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Everything posted by bugkill
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[OA]Tier One Operators V3.x (now with heavies!)
bugkill replied to mcnools's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I know this is Arma, but since McNools got his Tier 1 idea from Medal Of Honor, I figured I post a link to some vids of the SP. It looks very good and I can't wait to get it. http://www.gametrailers.com/video/exclusive-stealth-medal-of/702887#comments_top http://www.gametrailers.com/video/exclusive-sniper-medal-of/702889 http://www.gametrailers.com/video/linkin-park-medal-of/702441 http://www.gametrailers.com/episode/gametrailers-tv/100?ch=1&sd=1_hd -
[OA]Tier One Operators V3.x (now with heavies!)
bugkill replied to mcnools's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Actually, there are newer versions of the pro-tec helmet that is being used by special operations, just not as much as the MICH or the half head helmet. McNools will know what to use and I think he can square it away. I'm only talking about at least 3 or 4 of the heavy operators to have a different helmet from the MICH. -
[OA]Tier One Operators V3.x (now with heavies!)
bugkill replied to mcnools's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
How about getting permission to use a couple of models from Ard's TF 86 Seals addon? He has those helmets in his addon and he just might let you use them in your addon to give a bit of variety for the heavy units. Worth a try to ask. -
[OA]Tier One Operators V3.x (now with heavies!)
bugkill replied to mcnools's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
How about giving a couple of them the half head helmet and one protec helmet with all the bells and whistles? It would add to the variety in the heavy units because they look pretty similar right now. Just my .02 cents and awesome work with this addon, bro. -
As a black soldier that plays this game often, I do not sit here and get into a hissy fit about the racial makeup of my units. It is a random issue and it should not really matter. However, everyone has a right to try and shape the game they see fit, but when you post on forums about what you want you to do, it may be best to just ask how to create units with specific looks, not talk about that there are too many black guys figthing on your team. There are better ways to ask for what you want and not come off as racist. That is all I have to say.
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[OA]Tier One Operators V3.x (now with heavies!)
bugkill replied to mcnools's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I would highly recommend using woodland instead of ACU if you are going to add more camo. -
[OA]M4A3 with Acog and IR-laser
bugkill replied to mcnools's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I agree and its funny they never made a version with an eotech on it. -
[OA]M4A3 with Acog and IR-laser
bugkill replied to mcnools's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Well, I have assigned the weapon to some units that I normally do not use for missions. It just looks too cool to leave out, lol. -
[OA]M4A3 with Acog and IR-laser
bugkill replied to mcnools's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Great news! I got the M4A3 reflex to work. All I did was copy and paste the .p3d file from the weapons.pbo and placed it into the addon pbo and changed the config to this (main change in bold text): #define _ARMA_ //Class config.bin{ class CfgPatches { class McM4A3Acog { weapons[] = {"M4A3_ACOG_EP1","M4A3_EP1","M4A3_REF_EP1"}; units[] = {}; requiredVersion = 1.5; reqiuredAddons[] = {"CAWeapons_E"}; }; }; class CfgWeapons { class M4A3_CCO_EP1; class M4A3_ACOG_EP1: M4A3_CCO_EP1 { scope = 2; displayName = "M4A3 ACOG"; model = "\McM4A3Acog\m4a3acog.p3d"; handAnim[] = {"OFP2_ManSkeleton","\Ca\weapons_E\SCAR\Data\Anim\SCAR.rtm"}; picture = "\McM4A3Acog\Data\m4a3acog_CA.paa"; modelOptics = "\Ca\weapons_E\SCAR\ACOG_TA31_optic_4x.p3d"; opticsPPEffects[] = {"OpticsCHAbera2","OpticsBlur2"}; opticsZoomMin = 0.0623; opticsZoomMax = 0.0623; distanceZoomMin = 300; distanceZoomMax = 300; opticsFlare = 1; opticsDisablePeripherialVision = 1; irDistance = 200; class OpticsModes { class ACOG { opticsID = 1; useModelOptics = 1; opticsPPEffects[] = {"OpticsCHAbera1","OpticsBlur1"}; opticsZoomMin = 0.0623; opticsZoomMax = 0.0623; opticsZoomInit = 0.0623; memoryPointCamera = "opticView"; visionMode[] = {"Normal"}; opticsFlare = 1; opticsDisablePeripherialVision = 1; distanceZoomMin = 300; distanceZoomMax = 300; cameraDir = ""; }; class Kolimator: ACOG { opticsID = 2; useModelOptics = 0; opticsFlare = 0; opticsDisablePeripherialVision = 0; opticsZoomMin = 0.25; opticsZoomMax = 1.1; opticsZoomInit = 0.5; memoryPointCamera = "eye"; visionMode[] = {}; }; }; }; class M4A3_EP1: M4A3_CCO_EP1 { scope = 2; model = "\McM4A3Acog\m4a3"; displayName = "M4A3"; picture = "\ca\weapons_E\Data\icons\m4a3_CA.paa"; handAnim[] = {}; }; class M4A3_REF_EP1: M4A3_CCO_EP1 { scope = 1; model = "\McM4A3Acog\m4a3ref"; displayName = "M4A3 Reflex"; picture = "\ca\weapons_E\Data\icons\m4a3ref_CA.paa"; }; }; class cfgVehicles { class ReammoBox; class M4A3_ACOG_EP1: ReammoBox { scope = 2; accuracy = 1000; displayName = "M4A3 box"; model = "\ca\weapons\AmmoBoxes\USBasicWeapons.p3d"; class TransportMagazines { class 30Rnd_556x45_stanag { magazine = "30Rnd_556x45_stanag"; count = 200; }; }; class TransportWeapons { class M4A3_ACOG_EP1 { weapon = "M4A3_ACOG_EP1"; count = 12; }; class M4A3_EP1 { weapon = "M4A3_EP1"; count = 12; }; }; }; }; //}; The only negative is that you can't see through the reflex sight because it is filtered blue for some reason, but the weapon fires and works. I tried to get some screenshots, but FRAPS is acting silly. McNools, you may want to look at it and my game did not crash at all. -
[OA]M4A3 with Acog and IR-laser
bugkill replied to mcnools's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Will the one with the reflex sight ever be released? Great work getting these out. -
[OA]M4A3 with Acog and IR-laser
bugkill replied to mcnools's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
So are we to assume that there will be an update for this addon? If so, those added models will be great. -
[OA]Tier One Operators V3.x (now with heavies!)
bugkill replied to mcnools's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Awesome work! Now my special operations task force is almost complete along with Ard's Seals and SJB's SAS. Just waiting on a more accurate representation of Army Rangers and Special Forces and I'm set. -
[WIP] "Tier One Operators" (lacking a better name)
bugkill replied to mcnools's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
McKools, Sent u a PM. -
[OA] Fox's US Army Multicam (w/ repl.)
bugkill replied to Fox '09's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Fox, good work on the camo, but I have to say that the 10th MTN patch is way too big. I just got back from A-stan and the units wearing them either used the ACU camo patch or the OD green one. Also, the patch fits on the velcro piece that is below the pocket flap on the sleeve. Just bringing that to your attention. -
OA multicam reskins - Getting MC right.
bugkill replied to Fox '09's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Lol. I was at Bragg when all that crap started with allowing legs to wear maroon berets. It made absolutely no sense and was a slap in the face to those of us that had the stupidity and steel balls to jump from airplanes on a regular basis during all times of the day and night. I found it funny that after serving in a special forces unit that there was no problem with us support personnel not donning green berets for being in the unit, but they would extend the honor of donning a maroon beret to those that don't even have the guts to be a paratrooper? WTF! The maroon beret is no different than the green beret because it has to be earned. I don't care about legs being in the unit, but don't take away from the tradition and the honor of wearing the maroon beret, it f**king means something to many of us paratroopers. Make those jokers wear that black beret until they get the balls to jump from planes and make sure that they have the transports ready to pick up our chutes once we pop silk, simple as that. -
Would be great to see you get back in the game. @ardvarkdb, I plan on changing the config a bit and making these guys known only as Joint Special Operations Forces or a representation of JSOC (Joint Special Operations Command). They would be a mixture of Seals, Delta, and SF and they would theoretically make up the task force. We actually do not have any idea who is really who in these SOF units and I would like to recreate that very same thing. I know that it is a Seal addon, but I like my SOF units to be non-specific so that it could be basically any of the above mentioned units. Also, is there any chance of you creating SOF wearing civilian attire complete with tactical holsters and plate carriers? A good example of this would be the models used in Modern Warfare 2 during the Favela mission.
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Dude, I'm downloading them, but I won't be able to use them for another couple of months (Yep, still in A-stan). The units look amazing and the community just keeps getting better putting out stuff for the lesser talented (like me). I greatly appreciate your work and I will definitely use these guys a lot.
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Great work, mate. These units are top notch and go very well with the other american SOF units that others have released. Will be great for making joint missions between british and american forces.
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Arma 2 Addon request thread
bugkill replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I was wondering if it would be possible to make some units like the Task Force 141 operators in the new Modern Warfare game? It would be a nice edition to Arma 2 to have some units dressed in civilian clothes and military tactical gear and use them for various missions that would feature special operations forces. -
VILAS addons release thread
bugkill replied to vilas's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Vilas, Your M4's look great and I would only recommend that you have some woodland and desert camo versions added. The camo versions would compliment your pack more by allowing users to add them for several units, mainly special ops, for various missions set in different environments. Keep up the great work, mate. -
Porting ArmA1 addons to ArmA2
bugkill replied to bugkill's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I hope to get a definite confirmation on this because my purchase hinges on the fact if we are able to use unit addons from Arma in Arma 2. -
Porting ArmA1 addons to ArmA2
bugkill replied to bugkill's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Thanks. Bad news on the units though. -
Great work, Gnat!!!! Now, all we need is some crew unit addons to go with this awesome addon. So, if any unit addon makers is reading this, please make some navy seamen to go with this great addon.
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Great job on the units! I decided to do some editing because I felt that the units looked a bit too much alike with respect to camo, so I gave some of the units some coyote tan camo on their chest rigs/body armor.
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Miles Teg, Sent you a PM, mate.