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Medals
Everything posted by ovenmit
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I am having the same issue. Some weapons are missing as well as attachments. Ive tried repairing addons etc, stays the same. (this is via steam workshop)
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PACK HAS BEEN UPDATED! http://steamcommunity.com/sharedfiles/filedetails/?id=960805187 Currently only on steam, will put on armaholic once I've finished a few more =============================================================== Rain pattern camo pack v1.0 http://i.imgur.com/vW4qIOo.jpg http://i.imgur.com/cWbDrTE.jpg http://i.imgur.com/MWqLsiD.jpg http://i.imgur.com/GoeAJoC.jpg I put together a little re-texture to add a bit of a Warsaw Pact/80's feeling to the green side on request for some friends and thought I would share. I plan to add some more variations to the pack once I've completed another project I'm busy with... so if you have a suggestion feel free to post it. Update! Added some new textures (TTsKO) and new Officer units. Note that currently all units are capable as medics, I may make a medic unit eventually. Included files: ov_rmike.pbo Usage: Units can be found under independent side => Faction: ROMEO MIKE Classlist: Items: Uniform Arid Rain: U_ov_rmuniform_rain Uniform Arid Rain Short Sleeve: U_ov_rmuniform_rain_ss Uniform Arid Rain Officer: U_ov_rmuniform_rain_of Uniform Bulgarian Frogskin: U_ov_rmuniform_frog Uniform Bulgarian Frogskin Short Sleeve: U_ov_rmuniform_frog_ss Uniform Bulgarian Frogskin Officer: U_ov_rmuniform_frog_of Uniform TTsKO: U_ov_rmuniform_ttsko Uniform TTsKO Short Sleeve: U_ov_rmuniform_ttsko_ss Uniform TTsKO Officer: U_ov_rmuniform_ttsko_of Uniform TTsKO Green: U_ov_rmuniform_ttskogrn Uniform TTsKO Green Short Sleeve: U_ov_rmuniform_ttskogrn_ss Uniform TTsKO Green Officer: U_ov_rmuniform_ttskogrn_of Uniform Arid Rain Boonie: H_ov_rmboonie_Rain Uniform Bulgarian Frogskin Boonie: H_ov_rmboonie_Frog Uniform TTsKO Boonie: H_ov_rmboonie_TTSKO Uniform TTsKO Green Boonie: H_ov_rmboonie_TTSKOGRN Units: Arid pattern unit: RMIKE_Soldier_F Arid pattern unit Short Sleeve: RMIKE_Soldier_SS_F Arid pattern unit Officer: RMIKE_Officer_F Bulgarian Frogskin unit: RMIKE_Soldier_Frog_F Bulgarian Frogskin unit Short Sleeve: RMIKE_Soldier_SS_Frog_F Bulgarian Frogskin unit: RMIKE_Officer_Frog_F TTsKO Unit: RMIKE_Soldier_TTSKO_F TTsKO Unit Short Sleeve: RMIKE_Soldier_SS_TTSKO_F TTsKO Unit Officer: RMIKE_Officer_TTSKO_F TTsKO Green Unit: RMIKE_Soldier_TTSKOGRN_F TTsKO Green Unit Short Sleeve: RMIKE_Soldier_SS_TTSKOGRN_F TTsKO Green Unit Officer: RMIKE_Officer_TTSKOGRN_F Thanks to Romeo Mike for suggestions and Armaholic (Foxhound) for the host download at armaholic Change log: v1.0 - Added Officer Unit - Added TTsKO camo type x2 - Added medic ability v0.9 - Texture Cleanup - Many class name changes. Beware! v0.8 - Initial Release
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PACK HAS BEEN UPDATED! http://steamcommunity.com/sharedfiles/filedetails/?id=960805187 Currently only on steam, will put on armaholic once I've finished a few more
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NVIDIA GeForce Game Ready WHQL display driver version 361.91
ovenmit replied to major-stiffy's topic in ARMA 3 - GENERAL
Anybody with a 750ti tried this driver yet? ... I REALLY dont feel like doing the driver dance again... http://feedback.arma3.com/view.php?id=19926 -
RHS is notorious for having different views on armour and damage... Its best not to mix RHS stuff whith anything else when making a mission in my experience... So only RHS vs RHS.
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Definately something wrong... 19:01:09 [ACE] (common) ERROR: File ace_cup_weapons_ace_compat.pbo is outdated. ...but I dont even have it installed... only compat files I have in ace are for RHS. Ace v3.3.2 Must be a CUP issue, because removing "CUP_Weapons_ACE_compat.pbo" seems to "solve" the problem.. https://github.com/acemod/ACE3/issues/2788 https://github.com/acemod/ACE3/issues/2788#issuecomment-151196489
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Tutorial: Installation & Configuration of ArmA3 Dedicated Server
ovenmit replied to terox's topic in ARMA 3 - SERVERS & ADMINISTRATION
Is it posible for dedicated servers to get/update workshop addons via steamcmd yet? -
ACE3 - A collaborative merger between AGM, CSE, and ACE
ovenmit replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is it possible to have it so only medics can use a PAK on themselves (and others as per usual of course)? -
Disable spawn AI module with trigger?
ovenmit posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, Is there a way to disable a spawn AI module once a sector is captured nativley (ie without external scripting)? Thanks -
Disable spawn AI module with trigger?
ovenmit replied to ovenmit's topic in ARMA 3 - MISSION EDITING & SCRIPTING
lol.. that simple? -
ACE3 - A collaborative merger between AGM, CSE, and ACE
ovenmit replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
ah, ok thanks! ...but when you release them they stay in the same animation? -
ACE3 - A collaborative merger between AGM, CSE, and ACE
ovenmit replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
How do you go about setting an AI civilian as cabletied at mission start... so you can rescue them? ie.. they are held hostage -
Hi, Is there a simple way to add a backpack filled with custom items to a crate? Or do I need to create some script that puts the items into a backpack and then puts said backpack into the crate? Ie ... I want to fill a backpack with some ace medical items to be used as a medic bag.... thats easy.... but I want the bag in a crate.. not on a unit
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Adding custom backpack to a crate
ovenmit replied to ovenmit's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Epic.. works great. Yeah Im on stable. See below, allows arsenal to select kit, but includes 2 backpacks for medics in crate itself. Now just need to figure out how to limit the number of items available in arsenal. (shamelessly renamed your function lol) //Init stuff :- nul = [this] execVM "ammobox.sqf" _crate = _this select 0; ov_fnc_lastBackpack = { everyBackpack _this select (count everyBackpack _this - 1) }; //Lists of items to include _availableBackpacks = [ "rhs_sidor", "rhs_assault_umbts" ]; _availableWeapons = [ "rhs_weap_ak103", "rhs_weap_ak74m_dtk", "rhs_weap_ak74m_gp25", "rhs_weap_rpg26" ]; _availableMagazines = [ "rhs_30Rnd_545x39_AK", "rhs_30Rnd_545x39_AK_no_tracers", "rhs_30Rnd_545x39_AK_green", "rhs_30Rnd_545x39_7N10_AK", "rhs_30Rnd_545x39_7N22_AK", "rhs_45Rnd_545X39_7N22_AK", "rhs_45Rnd_545X39_7N10_AK", "rhs_45Rnd_545X39_AK_Green", "rhs_45Rnd_545X39_AK", "rhs_30Rnd_762x39mm", "rhs_30Rnd_762x39mm_tracer", "rhs_30Rnd_762x39mm_89", "rhs_VOG25", "rhs_VOG25P", "rhs_VG40TB", "rhs_VG40SZ", "rhs_VG40OP_white", "rhs_VG40OP_green", "rhs_VG40OP_red", "rhs_GRD40_White", "rhs_GRD40_Green", "rhs_GRD40_Red", "rhs_mag_rdg2_white", "rhs_mag_rdg2_black", "rhs_mag_rgd5", "rhs_mag_nspd", "rhs_mag_nspn_yellow", "rhs_mag_nspn_red", "DemoCharge_Remote_Mag", "rhs_rpg26_mag" ]; _availableItems = [ "ACE_MapTools", "ACE_key_lockpick", "ACE_SpareBarrel", "ACE_key_lockpick", "ACE_CableTie", "ACE_Clacker", "ACE_M26_Clacker", "ACE_DefusalKit", "ACE_DeadManSwitch", "ACE_Cellphone", "ACE_EarPlugs", "ACE_Kestrel4500", "ACE_fieldDressing", "ACE_packingBandage", "ACE_elasticBandage", "ACE_tourniquet", "ACE_morphine", "ACE_atropine", "ACE_epinephrine", "ACE_plasmaIV", "ACE_plasmaIV_500", "ACE_plasmaIV_250", "ACE_bloodIV", "ACE_bloodIV_500", "ACE_bloodIV_250", "ACE_salineIV", "ACE_salineIV_500", "ACE_salineIV_250", "ACE_quikclot", "ACE_personalAidKit", "ACE_surgicalKit", "ACE_bodyBag", //RifleGear "rhs_acc_pbs1", "rhs_acc_dtk", "rhs_acc_dtk4short", "rhs_acc_dtk4long", "rhs_acc_dtk4screws", "rhs_acc_dtk3", "rhs_acc_dtk1", "rhs_acc_dtk1l", "rhs_acc_ak5", "rhs_acc_tgpa", "rhs_acc_pbs1", "rhs_acc_tgpv", //Headgear "rhs_6b26_ess", "rhs_6b27m_digi", //Vests "rhs_6b13_Flora_6sh92_radio", "rhs_6b13_Flora_6sh92_vog", //Goggles "rhs_balaclava", "rhs_scarf", //Uniforms "rhs_uniform_flora_patchless", "rhs_uniform_flora_patchless_alt" ]; [_crate,((backpackCargo _crate) + _availableBackpacks)] call BIS_fnc_addVirtualBackpackCargo; [_crate,((itemCargo _crate) + _availableItems)] call BIS_fnc_addVirtualItemCargo; [_crate,((magazineCargo _crate) + _availableMagazines)] call BIS_fnc_addVirtualMagazineCargo; [_crate,((weaponCargo _crate) + _availableWeapons)] call BIS_fnc_addVirtualWeaponCargo; _crate addBackpackCargoGlobal ["B_Carryall_cbr", 2]; _crate call ov_fnc_lastBackpack addItemCargoGlobal ["ACE_fieldDressing", 15]; _crate call ov_fnc_lastBackpack addItemCargoGlobal ["ACE_packingBandage", 15]; _crate call ov_fnc_lastBackpack addItemCargoGlobal ["ACE_elasticBandage", 15]; _crate call ov_fnc_lastBackpack addItemCargoGlobal ["ACE_tourniquet", 5]; _crate call ov_fnc_lastBackpack addItemCargoGlobal ["ACE_morphine", 10]; _crate call ov_fnc_lastBackpack addItemCargoGlobal ["ACE_quikclot", 15]; _crate call ov_fnc_lastBackpack addItemCargoGlobal ["ACE_atropine", 12]; _crate call ov_fnc_lastBackpack addItemCargoGlobal ["ACE_epinephrine", 10]; _crate call ov_fnc_lastBackpack addItemCargoGlobal ["ACE_surgicalKit", 3]; _crate call ov_fnc_lastBackpack addItemCargoGlobal ["ACE_personalAidKit", 3]; _crate call ov_fnc_lastBackpack addItemCargoGlobal ["ACE_salineIV_500", 6]; _crate call ov_fnc_lastBackpack addItemCargoGlobal ["ACE_plasmaIV_500", 3]; _crate call ov_fnc_lastBackpack addItemCargoGlobal ["ACE_bloodIV_500", 3]; _crate call ov_fnc_lastBackpack addItemCargoGlobal ["ACE_bodyBag", 1]; -
Adding custom backpack to a crate
ovenmit replied to ovenmit's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, Thanks guys. I wasnt looking to make an addon (unless you can include a config with a mission?), I am familiar with that and was trying to avoid this. The script from Killzone Kid looks sufficient. Will give it a go. -
Working on an update: Have added the insignia hidden selections so that you may use your own badges: Link New Chinese Dark Green Camo: Link1 Link2 Link3 Link4 Almost done. Might throw in another camo if I can find something cool *Insignia is not in pack ** Gun is here
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Update: Moving on to texturing (Unless I find something to fix...) Left Right Image
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I am currently working on the Truvelo Raptor, since it is fairly unknown.... if anyone has some decent photos of it.... please PM me or link it here (Other than the obvious stuff from a google search). The real deal: http://www.thefirearmblog.com/blog/wp-content/uploads/2009/10/dsei_2009_059-tfb.jpg (157 kB) Current model: http://i.imgur.com/uSzBhHO.jpg (192 kB) *Top cover and bolt are still low poly. Need work. Hence look strange in render. Quick video, quite old: The main reason I'm starting the thread is in hopes someone has some photos from a gun show or something. Thanks
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Sounds are on the list, as well as a proper suppressor model maybe. Just need to find time.
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I have ported one of my favourite weapons from Arma 2. Everything seems to be working as far as I can see. New muzzle system is in place. I may still tweak the config based on comments or my own findings. I plan to make a new texture too in a future release. http://i.imgur.com/cVCjO7f.jpg (196 kB) http://i.imgur.com/dnhtA0O.jpg (196 kB) http://i.imgur.com/mh00r75.jpg (156 kB) Weapon: ov_arifle_a2sa58 Magazine: ov_30rnd_762x39_B_sa58 Crate: ov_sa58_ammobox Download: Armaholic Disclaimer: Original model and textures are property of BIS's Arma 2. I have modified the model slightly. The textures are from Arma 2. Camo: Link - NOT Required
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OK, ASDG support added. Maybe just check it out. It seems to be working fine with @fhq_accessories. If you have @asdg_jr you should see those optics and any of the others that it supports. updated: Armaholic
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Currently its just vanilla, I'll look into implementing ASDG and possibly HLC's epic animations
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Not required.. just a plug in case someone is interested lol
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Thanks Foxhound
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Updated! Please see OP