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freddern

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About freddern

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    Staff Sergeant

core_pfieldgroups_3

  • Interests
    Gaming, 3d and animation
  • Occupation
    Structural engineer

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  1. Very nice! Wish I also had the time to mod for this game....:(
  2. Try setting this setCaptive true in every Blufor unit and in the trigger that is executed when you have done the objective, set in init this setCaptive false Maby there is a better way....:j:
  3. Thank you :) About the weapons: Wikipedia -> HK416 So M4 can do for now...:p (Can't imagine special forces ever using AG3's, but it would have been cool to have it ingame) Making totally new weapons is just so much work :eek: I would like to switch out the M9 with glock 17. That would have been cool. Also I think that if FSK would help out in this fictional conflict they would work closely with the americans and therefore use much of their equipment... Just a little explanation of my choices. ;) BTW: I think Arma2 rocks and is a great improvement from Arma1
  4. This addon contains Norwegian Special Forces (FSK) units in woodland camo for Arma2. The units are retextured FR Units and the pack consists of a Team Leader, Marsksman, Grenadier, Machine Gunner and Medic. You can find them under Blufor -> FSK -> Men I have also added new generic names so that the units will have norwegian names. I found it hard to decide how the units would look and what kind of weapons they should use, so I chose to make them very similar to the american soldiers. Known Issues: Sometimes the units hat gets transparent or something weird. Must be a model bug or something. Download: http://www.armaholic.eu/freddern/NOF_FSK/nof_fsk_v100.rar Have fun!
  5. Found it! It's under CfgWorlds
  6. Hi. Does anyone know of any way to make custom generic names like "EnglishMen" or "RussianMen"? In CfgVehicles.hpp you have the line genericNames = "EnglishMen";
  7. freddern

    Bad feelings from an old fan...

    I think ARMA 2 is a very good game with many improvements from ARMA 1. And I have been playing since OFP. Everything is running smoothly on my machine on almost best settings: Core2quad Q9450 4 gig memory Radeon HD 4870 I was positively surprised by this game :)
  8. Have no idea how I missed that :rolleyes: Sorry for an unnecessary post :(
  9. On your CfgPatches, maybe you should have it like units[] = {"ah1_ag"}; instead of units[] = {ah1_ag}; (In case you don't see: the "'s are the difference.)
  10. Hello. I'm having a hard time finding the CfgGroups.hpp from the units in Arma 2. (Need to have a look at them so I can make groups of my addon) I have tried to look at Arma 1 ones but they don't seem to work... Any helpful documentation here?
  11. Hello. I'm having a little startup problem with the ARMA2 modding (been a year since I modded for ARMA1) As my title says, I am gettin the following error when I try to start ARMA2 with my addon: File myaddon\CfgVehicles.hpp, line 2: '.CfgVehicles': '{' encountered instead of '=' I'm sure there is a simple solution but I have tried everything for hours and I can't solve it. Here's the code: CfgVehicles { class Man; class CAManBase : Man { class TalkTopics; class HitPoints { class HitHead; class HitBody; }; }; class SoldierWB : CAManBase { class TalkTopics : TalkTopics {}; }; class goc_koski : SoldierWB { scope = public; faction = goc_gang; vehicleClass = "goc_gang"; genericNames = "EnglishMen"; displayName = "Koski Ukkonen"; model = "\goc_gang\koski"; portrait = "\Ca\characters\data\portraits\comBarHead_sykes_ca"; picture = "\Ca\characters\data\Ico\i_null_CA.paa"; nameSound = "veh_Sniper"; accuracy = 1000; // accuracy needed to recognize type of this target camouflage = 0.8; // how dificult to spot - bigger - better spotable sensitivity = 4.0; // sensor sensitivity threat[] = {1, 0.5, 0.1}; // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types cost = 500000; nightVision = false; canHideBodies = true; canDeactivateMines = true; enableGPS = 0; minFireTime = 2.5; // minimal time spent firing on single target identityTypes[] = {"Head_USMC_Camo", "FR_Glasses"}; faceType = "Man"; TextPlural = "$STR_DN_Snipers"; TextSingular = "$STR_DN_Sniper"; class EventHandlers; // External class reference class HitPoints : HitPoints { class HitHead : HitHead { armor = 0.6; }; class HitBody : HitBody { armor = 1; passThrough = 0.8; }; }; class SpeechVariants { class Default { speechSingular[] = {"veh_Sniper"}; speechPlural[] = {"veh_Snipers"}; }; class EN : Default {}; class CZ { speechSingular[] = {"veh_Sniper_CZ"}; speechPlural[] = {"veh_Snipers_CZ"}; }; class CZ_Akuzativ { speechSingular[] = {"veh_Sniper_CZ4P"}; speechPlural[] = {"veh_Snipers_CZ4P"}; }; class RU { speechSingular[] = {"veh_Sniper_RU"}; speechPlural[] = {"veh_Snipers_RU"}; }; }; class TalkTopics : TalkTopics { core_en = "Core_Degenerated"; core_ru = "Core_Full"; core_cz = "Core_Degenerated"; }; languages[] = {"RU"}; class Wounds { tex[] = {}; mat[] = {"Ca\characters2\USMC\DATA\FR_Marksman_Body.RVmat", "Ca\characters2\USMC\DATA\W1_FR_Marksman_body.rvmat", "Ca\characters2\USMC\DATA\W2_FR_Marksman_body.rvmat", "Ca\characters2\USMC\DATA\FR_Marksman_Gear.RVmat", "Ca\characters2\USMC\DATA\W1_FR_Marksman_Gear.RVmat", "Ca\characters2\USMC\DATA\W2_FR_Marksman_Gear.RVmat"}; }; weapons[] = {AK_47_M, Makarov, "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; magazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "8Rnd_9x18_Makarov", "8Rnd_9x18_Makarov", "8Rnd_9x18_Makarov", "8Rnd_9x18_Makarov"}; respawnWeapons[] = {AK_47_M, Makarov, "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnMagazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "8Rnd_9x18_Makarov", "8Rnd_9x18_Makarov", "8Rnd_9x18_Makarov", "8Rnd_9x18_Makarov"}; }; }; Please help
  12. I'm considering to set my mod making on hold untill I know more. If I start making stuff for Arma now, then when it's finished will Arma 2 be out already? So I would like to know if there is any info about how easy it will be to convert Arma addons to Arma2... If I start making stuff in 3dsmax then should I try to make the models in similar quality as Arma models? Any info???
  13. freddern

    Norwegian Recce Pack

    About the AG3: If I had made one myself I would for sure make it similar to the Norwegian AG3, but due to lack of spare time I thought it was a good idea to ask HWM if I could use their weapons. (And I really appreciate that they let me use it, cus they must have put a great amount of time in to the weapon and they did not have to give me permission at all if they didn't feel like it. Â ) But by all means, if any norwegian addon makers are interested in making a Norweigan weapon pack containing all the goodies (ag3 with aimpoint etc. ,L96A1, NM149, MG3.. ), then be sure to let me know. I will gladly help with normal mapping, textures, configs etc...
  14. freddern

    Norwegian Recce Pack

    ? ? ? no , it doesn't overwrite the original config , just put with replacement pbo along with your recce's pbo's and that's it Ok. sorry I just thought that's how that worked.
  15. freddern

    Norwegian Recce Pack

    Here's a link to a replacement config that puts these soldiers into the Arma campaign: Link It is made by william1. Be aware that this will overwrite the original config so make a backup!
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