I think I'll focus mainly on fixing bugs now, since I don't really feel motivated to do any texturing etc. at the moment.

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Unfortunatly, I can't add new models. :/

I still need to know if the addon is signed correctly though, can anyone who knows about that stuff explain to me?

If it is signed correctly, I'll probably postpone the update until I feel motivated to add more stuff, maybe some units with some camo or something, we'll see.

Edited by McNools

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Hey McNools, as long as you're looking for suggestions I have 1 small one. Sadly I haven't been able to try these out yet as I've been away from my desktop for some time, so if this is already implemented I apologize. To get your units to speak with the ACE AI talk module (similar to DSAI) you could make a small ACE config like so:

class CfgFactionClasses {
class MyFaction {
ACE_Language = "English"; // "Russian", "Arab" 
};
};

Selecting English of course makes them use the US voices. At least that's how it was done in A2, if something has changed then someone please correct me :)

Would be a cool optional thing, for those that like that module.

Thnx!

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Unfortunatly, I can't add new models. :/

I still need to know if the addon is signed correctly though, can anyone who knows about that stuff explain to me?

If it is signed correctly, I'll probably postpone the update until I feel motivated to add more stuff, maybe some units with some camo or something, we'll see.

you could always just use the arma 1 sample models or the arma 2 and add stuff from the oa guys to them, or whatever you want. It's not hard to convert from odol to mlod

plus, then you could make your own beards :D

Edited by Fox '09

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you could always just use the arma 1 sample models or the arma 2 and add stuff from the oa guys to them' date=' or whatever you want. It's not hard to convert from odol to mlod

plus, then you could make your own beards :D[/quote']

oh, I really have no idea how to do that. :) and anyway, like I said, I don't feel that motivated to mod at the moment, there's a lot of things going on in my life that takes the joy away from modding.

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hope everything will be o.k. soon.

take care

Thanks man, I appreciate it. :)

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pm when you're ready and ill help you out with that stuff, if you want.

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pm when you're ready and ill help you out with that stuff' date=' if you want.[/quote']

Thanks man, I appreciate that too. :)

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Hey tell fox to help you with the Boots lol, Operators with sandals look silly :D

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This is a great addon, thanks for making it.

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This is a great addon, thanks for making it.

Thanks man. :) Comments like that means alot.

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i like this addon, pretty use fule if you want the locals & blufor in a group but there is probably a confuging fail with the AT specialist, he is both a At specilaist (or AT rifleman) & medic. and that fail i mentioned is nothing you should be sad or angry for i just couldnt come up with some another word like it ;)

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i like this addon, pretty use fule if you want the locals & blufor in a group but there is probably a confuging fail with the AT specialist, he is both a At specilaist (or AT rifleman) & medic. and that fail i mentioned is nothing you should be sad or angry for i just couldnt come up with some another word like it ;)

Thanks for the info, I check it out. :) bug-reports are always welcome, even if I might not fix them right away, tack!

Edit: are you sure about that though? there's nothing in the config that defines him as a medic, however, I think all units are able to perform some sort of first aid.

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Thanks for the info, I check it out. :) bug-reports are always welcome, even if I might not fix them right away, tack!

Edit: are you sure about that though? there's nothing in the config that defines him as a medic, however, I think all units are able to perform some sort of first aid.

(now i am gonna write in swedish)

jo för innan du fixa medicen så när jag körde ett uppdrag som jag gjort så vare han som fick hjälpa de andra.

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(now i am gonna write in swedish)

jo för innan du fixa medicen så när jag körde ett uppdrag som jag gjort så vare han som fick hjälpa de andra.

Hm, that's weird. :/

oh, no, it's not weird, I just noticed I'd accidentally made him a medic, only I had put that config-line in a different place than I usually do, thanks for the heads up, I'll update that. :) Apparently the assault-grenadier and the Ver2 operator was medics aswell, haha.

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Hm, that's weird. :/

oh, no, it's not weird, I just noticed I'd accidentally made him a medic, only I had put that config-line in a different place than I usually do, thanks for the heads up, I'll update that. :) Apparently the assault-grenadier and the Ver2 operator was medics aswell, haha.

yea now i remeber that those also was i havent noticed it, but well shit happen :)

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Anyway, if I do update this in the future (events have changed to the better, it seems) I'm thinking of maybe adding some DCU-camo to the operators that aren't undercover, what do you guys think about that idea? maybe DCU pants for some, DCU-jackets for some, etc.

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We'll see what happens. :) does anyone have a good source for DCU-camo?

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Adding DCU units sound good, But don't replace the original units.

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