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freddern

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Everything posted by freddern

  1. 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!
  2. Very nice! Wish I also had the time to mod for this game....:(
  3. 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:
  4. 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
  5. 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";
  6. Found it! It's under CfgWorlds
  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. 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?
  10. 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.)
  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. This addon contains the following units: Jeger Teamleader Jeger Sniper Jeger Scout Jeger Medic Jeger Radio Operator Weapons they carry: G36a M24 M16A2GL M9 Updates: The textures are heavly updated and details like the vest now look much more like the vest used by norwegian soldiers. Back pack now looks more like it does in real life. Another soldier model is used to better match the equipment used in real life. I'll just call this addon v1.1 because there is an older version. Also, I have made a small mission to go with the soldiers. thanks to: BIS   ->  ofcourse Viking19  -> advice El nino Foxhound  -> hosting Link to addon: Armaholic (version 1.2 (small updates)) Link to mission: Armaholic Have fun!  "Gi gass jegere!"
  14. "Agmine Consectamur" This addon contains Norwegian Ranger units in both woodland and desert camo. (It will not overwrite the old Norwegian unit addons, but it is ment to take their place.) What's New: - Detaljed Textures - Matching Normal Maps - Unit texture uniform seams made realisticly - Weapons matching the "real life ones" (to a certain degree) - Two missions showing off the units both in desert, and woodland camo. Units: Norwegian Recce Team in Woodland camo Norwegian Recce Team in Desert camo Glock 17         (Taken with permission from RobertHammer weapon pack) G3A3           (Taken with permission from the Hellenic Warfare Mod's weapon pack) G3A3 with Scope   (Taken with permission from the Hellenic Warfare Mod's weapon pack) G3A4           (Taken with permission from the Hellenic Warfare Mod's weapon pack) MG3            (Taken with permission from the Hellenic Warfare Mod's weapon pack) You can probably find details within this addon wich doesn't correspond with real life, but it's a good enough compromise concidered the time and effort it takes to create a addon for this game. The weapons are also fully functional but NOT MADE BY ME. I just made one "pack" out of the weapons. Download: Norwegian Recce Pack at www.Armaholic.com mirror: Combat-Prison.net Thanks to: - Hellenic Warfare Mod: For letting me use their weapons in my addon. - RobertHammer: For letting me use his Glock 17 in my addon. - Rellikki: Support - Viking19: Support - El nino Foxhound: Hosting at www.armaholic.com - Other folks I forgot to mention.......;) - Bohemia Interactive Have fun with it! "Gi gass jegere!"
  15. 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...
  16. 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.
  17. 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!
  18. freddern

    Norwegian Recce Pack

    atm -> who's that? edit: sorry, didn't read your post properly
  19. freddern

    Norwegian Recce Pack

    Actually it would have been cool, but does take much time and when I make something I like to do it proper. What I like the most is texture creation. I have tried creating my own AG3 model, but things din't work ingame and I got pissed and stopped working on it. This addon almost got forgotten too, but then I got reminded of it a little while back So, maby if someone are thinking about creating any more Norwegian addons, maby I could be of any help? (I can model in 3ds Max, Create normal maps in Zbrush and photoshop, Make textures in photoshop and make basic config files..) But creating all that in an addon is just too much for me (Got scool also)
  20. freddern

    Norwegian Recce Pack

    Thanks for the feedback but... 1. True what Jahve writes, the AG3's are not phased out yet. I know people currently in INTOPS and even they haven't gotten them yet. 2. Yes, maby not that many but not uncommon enough to change the config to "only white's" . Â
  21. freddern

    Norwegian Recce Pack

    That sounds very strange. Does anyone know what may cause this?
  22. freddern

    Norwegian Recce Pack

    About the machinegunner woodland. The rangers are supposed to be very quick and responsive so I felt it was wrong to give them the MG3 wich is a heavy gun. (But it's easy to fix this in the editor). I think it's more common that they use this in f.eks Afghanistan....
  23. freddern

    Norwegian Recce Pack

    Do you mean those helmet that is used in "Queen's Gambit"? Don't know.... Have never seen them used in real life. But, you never know..
  24. Hello. I was wondering if it is possible to use Buldozer with O2light without having OFP installed. I never play OFP anymore after I got Arma, but I would like to be able to use the Viewer with O2 without having to install alot of files I never use. Also, could someone send me the Flashpoint.cfg from the Flashpoint folder (so I get good textures in Buldozer)? Please..
  25. Hi. I'm working on some units and I have all the normal maps ready but they don't seem to work. As you can see in my config I have only given the "desert teamleader" unit wound textures at this point. (so if I do something wrong I don't have to make changes on every unit) I have also edited the three rvmat files that you can see I have changed, so that they "link" to the correct normal maps. In the p3d models I have also changed the normal map- and rvmat paths. When I load the unit ingame I got the Normal map I want, but when I shoot him he only get wounds on his hands and face (the rvmat's where I used the original paths and files.) What am I doing wrong? Please help My CfgVehicles.hpp <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgVehicles { class All {}; class AllVehicles : All {}; class Land : AllVehicles {}; class Man : Land {}; class Soldier : Man {}; class SoldierWB : Soldier {}; class SoldierWSniper : SoldierWB {}; class Rec_w_Teaml : SoldierWB { vehicleClass = "NO_forceElement"; displayName = "Woodland Recce Teamleader"; model = "\NO_Recce\no_woodla_teamlead"; scope = public; nightVision = true; camouflage = 0.6; Icon = "\Ca\characters\data\map_ico\i_lider_ca.paa"; nameSound = "officer"; weapons[] = {"G36a", "NVGoggles", "M9", "Throw", "Put"}; magazines[] = {"30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "HandGrenadeTimed", "HandGrenadeTimed", "SmokeShell"}; }; class Recc_w_Snip : SoldierWSniper { vehicleClass = "NO_forceElement"; displayName = "Woodland Recce Sniper"; model = "\NO_Recce\no_woodla_skarpsk"; scope = public; nightVision = true; camouflage = 0.8; Icon = "\Ca\characters\data\map_ico\i_wojak_ca.paa"; nameSound = "sniper"; weapons[] = {"M24", "NVGoggles", "M9", "Binocular", "Throw", "Put"}; magazines[] = {"5Rnd_762x51_M24", "5Rnd_762x51_M24", "5Rnd_762x51_M24", "5Rnd_762x51_M24", "5Rnd_762x51_M24", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "HandGrenadeTimed", "HandGrenadeTimed", "SmokeShellGreen", "SmokeShellRed"}; }; class Recc_w_Medi : SoldierWB { vehicleClass = "NO_forceElement"; displayName = "Woodland Recce Medic"; model = "\NO_Recce\no_woodla_sanite"; scope = public; nightVision = true; camouflage = 0.6; Icon = "\Ca\characters\data\map_ico\i_medyk_CA.paa"; nameSound = "medic2"; attendant=1; weapons[] = {"G36a", "NVGoggles", "M9", "Binocular", "Throw", "Put"}; magazines[] = {"30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "HandGrenadeTimed", "HandGrenadeTimed"}; }; class Rec_d_Teaml : SoldierWB { vehicleClass = "NO_forceElement"; displayName = "Desert Recce Teamleader"; model = "\NO_Recce\no_desert_teamlead"; scope = public; nightVision = true; camouflage = 0.6; Icon = "\Ca\characters\data\map_ico\i_lider_ca.paa"; nameSound = "officer"; weapons[] = {"G36a", "NVGoggles", "M9", "Throw", "Put"}; magazines[] = {"30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "HandGrenadeTimed", "HandGrenadeTimed", "SmokeShell"}; class Wounds { tex[] = {}; mat[] = {"ca\characters\data\us_hhl.rvmat", "ca\characters\data\us_hhl_wound1.rvmat", "ca\characters\data\us_hhl_wound2.rvmat", "NO_Recce\rvmat_fil\no_soldier_teamlead_body.rvmat", "NO_Recce\rvmat_fil\no_soldier_teamlead_body_wound1.rvmat", "NO_Recce\rvmat_fil\no_soldier_teamlead_body_wound2.rvmat"}; Â Â }; };
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