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Ryujin

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About Ryujin

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  1. Ryujin

    OPFOR too Futuristic?

    They do look pretty strange next to the modern looking NATO guys and I do think they are a bit silly looking, that said with the clothing system it takes all of 60 seconds to fix that. Drop this in the init.sqs and ta-da, a quick fix even without mods: { if (side _x == east) then { _x unassignItem "NVGoggles"; _x removeItem "NVGoggles"; removeuniform _x; _x adduniform "U_OI_PilotCoveralls"; removeHeadgear _x; _x addHeadgear "H_HelmetB"; }; } foreach allunits;
  2. Just a quick fix giving the Iranian's thier flight suit (with better camo too in my opinion) and a nato helemet. Just drop this in the init.sqf { if (side _x == east) then { _x unassignItem "NVGoggles"; _x removeItem "NVGoggles"; removeuniform _x; _x adduniform "U_OI_PilotCoveralls"; removeHeadgear _x; _x addHeadgear "H_HelmetB"; }; } foreach allunits;
  3. Ryujin

    daveygarys Rangers

    Awesome as always! (Now I can run around with my face shield on all the time :D )
  4. Ryujin

    RH wip thread

    Excellent work! A few tips about the Mk46/Mk48 as I've been modeling some for a project and I now know way too much about em :rolleyes: . The front top rail (on top of that...thing, I guess hand-guard that sticks up) needs to look a bit more like the one on the receiver, as they are, you couldn't mount anything on the RIS "bumps" because they aren't elevated off the surface. They also have a bit of a curved cut out length wise so they don't obscure the sights: Can see it on the RIS here sort of. This picture also shows a few other things. Check out the flash suppressor. It's different from the M249 set up and threaded for a suppressor (both the Mk46/Mk48 can be suppressed and that would be a neat feature). Also check out the gas block and different bipod from the M249 under the barrel. Better shot of the bipod : One other thing is that the Mk46 Mod 0 doesn't have a vented handguard (right now they're textured on as black circles, easy fix if you want to). As for the Mk48, the lower hand guard holes seem a bit small, should just be the size of the ones on the Mk46. One last thing is stocks, from what I understand fixed stocks like those are rare, especially for SOF. Para or M5 stocks are much, much more common. M5 stock (also found on the arrowhead M249): Here's some more pictures of more modern setups: http://i117.photobucket.com/albums/o62/Ryujin_bucket/wbe4ba.jpg http://i117.photobucket.com/albums/o62/Ryujin_bucket/w0gd8g.jpg http://i117.photobucket.com/albums/o62/Ryujin_bucket/19.jpg http://i117.photobucket.com/albums/o62/Ryujin_bucket/2-3.jpg as you can see a SpectorDR rather than an M145 would probably fit well on the Mk46/Mk48. Could use some lasers/vertical grips too. But yeah great work, sorry to go on a bit of a reference rant.
  5. To get jungle firefights working, try putting values in the int lines of units in thick jungle. I just start playing around with the values, but starting to get more of a VC feel out of em. this setskill ["spotDistance",0.1]; this setskill ["spotTime",0.1]; this setskill ["aimingShake",.2]; this setskill ["aimingAccuracy",0.07]; this setskill ["aimingSpeed",0.1]; this setskill ["Courage",0.1]; this setUnitPosWeak "middle"; (this is with the skill slider all the way down, upping it still seems to have an a effect and may be a good place to start). Going to need quite a bit of tweaking to get it just right, but here's what I have so far. Short spot distance and low accuracy gives a pretty good feel, they don't see you until you're close and the low accuracy makes it feel like they're spraying the foliage. Still produces oddities when you get up close or anywhere where you can see em at a distance. The above settings are probably too easy, but not 200m head shots. Play around with the values a bit. I'd also love to know how to up their volume of fire.
  6. A few random ones: That's a lot of backblast.... A couple tilt-shifts for kicks...
  7. Ryujin

    Afghan War Diary - wikileaks

    @TV-PressPass: The mortar kicked in since I was running the SLX mod, which adds in some better AI behavior (like using mortars, more suppressive fire, etc). It has some issues, but it's great for making a tad more realistic firefight (not quite perfect). With it running the AI took some initiative, layed down lots of fire on the outpost, and tried to attack from the east flank. It after the mortars hit about 5 mins in (killing two of my guys and knocking out our mortar) it turned into a pretty desperate fight for me and the SAW gunner, we nearly ran out of ammo before the enemy started retreating and we could finish em off. I think this made for a bit different experience (lots of rounds put down by both sides, lower percentage of actual hits).
  8. Ryujin

    Afghan War Diary - wikileaks

    Gave it a spin, was pretty good for what it is, I think there should be more simple small unit missions (though not necessarily based on individual reports). I played it using the SLX mod, which is real good at drawing out the firefights and such, 2 friendly KIA at the end. I didn't see the mortar until the AI started using it. Got plastered by several hits. Not so much a reenactment as a worst case version...
  9. SOPMOD Block II weapons, figured porting some of the stuff I'm working on for the cry-engine to Arrowhead wouldn't be too hard. I'm going to start with the M4A1, Mk18 mod 1, and Mk12 mod 1 with the latest and greatest in accessories. Still WIP, let me know if you spot any issues. About 40,000 polys at the moment. The KAC sights supposedly are to scale, but still seem a tad small...
  10. Ryujin

    Hidden Selections

    Thanks, I'll give that a shot.
  11. I've been looking around, but I didn't find any good info on how you would use hidden selections to set textures in ArmA2. What I'm thinking of doing is making some unit and other patches on a soldier "set-able" in the editor via hidden selections. Now I don't know too much about them so is it possible and if so, how exactly would you define and set these? Thanks
  12. Well, I get to the part where it creates the mod folders in the ArmA2 directory, but there's never any addons in them, just some updater stuff, so it doesn't actually run. As a note, you can manually extract the files in the .7zs, just make sure you get everything as most of the files within are also compressed, unfortunately it seems I'll have to do it this way until all this gets sorted. But if all else fails this seems to be a temporary fix for the people with issues.
  13. Batter? Slice would be more of the verb. Personally I'm more partial to helmet throwing... But yeah, I could see an E tool for making those small pieces of cover, a bit more realistic and faster than sandbags. For tank sized cover, I'd make a custom model without the wood backing, more like a larger version of those small dirt ones. But it would take forever to make something like that with an E tool, a tank with a digging blade or an engineering vehicle would be even better.
  14. Yeah, especially with the ArmA engine it's better to abstract it and not worry about simulating it. Just try to get reasonable end results. The best thing is to try to randomize it somewhat. So if I shoot guy A in the leg with 2 9mm and guy B with 2 9mm in the leg, they won't have the EXACT same results, but some variation in say bleeding and stuff. Or say have 5.56mm do more damage at range under 100-150m (that might be tricky).
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