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Everything posted by granQ
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Just take them off your dropbox/google drive / one drive or whatever you use as a backup, anyone works.
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Swedish Forces Pack: 0.7.4 (Updated 27th of May)
granQ posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Swedish Forces Pack Includes features such as advance missiles.buddy reload, backblast, "random" numbers on helicopters. More than 30 new completely new vehicles, including airplane, helicopter, drones, jeeps and boats. Many of them also features several "skins", woodland, desert, snow and UN. Over 20 new weapons and to enjoy all this are over 15 missions for 2-40 players. Coop and PvP. With soldiers from the UN operations in Congo during 1960's to present day, in woodland, desert and snow. But wait there is more, if you download now we also send Swedish police uniforms and some criminals to play with. Follow us on facebook. https://www.facebook.com/SwedishForcesPack/ Download or subscribe at Newest version always on Steam, but our friends at Armaholic and Six normally update their servers as well. Steam Workshop Armaholic Requirements SFP requires CBA to get all functions and while it will start without, we don't recommend playing SFP without CBA. Compatibility ACE3, we do our best to be 100% compatible, let us know if we dont. ALIVE MRT Accessory Functions, for the Aimpoint 3X scope ACRE TFAR, if using TFAR the Swedish soldiers will use a Ericsson Radio 180. Media- 568 replies
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Tomorrow it is the 20th anniversary of Operation Flashpoint! The game that blew our minds and reason why we today still are working on SFP. To join in the celebrations we decided to release one vehicle for OFP, the Swedish KP-Bil. It was used by the Swedish peacekeepers in Congo during 1960's. Our old school addon can be dowloaded from here: KP Bil (15 mb)
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OFP 20th Anniversary | KP Bil | SFP 4 Addon!
granQ replied to granQ's topic in ADDONS & MODS: COMPLETE
oh yes we did release a wheel chair.. but not for OFP 🙂 -
I can do most of arma editing, configs, scripts and so on.. but particles I never understood.. need an "afterburner flame", anyone keen to help out? (For the JAS 39 Gripen)
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Released on steam! http://steamcommunity.com/sharedfiles/filedetails/?id=917042703 Introduction This is a tribute to the original FDF mod for Operation Flashpoint. One of the best (if not the best) mod ever made for the Ofp/ArmA series.We also like to say thanks to ArmA3 Finland for hosting some really good PvP against Sweden. This tribute was made by members of the Swedish Forces Pack, mostly however by Megadeth, granQ, Vccv90, coding/servers by Dahlgren and trailers and videos are made by Sango. Content This mod includes Finnish forces in woodland M05 uniforms and special forces in desert M04 uniforms. Weapons includes RK 95, PKM, NLAW, KES 88 and more but also crew served weapons like 122 H 63 (D-30), TOW and RBS 70. On the vehicle side there are Leopard 2A4, BMP-2, G-class boat and MLRS. Future updates Depending on how many subscribers/favorites we get we might continue to support this mod with additional content. For that reason we are looking for talented people that can help with models, textures but also coding. What is planned of high prioritize is the RK 62 rifle, Orbiter Mini UAV, the Bv 206 all terrain vehicle, Leopard 2A6 and the Combat Vehicle 90.
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Finnish Forces Pack (Updated 2018 April)
granQ replied to granQ's topic in ARMA 3 - ADDONS & MODS: COMPLETE
perhaps (pending his/her's approval as well of course), any link to it on steam? -
Swedish Forces Pack: 0.7.4 (Updated 27th of May)
granQ replied to granQ's topic in ARMA 3 - ADDONS & MODS: COMPLETE
In case you wondered what the Rbbil 15 is:- 568 replies
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Swedish Forces Pack: 0.7.4 (Updated 27th of May)
granQ replied to granQ's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Today is the Swedish National Day! To celebrate we have this morning released our newest patch on Steam. I will try post a video tomorrow that show case how to use the new Rbbil 15 in a good way, but for AI use the idea is to use the new custom waypoints. Rbbil 15 (Guard) This waypoint is the easiest to use, just place one near the coast and the AI will drive to the location, deploy and it will fire on any enemy ships that within range (range is 8000 meters!) Rbbil 15 (Deploy) Will drive to the location and then deploy, can be used for deploying Rbbil 15 in a static pose but also a requirement to use before the Target waypoint. If you want to define the launching (for instance having 3 launchers at the same time) then put a trigger to this waypoint and not to the Target one. Rbbil 15 (Target) Possible usage for both targets (ships) and ground location. This is an excellent choice for mission triggers/cut scenes etc. 0.7.7 New: Added the Rbbil 15 (Coastal Missile truck) New models and additions: AT tank mines (strvm5 & Strvm6), handgrenades (Shgr 56 and Shgr 2000) Fixes: * Migrate ACE disposable to CBA disposable for SFP AT Launchers * Commander of Pbv302 is now commanding the vehicle. * Ksp 58: Belt jumped around during fire after magazine proxy update. * Psg90: Adjusted AI fire modes, recoil/handling, SLAP ammo airFriction, suppressed sound, particles, improved bolt animation. (sfp_config + sfp_psg90) * Fixes on script error on HMS Norrköping and some other undocumented fixes and tweaks- 568 replies
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Swedish Forces Pack: 0.7.4 (Updated 27th of May)
granQ replied to granQ's topic in ARMA 3 - ADDONS & MODS: COMPLETE
yes, more or less thats the plan. Why we also for some vehicles have decided to remove them if no replacement seems to be "near". For next patch there hopefully will be many new models that will bring up the quality of esp the soldiers.- 568 replies
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Swedish Forces Pack: 0.7.4 (Updated 27th of May)
granQ replied to granQ's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, feedback is always appreciated. I wasn't aware of the bike, will look into, since I don't play arma3 anymore, released things that stops working normally goes unnoticed by me. Regarding the tanks speed.. yes it is annoying, and I never got it to truly work beside "guess work". We also have so many of them there is a lot to cover, but I think the pbv302 (the new APC) is pretty good. Pending when I have time, I will look into it. JSRS sounds, I will tip Dahlgren that done our JSRS support for weapons, perhaps we can add for vehicles as well.- 568 replies
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Swedish Forces Pack: 0.7.4 (Updated 27th of May)
granQ replied to granQ's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I would like to add some cold war (and more modern) coops, but always lack of OPFOR if not using RHS or CUP. Personally I like both but wanted to avoid bundle missions that requires additional addons.. we see what happens.- 568 replies
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Swedish Forces Pack: 0.7.4 (Updated 27th of May)
granQ replied to granQ's topic in ARMA 3 - ADDONS & MODS: COMPLETE
New patch! Includes a lot of fixes and general improvements, including magwells support. New vehicle is the Pbv 302 (APC). Pbv 302 The Pbv 302 has wide tracks and a high power-to-weight ratio, and has exceptionally good off-road mobility, and the low ground pressure enables it to operate over summer bog and winter snow. It is powered by a Volvo 10-liter, 270 hp diesel engine. The vehicle is fully amphibious with little preparation by the crew. It is fitted with a 20 mm Hispano-Suiza type 804 cannon. The vehicle, which weighs 14 tonnes, has a crew of three (commander, driver and a gunner) and carries a squad of eight troops. The infantry squad is able to fight through two large roof hatches.- 568 replies
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I found there is a lot of threads, wiki's that describe the process for getting roads into a custom island without using Terrain builder. Thanks to Bushlurker and M1lkm8n for helping me out yesterday, hopefully this guide can help some other people getting started. This guide aims to give the basic, its possible to work with different layers and such but it won't be covered here. Part 1: Terrain builder First step is to check our map frame properties. It's important that the location is the same as the following: Zone: 31 East:200000.000 North: 0 No matter where your island is located, it needs to have these values. Don't worry about sun position and similar as that is controlled by the config. Now lets identify the tools we need. View Shapes = Lets you see the roads we make, should be pressed down. Layers shape = Go into the layers manager, select shapes and then add a new layer called roads Add polyline = This tool we can click on the map to make our roads. Now we are ready, I will not import my roads from some database but "paint them" myself as my island is fictional. Personally I load up the satellite and start tracing. Left click at your starting point and then click once as "waypoints" while you follow the road. End it with a double click. Once you are done (or perhaps just do 3-4 roads to continue this tutorial and see it works).. What you need to do is to select all roads and right click on one of them to bring up the menu. Select Database properties Click on New and name it ID and Integer. Now select all the rows, and use the "autofil". Type in 1. Last thing to do is to export our roads to shape files. In the top menu, do the following: File->Export-> Shapes.. My path is: sfp_roso_c\roads\roads.shp Part 2: P Drive files Now first thing we want to do is to create a RoadsLib.cfg To get started, copy the content of my file. Save it to the same folder as you exported the roads. To see the roads in buldozer when you edit, we need to create the following: P:\scripts\editor.sqs ~0.1 result = buldozer_LoadNewRoads "P:/sfp_roso_c/data/roads/"; YES / is used. It isn't a typo, the path should be with /. Part 4: Config Last thing we need to make sure is to get the roads working ingame. In your island config make sure you have this (with your correct paths of course) newRoadsShape = "\sfp_roso_c\data\roads\roads.shp"; All done! :) Please, feel free to post this to the different wiki's (Armamapmaking, PMC, BIS..)
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Hi, Will you upload this on steam workshop? That way we can make our own textures for our mods and put it as a requirement. EDIT: Nevermind, searched for NH90 and didn't see it, but it is uploaded: https://steamcommunity.com/sharedfiles/filedetails/?id=909320014
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The wiki page referes to the forum but not to a specific thread, so I am assuming there is none yet. Anyway my feedback so far: "Its great, so great.. greatest dynamic loadout system by far" - Donald Trump However, the list isn't sorted or grouped in a specific way. Just by adding our "Swedish Forces Pack" bombs, the list starts growing quite a bit. Playing with SFP, RHS and perhaps 2 more mods and this will be a real issue. Also, in the wiki page there is no reference how to enable it on your own airplane .p3d. I managed to make custom pylons, and custom weapons on the A164 Wipeout but not enabling it on my own plane.
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Swedish Forces Pack: 0.7.4 (Updated 27th of May)
granQ replied to granQ's topic in ARMA 3 - ADDONS & MODS: COMPLETE
A little teaser from Rosö, the island we been working on. Also, it been very quiet from us but we have decided to shortly (2-3 weeks perhaps) to release a patch. Main focus is to fix some errors as always, but also add more support for magazine wells (In short, you can put a magazine from RHS/CUP into a SFP weapon and it will be visible!) and also release the Pbv302. Stay tuned 😛- 568 replies
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Hi, I am the project leader for the Swedish Forces Pack and Finnish Forces Pack. Now we are looking towards Norway and to bring out some content for that. We are looking for mostly texture artist (modellers, coders are always welcome) and also people with no editing skills but that have know-how regarding Norway's armed forces. Things we need help with is example writing down a correct group with their loadout, and whats the designation of weapons/vehicles etc. Write down visible differences between a Swedish Combatboat 90 and a Norwegian version, is it just camo or extra antennas? Please, if you can contribute, let me know and be part of bringing Norway into ArmA3 :)
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Yeah, that's a cool project but we got around 5000 subscribers on our Finnish pack, doubt Norway will get as many, probably not even half. Still feels like we can put together a pretty decent Norwegian add-on with not so much time. So that's what I plan to do.
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Swedish Forces Pack: 0.7.4 (Updated 27th of May)
granQ replied to granQ's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Minor patch 0.7.4 Due to a specific game involving the Hkp16 and Tgb 16 we wanted to address some bugs and decided to release a new patch a head of that. Added: More insignias for "marines", (Amf 1, 2. Amfbat Anselm) Fordonsmina 13 (Like a very very large claymore) Fixed: Hkp 16 (Blackhawk) rotors artifact. JAS 39, fixed collision lights Tgb 16 Ksp 58 (Fixed sound for gunner) Tgb 16, AI are now more trigger happy and will shoot at it.- 568 replies
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Swedish Forces Pack: 0.7.4 (Updated 27th of May)
granQ replied to granQ's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes we haven't gotten around to put much attention on the submarines, I kinda hope that RHS or CUP will make something on the Russian side thats worthy a torpedo. Right now to use it to fight rubber boats doesn't make sense.. Anyway, today I can present another update by the team. A lot of details on the code aspect and realism for this one. Version 0.7.3 Vehicles Improved driving and handling of Bv 206, it no longer crashes the game Adjusted Tgb 16 ACE interaction point, up from the ground Improved the targeting software for VS01 on Patgb 360 Weapons Added missing inventory attachment icons Added IR-DIM tracer magazines for 5.56mm and 7.62mm weapons Added AP magazines for 7.62mm weapons Added fire mode to change rate of fire on Ksp 58 Added side attachment proxy to Ak 4D, you can now use lasers and flashlights Adjusted iron sight zeroing distances to correspond with Swedish military manuals Adjusted iron sight zoom levels to current BIS default Adjusted GRG m86 scope and ammo for better accuracy Adjusted weapon handling on several weapons Adjusted hiddenSelections to show rail on Ksp 90B Adjusted TOP proxy of weapons to look better Adjusted underbarrel bipod proxy, hand position now looks better Fixed: Black Ak 5C became green on switch between steel/plastic mag Randomized magazine at spawn for Ak5C / Ak5D Mk2 Fixed: Most weapons for our JAS 39 went broken after a BIS patch, it has now been addressed. Weapons ACE compat Added ACE_ironSightBaseAngle to Ak 4 and Ak 5C to adjust iron sight zeroing Added ACE_railHeightAboveBore to weapons for more accurate ACE ballistics Added AtragMX preset based on Psg 90+Kikarsikte 90B+Prick ammo combo Tweaked ACE_overHeating_MRBS on some weapons based on military tests Scopes Added tritium illumination modes to Kikarsikte 90B Added opticsMode that lets you look along the side of Kikarsikte 90B Added opticsMode that lets you look above Hensold 4x Adjusted ACE Scopes values Adjusted zeroing distances according to Swedish military manuals on SUSAT Adjusted eye point of SUSAT backup sights opticsMode Adjusted eye point of Aimpoint T1 farther back to same position as Aimpoint CS Adjusted eye point of Aimpoint CS backup sights for better aim Equipment Removed ace_hearing from helmets without hearing protection Hid backpack variants with different content only used for units Ksp 88 tripod backpack had wrong displayName As always you find it on Steam, https://steamcommunity.com/sharedfiles/filedetails/?id=826911897- 568 replies
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very nice, impressed esp with the roads and the mask.
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Finnish Forces Pack (Updated 2018 April)
granQ replied to granQ's topic in ARMA 3 - ADDONS & MODS: COMPLETE
New patch finally released New content: Leopard 2A6 RG 32M 23 IkK 61 (Zu-23) Finnish Handgrenade UAV Orbiter, 2 man deployable (Launching ramp + UAV) Winter soldiers Finnish Insignia (Look in modules, Swedish Forces Pack to ease on applying) Fixed: Improved textures all uniforms. RK 95 textures updated. RK 95, sound on full auto corrected. Subscribe on Steam https://steamcommunity.com/sharedfiles/filedetails/?id=917042703&tscn=1524776943 -
Civ Vehicle License Plate - How to return it for a script?
granQ replied to Grumpy Old Man's topic in ARMA 3 - MISSION EDITING & SCRIPTING
coming.. https://community.bistudio.com/wiki/getPlateNumber -
Swedish Forces Pack: 0.7.4 (Updated 27th of May)
granQ replied to granQ's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I will keep in mind and let our modeller know, hopefully soon we have a new version of the cv90, including the "not Charlie" versions.- 568 replies
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