Ryujin
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Everything posted by Ryujin
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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;
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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;
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Awesome as always! (Now I can run around with my face shield on all the time :D )
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Am I the only one who disliked the futuristic approach?
Ryujin replied to ray243's topic in ARMA 3 - GENERAL
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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.
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The Unsung MOD (Vietnam War) Arma 2 Release
Ryujin replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
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. -
ArmA II & OA Photography I - No images over 100kb - Pictures only NO comments.
Ryujin replied to Placebo's topic in ARMA 2 & OA - GENERAL
A few random ones: That's a lot of backblast.... A couple tilt-shifts for kicks... -
@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).
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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...
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WIP: Stuff you are working on 2!
Ryujin replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
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... -
These are some WIP shots of the new custom units for the 1-75th CAV (formerly the 502nd, an ArmA2 squad I play with). We decided to take things in a new direction with this set of custom units, loosly basing them on the equipment used by the US Army's Future Combat Systems testing units to create a high-speed/high-tech look to them. Like previous sets of custom units, we make personal units for members to their specifications, however they will be somewhat unpersonalized for any public release. Several things I would like to do as these are developed is integrate hidden sections for rank, nametapes, and so on, along with possibly integrating IR strobes. -Models of the Crye plate carrier in ESAPI configuration, fast mags model, the MOLLE belt, and the ACH are by me -All textures are by daveygary -The gear (pouches, etc) are from binkowski's army '09 units (textures still by daveygary) Once again, these are all very much WIP shots. http://i117.photobucket.com/albums/o62/Ryujin_bucket/buldozer2009-11-1912-09-46-00.jpg http://i117.photobucket.com/albums/o62/Ryujin_bucket/buldozer2009-11-1912-10-45-25.jpg http://i117.photobucket.com/albums/o62/Ryujin_bucket/buldozer2009-11-1912-12-02-14.jpg http://i117.photobucket.com/albums/o62/Ryujin_bucket/buldozer2009-11-1912-11-36-35.jpg
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Thanks, I'll give that a shot.
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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
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A.C.E. Advanced Combat Environment - Public Beta!
Ryujin replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
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. -
A.C.E. Advanced Combat Environment Mod 2
Ryujin replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
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. -
A.C.E. Advanced Combat Environment Mod 2
Ryujin replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
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). -
A.C.E. Advanced Combat Environment Mod 2
Ryujin replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Arrrg! My pet peeve... 7.62x39 or 7.62x51 makes a BIG difference. Russian (but generally not Chinese) 7.62x39 tumbles. I usually tumbles late, so you get nasty exist wounds when hitting the thickest parts of the body. 7.62x51 is obviously much higher velocity, but forms pretty "tame" wounds without a permanent cavity significantly larger than the round. I think someone also mentioned pressure waves previously, as far as I know those do not make much of a difference in small arms calibers. Most human tissue is pretty elastic and 70% water, so it just stretches, much like what you see on ballistic gelatin tests. Some tissues like the liver can be damaged, but I don't think that will make any real difference to weather your round dropped someone or not. However in the case of something like .50, it stretches them well beyond the breaking point. 5.56mm will fragment on impact if it is the right round type like M855 and if the target is less than 150m away, so it has the necessary velocity. A properly fragmenting round is probably more effective than a 7.62x39 hit (keep in mind if you fail to hit the CNS or heart, your round will not be immediately lethal. Massive blood loss/blood pressure drop is the only other thing to take them out of the fight, and fragmenting 5.56 does that pretty well. Though in most cases it doesn't matter, as incapacitation is often physiological. Most people are incapacitated from physiological factors and conditioning, not hit their limits of physical incapacitation. Take those insurgents on pure adrenaline for an example of the psychological element removed. Those guys would take multiple rounds to the chest and just get up and run away or engage in hand to hand combat without an arm. So modeling all this stuff is pretty complex, but ACE1 was pretty good, except for the AI getting up after laying there unconscious and bleeding out for 7 minutes and keep fighting. Dynamic terrain requires islands made specifically for it and I don't *think* it worked with stuff like trees. -
Future Combat Systems Infantry
Ryujin replied to Ryujin's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Thanks. Yeah I stuck it out, but you know how it went down. However, this is just a quick side project, ... the Combat Simulation Project is very far from dead, but it's not for OFP:DR or ArmA.... we have a bit of a surprise coming up. -
Future Combat Systems (FCS) models
Ryujin replied to Vipera's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Do you have those models just laying around? I guess there isn't any reason why you couldn't import and set them up. I'm making some FCS infantry, but I don't think I have time to take on more work since I have a pretty big project I'm working on. If anyone decides to import these, send me a PM and I can make some crew to go with them. -
Future Combat Systems Infantry
Ryujin replied to Ryujin's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Oh boy thanks! I don't think I could have found Wikipedia without you! (sorry, but yeah, I've seen that :p ). -
A.C.E. Advanced Combat Environment Mod 2
Ryujin replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Do you guys still have that green skin laying around for the strykers (I realized I don't have it)? It really should have been in the first time, but if you find it/make one, it probably would look a little cooler, especially with the green slat armor. http://i117.photobucket.com/albums/o62/Ryujin_bucket/arma2008-09-1415-35-39-98.jpg Awesome Bradley by the way, that OFP1 Bradley was getting kind of dusty. -
Let me add that the multicam units are reskins by daveygary for inhouse (at this time) use by 502nd. Not to say they won't be made public, but they are done. Some more pics of the MC units, Nalmalsk island, and a personal reskin of RH's M4s. http://i117.photobucket.com/albums/o62/Ryujin_bucket/arma22009-10-3123-07-57-82.jpg http://i117.photobucket.com/albums/o62/Ryujin_bucket/arma22009-10-3122-51-00-84.jpg http://i117.photobucket.com/albums/o62/Ryujin_bucket/arma22009-10-3122-45-25-03.jpg They blend in real well... http://i117.photobucket.com/albums/o62/Ryujin_bucket/WIP14.jpg http://i117.photobucket.com/albums/o62/Ryujin_bucket/WIP12.jpg
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In my opinion, the radial would be much of the same, once you get the hang of you would memorize the combinations. I do think the radial is easier on new players though, it's a bit more familiar and it breaks things down into slightly more intuitive choices for someone trying to find something. Once you memorize the combos, their both more or less the same. I would use a radial "ingame" and something more like SB pro in the map. Steel Beasts Pro probably has the best command/marking system on map of any non-strategy game in my opinion. http://i117.photobucket.com/albums/o62/Ryujin_bucket/SBProPEcm2008-07-1608-29-27-18.jpg
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Well, the same applies to arma2... your AI there can't vault either.... (though I think they may walk through things from time to time) @kju: Yes, but that only pertains to mission editing.
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It's all 3dsmax stuff, mostly off the shelf or open source. Keep in mind this is the ego engine, which seems to almost aiming for middleware. Not a lot of homebrew model stuff like in ArmA. Codemasters is at least planning on some basic modding support, adding in models/textures should be pretty easy. My main issues are the extent of access via the LUA and such, along with the plans for some of the other tools. So certainly there is some risk involved, but I wouldn't start this up if I didn't have the information to think that this risk is reasonable. However, I don't know everything and we'll find out more as it's released.