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About Unchained

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    MilSim player since OFP, keen on playing other games from NFS to Skyrim and others, music junkie (Like lots of music genres).
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  1. Unchained

    Franze's Addon Compedium

    Thanks for the hard work to you and Nodunit! I have known your work on the Apache only but I'm quite impressed to see your take on Fixed wings, still, glad to read on this, may future endeavours go well for you man :)
  2. Unchained

    NIArms Release Thread

    Hi, Browsing the Steam workshop I found this: http://steamcommunity.com/sharedfiles/filedetails/?id=931520646&searchtext= I subscribed to see the contents and I saw it was all of your stuff, I saw no credits or anything around it so I'm not sure this was correct and wanted to report it here just in case. Now I'm unsubscribing from it since I'm already subscribed to your account items, please let me know if this should be reported. Aside from that: Amazing job you are doing so far! I'm really happy to see some stuff I like in your work schedule.
  3. Hello everyone, I'm having an issue here, I'm creating some configurations on for an addon using BIS helicopters (Namely the armed Huron and the UH80 GhostHawk), when I set the crew="somepilot"; parameter it only sets the pilots with "somepilot", but not the door gunners of the UH80. So if anyone knows how to configure that, I would be deeply thankful :) Thanks in advance! Drake.
  4. Unchained

    Nomex Coveralls Expanded

    Hello Scorch, can I get permission to use this addon in my mod? If so, please contact me so we can discuss further stuff about it
  5. Massi, Excellent job in the latest update! I would like to ask you if you still have that old black reskin of the ArmA 3 BIS 1911 (ACP-C2 .45 independent pistol) you did on the very first versions of your weapons mod, I would love to use it on a mod I'm working on if you allow me to. Regards, Drake.
  6. Unchained

    RHS Escalation (AFRF and USAF)

    Greetings, big congrats on your latest update, I see you guys made some really nice breakthroughs since I last downloaded the mod (0.3.8 or sort of), now, I don't know if someone reported this before, I checked the last updates since this release got out and no one mentioned that the following after launching the mod in the mission editor: (Downloaded v0.3.9.1 and erased the old version, making it a clean install, for what I understand, that is a full version right?) Notes under what I have tested this to see what I'm about to report: -I have tried this under vanilla ArmA 3 + @RHSAFRF and @RHSUSAF, not a single mod more. -If any of what I'm about to report was done on purpose and/or is still WIP previously mentioned in this thread, I apologize, I must have missed that post. Now to the point I wanted to mention: -In the Groups module, BLUFOR side, there's a faction called USA (SOCOM), inside there's an Infantry (MARSOC) class and finally some Spec op units, should I place any of those groups on the map and then try to assign myself as a player of any of those units I'll find out that those are not in the Units module, instead, a US army M113 unit is selected on the unit selection instead of what I would spect to be the infantry unit I just double clicked, and those units are no-where to be found in the editor, not under army, not under USMC, USAF or Navy ("Dude! Those are spec ops man, they are "you-were-never-here" ops man, of course you won't find them in the mission editor"... LOL just kidding) -I don't understand why there's a navy faction with only the corpsmen for the USMC and those are not in the USMC corresponding infantry places, was this done on purpose or just a human mistake? :) -Selected the following: USA (USMC - W) // Infantry (LAR) // Scout (Marksman), enter the preview mode on the editor with that unit and hit the inventory, I get a missing icon of the KAC SR25 (Which also has an insanely long butstock, tresspasses the soldiers shoulder, looks quite odd although I never knew if that gun actually has such a long fixed butstock like that, if possible please relieve me of the ignorance in that detail hahaha). -So far any ACH helmet I've tried (Rifleman and a couple of Machine gunners) have the default arma icon. That's as far as I have tried tonight on testing what you guys been up to, I love the whole content anyway, once again I apologize if I'm reporting stuff that was reported before, I checked the last 2 pages to be honest I haven't seen any new reports on all this that I mentioned, if this was mentioned before, I'm sorry that I didn't see that, the forum search function didn't help, I don't log in often to the forum and keeping up with all the posts on this thread ain't something I can do often to do it in a sane fashion, so cheers and I hope any of this helps! Regards, Drake.
  7. Greetings everyone! My mod once again got patched, now featuring Marines in all 3 camo's, groups, bikey and bisigned addons (Those details are also added to the OCP release). Please check the first post with updated information including new screens, updated download links and more information on the patch log and what I'm going to do in the future. I'm having a special request to anyone who can/wants to collaborate, please PM if you can do some reskining of a few A3 accessories. Regards, Drake.
  8. A thing I've been finding annoying and I don't know if I'm either blind or nobody is reporting, and is the fact that the US M4/M16's have the front ironsight just way too high, I mean don't get me wrong, models look badass but you can't add your ACOG or Aimpoint sights/scopes without finding out later that the front ironsight is blocking the red dot or the optic of the ACOG, only scope that I saw working on this was Alwarren's MARS scope... Any other scope will have the optics blocked by the front ironsights of those two weapons, any idea how can that be fixed? Regards, Drake
  9. Well, you are counting with one already :) I've been busy lately but I managed to make a good bunch of units and make it look good without any problems so far, as soon as I finnish working on some group configs and stuff, I'll be releasing USMC (All 3 camos) and US Army (OCP) at v0.9 with groups and vehicles assigned, continuing to work on other units, I'm thinking about what to do next with AOR camo, I definitely wanna leave that for Special Forces, use as much variety as possible there... Needless to say that as I discussed this with you guys on moddb, I want to use all your gear packs with units, and if possible, make sure also the soldiers can use your goggles/masks as well, which is something I'm starting to read on since I got all the groups and vehicles thing almost figured out. Have you guys thought about doing Desert ABU? I would love to have both options. Lastly, I'm no modeler or texture artist but in terms of configuration of units and some other stuff I can handle very well, so if you need help on that, please contact me and I'll give it my best try to help :) Drake out.
  10. Unchained

    OPerators eXtreme Tactical Addons

    Neat mod man, I like to see nice camo's around, cheers! What weapons/vehicles are you planning to add in the future?
  11. Unchained

    Where BIS defined CfgGroups?

    I have checked there already, it's not there, thanks for the reply though. Yes! It's here! Thanks for the support man! :)
  12. My apologies for double posting, a new update for my units has been released! Please check the download links for v0.5 of my new units. Regards, Drake.
  13. Well, that's pretty much the question, after depbo-ing BIS files inside the addons folder I still can't find the definition of the main CfgGroups where the infantry/vehicle groups are defined, I need to copy that and change the identity of the units in order for them to have my units. But I want to keep BIS predefinited positions and all that stuff since doing all from scratch is just a real pain. Any ideas where I can find that config part? Thanks in advance!
  14. Excellent answer, I'll put myself to work on this right away, thanks ruebe!
  15. Hello everyone, back here again with this questions that impede my advance in creating the configurations I want... First off: Which is the LinkedItems bipod config? As far as I search inside the A3 files, I can't find a weapon I can use as a template to add a bipod, still don't understand my question? Here's an example class arifle_MXM_F; class MRA_CW_MXM_MOS_LP_BS: arifle_MXM_F { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_SOS"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "acc_pointer_IR"; }; class LinkedItemsBipod { slot = "BipodSlot"; item = "bipod_01_F_snd"; }; }; }; Which of course the "LinkedItemsBipod" is something I have invented in hope that was the right class, same as the "BipodSlot" in the Slot definition, only real thing there is the item, the bipod because I could get the class name out of the virtual arsenal (Since I tried this and, of course, it failed, weapon on editor shows with the Laser pointer and the scope, but not the bipod). I want to know what class is the one that has the linked item for bipods, and the slot. Thanks in advance!