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About fingolfin

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    Master Sergeant
  1. hidden chest rig

    In which pbo-file did you find this model? All I've found are the equip_chestrig.p3d, equip_g_chestrig.p3d and the equip_placehoder.p3d in the characters_f.pbo. None of these are the chest rig you are looking for.
  2. hidden chest rig

    I don't think the model is even included in the A3 files and neither is the uniform. The texture you posted is the texture for the normal chest rig (of which there is a hidden version without the Camelbak).
  3. DHI Battle Dress Uniforms

    By the way, if you would like to add a camo from the Armaverse this is a recreation of the Takistani lizard pattern I did some time ago. Feel free to use it! It is based on the original Takistani uniforms and should tile perfectly.
  4. DHI Battle Dress Uniforms

    Thank you for these very nice BDUs! The quality is superb (as always) and the new model goes really well with the RHS/SAF vests. I used some of my templates to throw together a small Iraqi Army add-on: Anyway, thanks a lot and keep up the great work!
  5. [Beta] Altis Armed Forces 2017

    The work on the update is progressing slowly but steadily. Today I finished the retexture of the Tigr APC... that was a lot more work than I anticipated: I also improved the uniform textures (left) and started working on the recon units: Finally, a sneak peak of the Russian PMCs: Still there is a lot to do: · retexture the Urals and Zamaks · add the MIM-104 Patriot system · add an AAF version of the BTR-80 · add an AAF version of the MiG-29 · rework the resistance faction · finish the recon units and PMCs · a lot of other small stuff
  6. Global Mobilization

    It's in the opening post of the thread.
  7. Global Mobilization

    Far from dead. @mondkalb wrote this in the Discord channel some days ago:
  8. YuEmod

    That’s a shame. Perhaps he should pitch it to BI as a third-party DLC because he will never get this kind of money by donations alone.
  9. RHS Escalation (AFRF and USAF)

    Would you consider reducing the weight until such a system is implemented (if ever)? Now the taped magazines are just heavier but have the same ammo count and are actually a disadvantage besides looking cool.
  10. [Beta] Altis Armed Forces 2017

    Do you have anything specific in mind? I’m thinking about reworking the rebels but am yet undecided. One idea is to have two variants, one in mostly civilian clothing with light gear and light weapons and one for the later stages of the conflict in military clothing, equipped with ballistic vests and more advanced weaponry (partly supplied by NATO). Another idea is to add a pro-government faction that could also resemble Russian PMCs. They would carry railed AK-74Ms and AKMs and wear modern combat uniforms (for example Crye G3s in ATACS camo/uniforms in SURPAT camo). --------------------------------- I’d like to hear your opinion on one other question: Since RHS added the Croatian VHS rifles in one of the last updates, I thought about replacing the M21s with these. Where do you stand on that?
  11. [Beta] Altis Armed Forces 2017

    Yes, but probably not in the next update.
  12. [Beta] Altis Armed Forces 2017

    It’s been quite some work but today I finally finished the camo textures for the HMMWVs and added the M966 TOW carrier to the AAF’s arsenal.
  13. Arma 3 Photography : Questions and Comments

    AFAIK every add-on that has a WIP thread and therefore is going to be released at some point is allowed in the photography thread. I believe it was stated when the whole discussion came up.
  14. (!isNil "Squad_Getup") alone worked, (!isNil "Squad_Getup") && {Squad_Getup} gave me some bad returns. Anyway, thanks a lot!
  15. I feel rather dumb for asking, but since I have not much scripting/coding experience I’m kind of stuck… At the beginning of a mission my squad should be resting and using the BIS_fnc_ambientAnimCombat command it worked like a charm. Now I want to end their animations if a certain variable “Squad_Getup” is true (it is set false at the beginning of the mission) and I can only find example for changing combat behavior or the player getting near them like is one: [_unit,"STAND","FULL",{(player distance _this) < 5}] call BIS_fnc_ambientAnimCombat; So, what would have to go into the “{(player distance _this) < 5}” part in my case? “Squad_Getup” alone didn’t work, neither did “Squad_Getup=true”. Thank you!