massi
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Everything posted by massi
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Vehicle pack for Italian Special Operation unit
massi replied to massi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
yes, unfortunately I don't have any modelling ability :) cheers massi -
Italian Special Operation Forces for CO
massi replied to massi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thank you very much for the DL links and nice comments ;) NOW THE UNITS HAVE SOMETHING TO MOVE WITH ... Check the vehicle pack for ITALIAN SPECIAL OPERATIONS HERE!!! ... and few more pics of the units: cheers massi -
ArmA II & OA Photography I - No images over 100kb - Pictures only NO comments.
massi replied to Placebo's topic in ARMA 2 & OA - GENERAL
Rangers patrol approaching a dangerous area Rangers clearing an house Rangers crossing a dangerous point US Army Rangers for CO update to v 1.03 -
by massi US ARMY RANGERS for Combined Operation updated to v1.03 Hi all, Sorry for the long wait , but I was, and actually am, a little busy, anyway I’ve found some time to update some of the retexture packages I’ve released a year ago. I tried to follow advices form the forum (And thanks a lot for that !!!) in order to improve a little bit the quality of the addons, hope you’ll enjoy this new version too!!! In this update you’ll find new unit classes: Rifleman an Grenadier, as requested in the forum, and also CQB Operator and Breacher . In the classes you’ll find a new camo : 75th Rangers (PCU), including all the units in full PCU uniforms, they’ve been also included in the Optional ACE config and there’s a replacement file also for this camo now. I’ve also reduced the number of mixed camos units due to requests, and improved a little bit the loadout configuration of some of the units, and the ACE optional config included in the package has been updated too. For further details please read the changelog and the readme included in the pack. As always please report bugs and suggestions , hope you’ll enjoy the update ;) . Installation. Put the addons in the "mod folder" of your preference, you will now find the units in the editor under: Bluefor - US Army - 75th Rangers ... (sorted by different camos) you'll find groups also under: Bluefor - US Army - 75th Rangers ... (as above). ACE2 config files Installation. Just put the ACE2 Optional Config (called "mas_us_rangs_ACE.pbo") in the modfolder of your preference and you'll see in the editor only the 75th Rangers ACE classes. This config DO NOT replace original Rangers units, instead it only "hide" them in the editor by setting them as "protected", I did in this way in order to get the maximum compatibility and to avoid changing classnames of the units (for mix makers). Units and organizzation are the same as for standard Rangers, but they're all equipped with ACEX gear and weapons (this means for example that all of them have one bandage, and medics have drugs too, or that spotters have spotter scopes and rangefiders, demo expert uses ACEX explosives too, etc). Units now are under Bis US Army faction, so they use "English" if Ace AI Talk is enabled. Units and Groups are the same as for vanilla game, as following:. Bluefor - US Army - 75th Rangers ACE ... (sorted by different camos) you'll find groups also under: Bluefor - US Army - 75th Rangers ACE ... (as above). Replacement Pack Installation. You'll find 5 different replacement files, you can use ONLY ONE AT A TIME !!! Just choose your preferred camo (deset, acu, pcu, woodland, or multicam), and put the relative replacement in a modfolder, you'll see standard BI Delta Force models replaced by US Army Rangers ones, all with working wound textures. Graves characters (light and heavy) are replaced as well ... so you can play the campaign again, with a bit different feeling. Changelog. Download Links to version v. 1.03: Filefront: http://www.gamefront.com/files/20759857/US_Army_Rangers_CO_v1.03.7z Thanks. Thanks to all the people that spotted problems, reported issues and gave me advices, thankYou very much to all of you, I really appreciate your help. Thanks to BI for the great game and to all the community for their great support and addons! Thanks to all the people that enjoied my previous units and supported me in the forum! Hope you'll enjoy these units too! Regards, massi
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Italian Special Operation Forces for CO
massi replied to massi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
by massi ITALIAN SPECIAL OPERATION FORCES for Combined Operation. I’ve updated my Italian SOF to version 1.03. Hi all, Sorry for the long wait , but I was, and actually am, a little busy, anyway I’ve found some time to update some of the retexture packages I’ve released a year ago. I tried to follow advices form the forum (And thanks a lot for that !!!) in order to improve a little bit the quality of the addons, hope you’ll enjoy this new version too!!! In this update you’ll find new unit classes: Rifleman an Grenadier and also CQB Operator, Breacher and PSD (Personal Security Detachment) Operator . I’ve also reduced the number of mixed camos units due to requests, and improved a little bit the loadout configuration of some of the units due to patch 1.59 possibilities, and also the ACE optional config included in the package has been updated. I hope you’ll enjoy the new version, for further details please read the following changelog. Changelog. Bugs. No problems found so far, no RPT errors, tested both in vanilla, beta and with ACE2. Thanks. Thanks to BI for the great game and to all the community for their great support and addons! Thanks to all the people that enjoied my previous units and supported me in the forum! Cheers Massi -
Someguy's Afghan National Army
massi replied to someguywho's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
same for me...anyway GREAT work ;) keep it up ! cheers -
would be great to implement!
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Hi all, I made a quick reskin of FR units in italian camos, but Rubberkite (thanks :) ) reported the following errors in rpt: No speaker given for Massimo Narciso No speaker given, patched to Male01EN No speaker given for Domenico Condito No speaker given, patched to Male01EN No speaker given for Augusto Ferri No speaker given, patched to Male01EN No speaker given for Simone Barbosi No speaker given, patched to Male01EN No speaker given for Simone Rizzetti No speaker given, patched to Male01EN No speaker given for Augusto Ferrari No speaker given, patched to Male01EN No speaker given for Carlo Albani No speaker given, patched to Male01EN No speaker given for Armando Casella No speaker given, patched to Male01EN No speaker given for Armando Ferri No speaker given, patched to Male01EN No speaker given for Daniele Condito No speaker given, patched to Male01EN No speaker given for Emilio Verdi No speaker given, patched to Male01EN No speaker given for Emanuele Fumagalli No speaker given, patched to Male01EN No speaker given for Luca Fossati No speaker given, patched to Male01EN No speaker given for Daniele Terlani No speaker given, patched to Male01EN No speaker given for Emilio Ferrari No speaker given, patched to Male01EN No speaker given for Paolo Marcagli No speaker given, patched to Male01EN No speaker given for Silvio Narciso No speaker given, patched to Male01EN No speaker given, patched to Male01EN so I' ve no idea how to fix it, I gave new identity to my units like that: class CfgVehicles { class FR_TL; // External class reference class ITA_SOF_tl_d : FR_TL { displayName = "Team Leader"; model = "\ITA_spec\ita_des2"; faction = "ITA_sof"; genericNames = "ITA_names_Men"; speaker = "Male03EN"; faceType = "ITA_face_Men"; identityTypes[] = {"ITA_face"}; vehicleClass = "ita_sof_des"; enableGPS = 1; weapons[] = {M4A1_HWS_GL, "M9", "ItemGPS", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "SmokeShellGreen", "SmokeShellRed", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "FlareGreen_M203"}; respawnweapons[] = {M4A1_HWS_GL, "M9", "ItemGPS", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnMagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "SmokeShellGreen", "SmokeShellRed", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "FlareGreen_M203"}; class Wounds { tex[] = {}; mat[] = {"Ca\characters2\USMC\DATA\FR_DA2.rvmat", "Ca\characters2\USMC\DATA\W1_FR_DA2.rvmat", "Ca\characters2\USMC\DATA\W2_FR_DA2.rvmat"}; }; class EventHandlers; // External class reference }; etc. etc. ... and this is how I cfg faces and names: class CfgFaces { class Default; // External class reference class ITA_face_Men : Default { class Default { name = "ITA Default face"; texture = "\ca\characters\hhl\hhl_46_CO.paa"; material = "\ca\characters\heads\male\defaulthead\data\hhl_white.rvmat"; head = "defaultHead"; identityTypes[] = {}; }; class Face01 : Default { name = ITA_B1; texture = "\ca\characters\hhl\hhl_16_CO.paa"; disabled = 0; identityTypes[] = {"ITA_face"}; }; class Face01_camo1 : Face01 { head = "defaultHead_camo1"; name = "ITA_B1 camo 1"; material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo1_hhl.rvmat"; disabled = 1; identityTypes[] = {"ITA_face_Camo"}; }; class Face01_camo2 : Face01_camo1 { head = "defaultHead_camo2"; name = "ITA_B1 camo 2"; material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo2_hhl.rvmat"; disabled = 1; }; class Face01_camo3 : Face01_camo1 { head = "defaultHead_camo3"; name = "ITA_B1 camo 3"; material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo3_hhl.rvmat"; disabled = 1; }; class Face01_camo4 : Face01_camo1 { head = "defaultHead_camo4"; name = "ITA_B1 camo 4"; material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo4_hhl.rvmat"; disabled = 1; }; class Face01_camo5 : Face01_camo1 { head = "defaultHead_camo5"; name = "ITA_B1 camo 5"; material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo5_hhl.rvmat"; disabled = 1; }; class Face01_camo6 : Face01_camo1 { head = "defaultHead_camo6"; name = "ITA_B1 camo 6"; material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo6_hhl.rvmat"; disabled = 1; }; class Face02 : Default { name = ITA_B2; texture = "\ca\characters\hhl\hhl_06_CO.paa"; disabled = 0; identityTypes[] = {"ITA_face"}; }; class Face02_camo1 : Face02 { head = "defaultHead_camo1"; name = "ITA_B2 camo 1"; material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo1_hhl.rvmat"; disabled = 1; identityTypes[] = {"ITA_face_Camo"}; }; class Face02_camo2 : Face02_camo1 { head = "defaultHead_camo2"; name = "ITA_B2 camo 2"; material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo2_hhl.rvmat"; disabled = 1; }; class Face02_camo3 : Face02_camo1 { head = "defaultHead_camo3"; name = "ITA_B2 camo 3"; material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo3_hhl.rvmat"; disabled = 1; }; class Face02_camo4 : Face02_camo1 { head = "defaultHead_camo4"; name = "ITA_B2 camo 4"; material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo4_hhl.rvmat"; disabled = 1; }; class Face02_camo5 : Face02_camo1 { head = "defaultHead_camo5"; name = "ITA_B2 camo 5"; material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo5_hhl.rvmat"; disabled = 1; }; class Face02_camo6 : Face02_camo1 { head = "defaultHead_camo6"; name = "ITA_B2 camo 6"; material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo6_hhl.rvmat"; disabled = 1; }; class Face03 : Default { name = ITA_B3; texture = "\ca\characters\hhl\hhl_23_CO.paa"; disabled = 0; identityTypes[] = {"ITA_face"}; }; class Face03_camo1 : Face03 { head = "defaultHead_camo1"; name = "ITA_B3 camo 1"; material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo1_hhl.rvmat"; disabled = 1; identityTypes[] = {"ITA_face_Camo"}; }; class Face03_camo2 : Face03_camo1 { head = "defaultHead_camo2"; name = "ITA_B3 camo 2"; material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo2_hhl.rvmat"; disabled = 1; }; class Face03_camo3 : Face03_camo1 { head = "defaultHead_camo3"; name = "ITA_B3 camo 3"; material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo3_hhl.rvmat"; disabled = 1; }; class Face03_camo4 : Face03_camo1 { head = "defaultHead_camo4"; name = "ITA_B3 camo 4"; material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo4_hhl.rvmat"; disabled = 1; }; class Face03_camo5 : Face03_camo1 { head = "defaultHead_camo5"; name = "ITA_B3 camo 5"; material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo5_hhl.rvmat"; disabled = 1; }; class Face03_camo6 : Face03_camo1 { head = "defaultHead_camo6"; name = "ITA_B3 camo 6"; material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo6_hhl.rvmat"; disabled = 1; }; }; }; class CfgWorlds { class GenericNames { class ITA_names_Men { class FirstNames { agostino = "Agostino"; edoardo = "Edoardo"; giorgio = "Giorgio"; alberto = "Alberto"; domenico = "Domenico"; giulio = "Giulio"; emanuele = "Emanuele"; roberto = "Roberto"; filippo = "Filippo"; pietro = "Pietro"; luca = "Luca"; paolo = "Paolo"; simone = "Simone"; carlo = "Carlo"; silvio = "Silvio"; alfredo = "Alfredo"; riccardo = "Riccardo"; massimo = "Massimo"; andrea = "Andrea"; antonio = "Antonio"; daniele = "Daniele"; armando = "Armando"; augusto = "Augusto"; davide = "Davide"; terenzio = "Terenzio"; emilio = "Emilio"; }; class LastNames { rossi = "Rossi"; bianchi = "Bianchi"; fumagalli = "Fumagalli"; brambilla = "Brambilla"; casella = "Casella"; rizzetti = "Rizzetti"; terlani = "Terlani"; barbosi = "Barbosi"; renati = "Renati"; lancia = "Lancia"; ferrari = "Ferrari"; narciso = "Narciso"; rolandi = "Rolandi"; ferri = "Ferri"; marcagli = "Marcagli"; verdi = "Verdi"; fossati = "Fossati"; albani = "Albani"; tecchini = "Tecchini"; lunghini = "Lunghini"; cassante = "Cassante"; condito = "Condito"; zacolli = "Zacolli"; }; }; }; }; I took example for the cfg names and faces from the Dimitri_Harkov's 1970 african units. any idea how to solve the rpt issue? waiting for help ...thanks in advance!:) regards
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by massi US Navy SEAL for Combined Operation v1.00 Hi all, I did this retexture for personal use, but I decided to release it as for my US SFOD1 Delta Operators, hope you’ll like them. Basically is a retexture of standard BI Delta force, meant to rapresent US Navy SEAL operators in different camo variants in order to give a wider range of operations. As always please report bugs and suggestions , hope you’ll enjoy this new pack. Description This addon is a retexture of Arma2 OA Delta Force, meant to represent US Navy SEAL Operators in different camouflages, as following : : I used what I found on web as reference sources. Features: Installation. Put the addons in the "mod folder" of your preference, you will find the units in the editor under: Bluefor - US Navy SPECWARCOM - SEAL (sorted by different camos) you'll find groups also under: Bluefor - US Navy SPECWARCOM - SEAL (as above). Requirements. It requires Arma 2 Combined Operations (A2 + OA) to run , because it uses OA models and some A2 weapons. ACE2 config files Installation. Just put the ACE2 Optional Config (called "mas_us_seals_ace.pbo") in the modfolder of your preference and you'll see in the editor only the SEAL ACE classes. This config DO NOT replace original SEAL units, instead it only "hide" them in the editor by setting them as "protected", I did in this way in order to get the maximum compatibility and to avoid changing classnames of the units (for mix makers). Units and organizzation are the same as for standard SEAL, but they're all equipped with ACEX gear and weapons (this means for example that all of them have one bandage, and medics have drugs too, or that spotters have spotter scopes and rangefiders, demo expert uses ACEX explosives too, etc). Units use "English" if Ace AI Talk is enabled. Units and Groups are the same as for vanilla game, as following:. Bluefor - US Navy SPECWARCOM - SEAL (ACE-sorted by different camos) you'll find groups also under: Bluefor - US Navy SPECWARCOM - SEAL (ACE-as above). Replacement Pack Installation. You'll find 4 different replacement files, you can use ONLY ONE AT A TIME !!! Just choose your preferred camo (aor1, aor2 , acu or multicam), and put the relative replacement in a modfolder, you'll see standard BI Delta Force models replaced by SEAL ones, all with working wound textures. Graves characters (light and heavy) are replaced as well ... so you can play the campaign again, with a bit different feeling. Changelog. Bugs. No problems found so far, no RPT errors, tested both in vanilla, beta and with ACE2. Credit. ThankYou very much to StalkerGB, without his great Rvmat and support I would never had solved the wound textures issue... thanks a lot mate !!! Download Links to version v. 1.00: Filefront: http://www.filefront.com/17391466/US_SEAL_CO_v1.00.7z US Navy SEAL Operators in ACU US Navy SEAL Operators in AOR1 US Navy SEAL Operators in AOR2 US Navy SEAL Operators in Multicam Thanks. Thanks to BI for the great game and to all the community for their great support and addons! Thanks to all the people that enjoied my previous units and supported me in the forum! Hope you'll enjoy these units too! Regards, massi
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Really nice :) !!!
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US SFOD1 Delta Force for Combined operations
massi posted a topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
by massi US SFOD 1 DELTA for Combined Operation v1.00 Hi all, I did this retexture for personal use, but I decided to release it as for my US SEAL, hope you’ll like them. Basically is a retexture of standard BI Delta force, but with different camo variants in order to give a wider range of operations , such as desert, urban and temperate environments. As always please report bugs and suggestions , hope you’ll enjoy this new pack. Description This addon is a retexture of Arma2 OA Delta Force, meant to represent US SFOD 1 DELTA Operators in different camouflages, as following : : I used what I found on web as reference sources. Features: Installation. Put the addons in the "mod folder" of your preference, you will find the units in the editor under: Bluefor - US Army – SFOD 1 Delta (sorted by different camos) you'll find groups also under: Bluefor - US Army – SFOD 1 Delta (as above). Requirements. It requires Arma 2 Combined Operations (A2 + OA) to run , because it uses OA models and some A2 weapons. ACE2 config files Installation. Just put the ACE2 Optional Config (called "mas_us_delta_ace.pbo") in the modfolder of your preference and you'll see in the editor only the SFOD 1 Delta ACE classes. This config DO NOT replace original SFOD 1 Delta units, instead it only "hide" them in the editor by setting them as "protected", I did in this way in order to get the maximum compatibility and to avoid changing classnames of the units (for mix makers). Units and organizzation are the same as for standard SFOD 1 Delta, but they're all equipped with ACEX gear and weapons (this means for example that all of them have one bandage, and medics have drugs too, or that spotters have spotter scopes and rangefiders, demo expert uses ACEX explosives too, etc). Units use "English" if Ace AI Talk is enabled. Units and Groups are the same as for vanilla game, as following:. Bluefor - US Army – SFOD 1 Delta (ACE-sorted by different camos) you'll find groups also under: Bluefor - US Army – SFOD 1 Delta (ACE-as above). Replacement Pack Installation. You'll find 3 different replacement files, you can use ONLY ONE AT A TIME !!! Just choose your preferred camo (deset, acu, or temperate), and put the relative replacement in a modfolder, you'll see standard BI Delta Force models replaced by SFOD 1 Delta ones, all with working wound textures. Graves characters (light and heavy) are replaced as well ... so you can play the campaign again, with a bit different feeling. Changelog. Bugs. No problems found so far, no RPT errors, tested both in vanilla, beta and with ACE2. Credit. ThankYou very much to StalkerGB, without his great Rvmat and support I would never had solved the wound textures issue... thanks a lot mate !!! Download Links to version v. 1.00: Filefront: http://www.filefront.com/17391494/US_Delta_CO_v1.00.7z US SFOD 1 Delta Operators in ACU/Urban US SFOD 1 Delta Operators in Desert US SFOD 1 Delta Operators in Temperate Thanks. Thanks to BI for the great game and to all the community for their great support and addons! Thanks to all the people that enjoied my previous units and supported me in the forum! Hope you'll enjoy these units too! Regards, massi -
US SFOD1 Delta Force for Combined operations
massi replied to massi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks Binkowski ;) , they're not bad models from my point of view, yes of course they have some issues...anyway thanks a lot :) ! Best Regards massi -
US SFOD1 Delta Force for Combined operations
massi replied to massi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
really appreciated ;) thanks massi -
US Navy SEAL for Combined Operations
massi replied to massi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
thanks a lot ;) !!! cheers massi -
US SFOD1 Delta Force for Combined operations
massi replied to massi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
ThankYou very much again to all of you guys for the support, for the news and for the mirrors ... really appreciated ;) !!! Best Regards massi -
US Navy SEAL for Combined Operations
massi replied to massi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
ThankYou very much to all of You for your nice comments and mirrors of course ;) Best Regards massi -
ThankYou very much for reporting , I'll see if I can do sometingh, otherwise I think I'll leave it as it is. thanks a lot ;) Best Regards massi
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Hi, mhhh sound strange, well I did not change any class names, but probably the problem is that in the first version they were a separate faction, while now they're under the standard BI US Army faction (75th ranger ACU, desert, wood,multi), and it is the most probable cause of your problem, and I'm sorry for the inconvinient. I've tested the addon a lot using pretty much all the combinations (vanilla, beta, ACE2...) and it does not require any replacement ( only Arma 2 CO is required = A2+ OA). I dunno, you can try downloading the latest version http://www.filefront.com/17281674/US_Army_Rangers_CO_v1.02.7z , because I didn't have any other problems reported :) cheers massi
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have units assigned to a "support" waypoint return back to the waypoint after support
massi replied to Baz's topic in ARMA 2 & OA - SUGGESTIONS
100% agree :) -
Make the BAF IED's placeable in the editor
massi replied to Stagler's topic in ARMA 2 & OA - SUGGESTIONS
that would be GREAT ;) -
thankYou very much Foxhound as always really appreciated ;) ! cheers massi
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Italian Special Operation Forces for CO
massi replied to massi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
thankYou very much Foxhound for mirror and frontpage ;) ! cheers massi -
Impressive :) ! keep up the great work ! cheers massi
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wow those units are awesome :) !!! keep up the great work , can't wait to play with them ! cheers massi
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And again thanks a lot for the mirror ;) cheers massi