Jump to content

AlexVestin

Member
  • Content Count

    637
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by AlexVestin

  1. AlexVestin

    AV_IndUs (US Army inspired units)

    All kinds of markings are of interest :) The weapons you listed are planned to make their ways into A3 at a time unspecified, one way or another. The area that I know is missing the most details for my M4A1's are the carryhandle range adjustments etc. and the barrel have none. There are probably lots of smaller markings missing also. I do not have anything to work from when it comes to M16A4's either. There's very few pictures actually being useful found on google. If you do find time and take pictures, feel free to pm them to me whenever and I'll make sure the details end up on the pistols/rifles.
  2. AlexVestin

    AV_IndUs (US Army inspired units)

    If you're annoying, then you're the right kind of annoying :) Thanks for the input. The picture of the reciever is super helpful. Oh, and the M103 was a typo. It's meant to be the M136 (AT-4). Else I think it would've been a tank, wich I do not have. I'm not that happy with how my M136 currently works. I actually knew that the M40A3 is issued to the Marines (Isn't it the same with M16A4's?), I just thought it could be a plus still. I won't put that much effort into it right now so I'll remove it off the list for the time being. It was there in my folder of weapons that could be usable. The M24 I've got is far from in a satisfactory state. It's however a rifle I want included and working correctly someday. M24E1 is something I would not say no to if one were to be available. Except for retextures, vehicles will take up too much time right now :) Will remain mostly infantry.
  3. AlexVestin

    FGM-148 Javelin, can we fix it?

    Forgot to thank you for that one :) Now, I have not done anything that is particularly interesting to show as an update. This has been put on half-hold to leave me some time to update other weapons. Anyhow, I started off a little slow today and tried to get the missile starter-engine and the in-flight engine to start and match up a little better to the real Javelin. Will need some tweaking still, but it's something. I ran into a problem that I would apprecciate some help with. First off, any rifle can empty its magazine and have the magazine still attached to the weapon, but I can't get my missile magazine (tube) to stay in the weapon once it's fired. It's not behaving like any other magazine. It disappears from my inventory after I've fired the missile inside the tube. Is there some way to have a magazine contain a missile and not be deleted after use? Am I missing something in how launcher magazines are set up compared to a rifle magazine? -I updated the first post with my current configs. Feel free to look at them and/or suggest any changes.
  4. AlexVestin

    AV_IndUs (US Army inspired units)

    Yeah, LMT one there is the one I've worked from. Thank you. I see there that I can just tweak the M4A1 branding and merge it with my LMT and it should work perfectly as the Colt M203 branding :) Currently been experimenting with JSRS 2.0 sounds. But only those already included with JSRS 2.0. It is possible for me to include a optional config wich lets them use the improved sounds + distance effects.
  5. Awesome addon. Thanks for the work put into it!
  6. AlexVestin

    AV_IndUs (US Army inspired units)

    Cheers. Means a lot :) I've been looking at real pictures, but the metal seems different in every picture I find. Textures are created using dDo. It took a few tries to get it right, but I think it's on it's way. TIGGs model has been great to work from. I do want to have accurate markings, but have not found a decent picture to work from of a Colt branded M203. Your link 403's to me. M320 is also something I've been looking around for. Probably not looked around enough :p Someone brought up you and ones on a HK416 from ACE2 a few pages back. Were they specifically created for the HK416's? Thank you all for the kinds words. The M16's once it comes along will be created with textures really close to like these with their own branding on the reciever. As long as I can find the right kind of rails for an M16A4.
  7. I can confirm this. File that is needed for the viewer to not crash: steam_api.dll
  8. AlexVestin

    AV_IndUs (US Army inspired units)

    Good that you brought that up. There's not any pre-made groups currently, but I'll see to have them included whenever this gets updated. Here's how the M4A1 textures of mine currently look: (M4A1) (M4A1) (RIS) (M4A1) (RIS) (CQB) (M4A1) (RIS) (Frontgrip) (M4A1) (RIS) (M203)
  9. AlexVestin

    Community Upgrade Project

    I just have to say that it'd feel a lot easier to contribute if the general folder setup is sorted for all to see. Or does that not matter? I can imagine every single pbo contributed looking a lot different from the last. Both in how the textures are oganized and how the configs look like. What are the main requirements for something to be contributed? Should they be an already working pbo addon or should it just be the .p3d file cleaned up and ready for A3? The most convinient way to do this imo would be to have people working together and accepting .p3d files that are sent to them, and then: Someone looks through and quality checks the .p3d files. Someone organizes the configs and sets it up for A3. Someone sorts out all of the textures to be used.
  10. AlexVestin

    Head Tracking for under 10€

    Genius :D Thanks for sharing! I can imagine a lot of players copying you.
  11. AlexVestin

    Sangin WIP

    Thanks guys for taking your time to implement that! Looks good so far :)
  12. This isn’t necessarily wrong, especially if you’re in a wide open area or an area with long streets and alleys. If gunfire goes off right next to you (i.g. Rounds snapping over your head) Then yes you might duck down and go into an Alert / Low Ready Carry as you sprint for cover… But if gunfire erupts a moderate distance away (Some place where you don’t immediately see the shooter and rounds are not snapping over your head.) then you would begin scanning as you make your way to suitable cover. If the soldiers/AI have RCOs or some sort of magnified optic on their weapon, then looking down the sight to scan the terrain is a good idea. (Real life example: Afghanistan - We wouldn’t be able to locate and positively ID the enemy half as effectively as we do without Acogs.) Just to note about that AI behaviour. I won't say I disagree with you. The reason I brought up that point with the AI was because of them always bringing their rifles all the way up; since they have only 1 animation for their 2 possible modes. Wich, if fixed, could make a difference in peoples choices of engaging or going for cover that are either observing someone getting shot or being the person shooting back. While I agree that this can be a pain especially when playing with AI, it still comes down to IFF. Identify Friend or Foe. As far as looking relaxed goes I suppose I agree that they should be using the New tactical or Alert carry (Pictured) when no threat is near, but that shoots back up to the first answer if they're being engaged. Also in the picture I added please note the part about how Low Ready and Ready are practically the same thing and in combat they should and often do become the same. This also cycles back around to cover, concealment, trigger control and IFF. About the friendly fire. I am really not hinting at how hard it is to seperate friends from foes. That is someting everybody learns over time. The issue is about everyone having their rifles all the way up with their fingers on their triggers. Lots of accidental kills because of it. It's easily prevented, but the current animations make it unconvenient. Pressing CtrlX2 is far from always a good solution. It often locks your character in place and it takes by far much longer to go from that into firing your rifle if needed. Now this I might agree on. Although I don’t find it too difficult to distinguish, I think it would still be nice if the Stance Indicator remained on screen and also included a T for Tactical Pace and maybe even an A for full auto, S for semi, or B for burst since I know someone who keeps forgetting to set their weapon. Haha (Indicator should be small though.) Stance indicator will absolutely not do. Not bashing at you; just pointing it out for anyone reading. It's a bad quick-fix for something that really needs completed animation cycles. It also leaves all of the other issues related to these animation stances un-attended. Hud indicator will not fix anything. Only be extra work in the long run. I'd say get some people to complete the movement animations cycles once and for all and be done with that part. Movement is something every player have to figure their ways around. Current movement surely is improved from A2, but it is also un-completed and causes restrictions. It causes restrictions were there should be none if only the movement animation cycles were completed for IDLE and WALKING. That is, the four paces and stances for both IDLE and WALKING. There's no way of knowing what your character is going to do once you press WASD if you forget that you actually did toggle combat-pace; or not. One could say "Well, memorize it!", but that's not how it works. It's an issue that only can happen in a game. IRL, no one would accidentally start running much faster than what was actually intended if you forgot what you did the last time you ran. The animations really needs to be there for all of the different toggled stances and paces to flow together. The animations I suggested in the first post would without doubt make it all flow together much better. The exact names/details of the suggested stances are arguable. Love it :) You seem to know what you're talking about atleast. How would this all be the posssibly best adjusted to a restriction of 2 more relaxed stances and 2 more agressive stances? That is the limitation we have to work with to provide a solution within reasonable bounds, thus the way I have it in my first post. The suggestion in the first post is the only way I can see it happening to solve the most issues for the least amount of work needed.
  13. AlexVestin

    AV_IndUs (US Army inspired units)

    I really want anyways to get some identical ones on the updated models for the M4/M16 platform. I liked the desert M16A4 myself.
  14. AlexVestin

    AV_IndUs (US Army inspired units)

    Internet connection is being too slow atm. I've made really good progress however. This doublepost is a result of my internet. Sorry. Here's a WIP screenshot of the M4A1: http://cloud-4.steampowered.com/ugc/3281171992791989580/1D7E5F72C164FB1C9650F4DA240D3331E34E1C1C/ 100% My textures now. I'm not done, but they'll look close to what it already looks like now.
  15. AlexVestin

    AV_IndUs (US Army inspired units)

    Sweet :) Today I will try to stream while I create all new custom textures the the M4A1! Feel free to drop in whenever. http://www.twitch.tv/alexvestin
  16. AlexVestin

    AV_IndUs (US Army inspired units)

    Believe I am gonna have to keep it infantry level for quite some time. There's many talented people here who knows how to do an AH-64 in a manner it deserves, and already has. Time will probably come for it to see some 2035 service one day too. BIS will have to sort out their body-protection themselfs. From what I've experienced there's absolutely nothing wrong with the actual ammo/rounds. Just the targets atm :p
  17. AlexVestin

    AV_IndUs (US Army inspired units)

    That'd be just one of the uses if it worked. I will probably not try to do something. I'm really lost when it comes to creating complicated scripts. I have no memory of the UAV backpack even being able to contain anything else besides the UAV. So it's probably a quite limited feature really. Still, it's no real backpack in that case, so you can make objects tied to characters backpack slots etc. I know that there's also a script command for tying objects to a character without having it use up a slot as if it were no real item. It'd be interesting if someone were to actually try and give a rifle another option in the scroll meny. Something that'd make it stick to a predefined part of your characters body. Then when it's attached the option to untie it and drop it to the ground is showed instead. ---------- Post added at 02:46 ---------- Previous post was at 01:47 ---------- Absolutely first in-game test was a success. Might scale it down slightly. http://cloud-2.steampowered.com/ugc/3281171992747075592/E938ECE6E7E5BBD2C8BE7CBC183BC3327D427008/
  18. AlexVestin

    AV_IndUs (US Army inspired units)

    Alright. It's the best I have available right now. Going with it. ---------- Post added at 01:25 ---------- Previous post was at 01:19 ---------- This is a longshot, but it's about how the same way the UAV backpack works in A3. Always wondered if I could have a backpack model with something strapped to it, then use a script to give myself a normal backpack and move all the items over ot the new one with nothing strapped to it and then spawn f.e an AT4. Just a thought. Probably wont work at all.
  19. AlexVestin

    AV_IndUs (US Army inspired units)

    When I get down to fixing it as a placeholder for future backpacks, I'll atleast buff it up little. The radio version isn't such a bad idea either.
  20. AlexVestin

    AV_IndUs (US Army inspired units)

    That is one of them that are salvageable that I have looked at :) I do not know what type of backpack it is or if it's issued. If anything, would people say it is a better alternative for a placeholder compared to the fastpack from ArmA3? ---------- Post added at 21:03 ---------- Previous post was at 20:55 ---------- Altough I've never really liked how sacky it seemed to be. Might have to bulk it up some like this. And it is modular so I could atleast get a few variants for different roles out of that model.
  21. AlexVestin

    AV_IndUs (US Army inspired units)

    There are very few backpacks from A2 wich actually are of a presentable state. Geometry wise. They're very low-poly. Except for the ones I am guessing isn't even issued to the army. Feel free to clarify wich backpacks you mean. I could atleast take an extra look.
  22. AlexVestin

    ArmA 2 C-130J and MV-22 Redux

    It's been covered on a page anyhow. No is the answer.
  23. If you're reffering to the third frame in my pics, then it'd be atleast an attemp of it. You can correct me on it or call it whatever really. It is still a needed part of the animations to make the animation cycles complete. I am no expert when it comes to field-manuals or actual stances and I will have to leave it up to the ones who know. I just provided a solution that I know would work going by all of my tests with the current animations and jogging paces, what is already available, and what is possible of doing within the engine limits. The default stance, as of now, have their weapons up to their shoulders, looking like they are using their sights. There's lots of smaller things going wrong because of the missing stances. I'll just point out a few of them below in detail: I can't find any other solution than what I posted in the first post. Atleast not within very reasonable limits. Missing animations for the different stances and paces plays one big part of the problem. Jogging works just like intended, but not when standing idle or walking.
  24. It's only been 4 & 1/2 months since ArmA3 public release. Development has still only just begun. All I have to say.
  25. All of the new movement stuff is a huge and well needed improvement over A2 anyways. Context sensitive stance adjustment really belongs to another thread, but I can't say it's a bad idea. Only way I'd see it working is by altering your characters stance in height by pressing (Ctrl + Using scrollwheel) and then slowly blend the animations inbetween. But that's only in theory, and it'd take quite some changing around on stuff to get it working and implementing it. .. While on the subject of changing around stuff. Something that does not take quite some changing around on to get working is my suggestion in the first post of this thread ;)
×