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Everything posted by Chaingunfighter
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Yes and no - Z&D, last time I checked, does not interfere with ravage. The zombies are scripted and generated completely independently of one another. However, Z&D isn't supported, so you can't have those zombie types spawning instead of Ravage's, and if you try and place both types down on the map, they will attack each other. So "yes" as in it won't break your game to have them both running at the same time, but no because there's really no reason to have them both enabled at the same time.
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smallarms NIArms Release Thread
Chaingunfighter replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Talked with toadie about it in a casual conversation a little while back - he said it's a maybe, depending on how far into the 0-3 series he goes (i.e. whether he stays with base guns or also includes more specialized variants like the 550 SR and 551 SWAT, making railed variants distinct from non-railed ones, and including grenade launchers like the GL 5040 [For base variants] and M203 [For RIS handguard variants]) There actually are select-fire SG556s according to some SIG catalogs, information about them is just difficult to find. Also, the SIG 556 upper is compatible with a 550 lower, so it's possible to create nearly identical firearms. Either way, they exist. Personally, I'd prefer to see them done at some point as a separate future project. Under time constraints, doing the 556s means less time for the specialized 550s and 556s, and I'd rather see a fleshed out variety of both in the long run even if it means half of them come out later. The semi-auto only versions would actually be pretty cool for civilian, militia, and/or law enforcement scenarios, and there are special 556s with .22LR, 7.62x39, and 7.62x51 lowers that would almost certainly not get implemented if all were done together. That's just my two cents. -
smallarms NIArms Release Thread
Chaingunfighter replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I happily died for a second before my hovering mouse unveiled the truth.... -
smallarms NIArms Release Thread
Chaingunfighter replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
They're part of a repository where Toadie stores all release versions of his content - both public and sometimes private included. Before they're pushed here/Armaholic and the Workshop. So yes, it's official. Sometimes (and that's a bit of an understatement :D) Toadie will forget or break something in his Twitter releases though, so if you want a guaranteed up to date version, wait before he posts it elsewhere. -
Respawn isn't available in the Eden editor's test mode - you have to save it as a scenario and load it there in order to use it.
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RHS Escalation (AFRF and USAF)
Chaingunfighter replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
They've said that the M16A2 is a possibility in the distant future. They are, after all, still issued to some US Army second line units, as well as the Air Force and Navy. I imagine any addition of an A2 would also include the A3, since that would be a minor texture and config change and nothing more. The A1 is probably out of the question unless one of the team's modelers decides to make one for GREF at some point- 16574 replies
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smallarms NIArms Release Thread
Chaingunfighter replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The only issue I have with short notice commissions like the ones Frankie often does is that it leaves out additional variants - as it stands there appears to be no plans for the A3 or A4 Springfield, and the Minigun would've been a cool static weapon. That'd be worthwhile if not for anything but to have a Taurus Judge pack. A revolver firing .410 shotgun shells (or even .45 LC - anything more powerful than the .45 ACP in the vanilla Chiappa Rhino*?) Count me in. *And, funny enough, the Chiappa Rhino isn't even produced in .45 ACP. It does have a 9x21mm version, but the fact that a caliber specifically developed for non-military customers who were not legally allowed to purchase the 9x19mm Luger round is ArmA III's standard pistol cartridge is strange enough. -
smallarms NIArms Release Thread
Chaingunfighter replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That's true: most of the packs out there are ports of the ones from ArmA 2, and the ones that aren't lack the variety or intricacy that Toadie usually brings to the table. The common receiver is something I've wanted to see for quite a while, and Toadie has the AUGs to use as a basis for weapon conversion. The same can be said for the interchangeable barrel lengths. And there's no arguing that it's absolutely perfect for ArmA 3's setting. Lucky for you, the Browning Auto-5 is making quite a bit of steam. And I imagine the Winchester 1897 and (especially) the M870 will be close to the top in a few cycles. There are a metric fuckton of guns on the list I'd probably rather see before both the SCARs and Enfields; the only reason I brought it up is because those are currently the two competing for guaranteed work after the SIG 550s. It also might go hand in hand with him finishing the Springfield pack (the A3/A4 + others) just because they're bolt actions from a similar era. I appreciate the way he chooses to balance things out quite a lot. And at the end of the day, he did go with a voting system for a reason. The people who are voting (and commissioning) are paying him to do that, so I respect the democracy if SCARs are what the majority of people want. A fair point. For typical ArmA 3 gameplay the SCAR makes the most sense. Unless someone plans on making a Canadian Mountie mod, the Lee-Enfields only make sense for militia in a present day setting. I personally love historical mods, and also like open-world survival gameplay in singleplayer like Ravage. For those cases, a larger number of common civilian weapons plus some unusual rare finds (a sawed-off Lee-Enfield is somewhat believable in a post-apoc setting) work better. So really it just boils down to what people plan to do with the weapons, and it makes sense that most people would want the SCARs in that case. And on an unrelated note, "pack redesigns" should really be put on the list, too. Things like the G3s, FALs, M60s, ARs, MP5s, and AUG A3 that aren't Toadie's models and therefore cannot be sourced or used in other mods. Just because they could actually be filled out with their proper weapon variants (older G3s, mil-spec AR-15s, a full set of HK33s, etc) and the quality would be consistent (the M60 and M60E4 look quite out of place with ArmA 3's shaders.) -
smallarms NIArms Release Thread
Chaingunfighter replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Gah, looks like next is going to be the FN SCARs instead of the SMLEs. Not that I have a problem with SCARs (I don't; in fact, I love them), but they seem to be the less interesting pack of the two - the only real intricacy that they have to offer is the MK16/MK17 common receiver. Cool nonetheless, but IMO less than what the Enfield pack would have, which is more distinct guns and variants. SCARs have the MK16, MK17, and MK20 + maybe the MK16 PDW and HAMR IAR if those count as separate to the MK16 (and are planned.) Meanwhile, the LE pack is already confirmed to have the No.1, No.4, and No.5 rifles, as well as the Ishapore 7.62 conversions, and the De Lisle and L42. Add in the No.1 & No.4 sniper variants, and maybe even the sawn-off trench raider SMLE and Howell Automatic Rifle and you've got quite the pack. That just seems more interesting, in my opinion. Especially considering that two other modern-ish AR packs; the ACRs and SIG 550s, are already going to happen first. Sorry if this is a bit off topic. -
RHS Escalation (AFRF and USAF)
Chaingunfighter replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You can always just use the Loadout Editor to change other GREF units to your liking. Personally I like the less convoluted faction approach, because lots of disorganized faction directories in the editor looks really, really bad, especially when RHS is used in conjunction with other mods.- 16574 replies
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[WIP] Blood Trench 1914-1918(Looking for help)
Chaingunfighter replied to hellceaser's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Ah, the famous French Commandant D'artillerie... "Dixon Wilson" But seriously, that is some awesome work right there. -
RHS Escalation (AFRF and USAF)
Chaingunfighter replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The F-14's been out of service since 2006, a little bit out of the scope of the mod. I can't speak for the F-15 or F-16, but RHS seems dedicated to the "present day" assets of the US and Russian military forces, so I doubt the F-14 is on the scope.- 16574 replies
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smallarms NIArms Release Thread
Chaingunfighter replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Shotguns are planned and will be done, eventually - the Browning Auto-5 is pretty high up on the work list, as is the Winchester 1897/1912. A masterkey is doable but probably will not happen until the AR-15s are redone from scratch. -
smallarms NIArms Release Thread
Chaingunfighter replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You can even use the upcoming MG42 in Unsung, considering it'll be open source. -
RHS Escalation (AFRF and USAF)
Chaingunfighter replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's a very annoying issue that also props up in ArmA's vanilla vehicles from time to time. ArmA vehicles have a system that muffles and somewhat distorts the audio to people inside a vehicle, similar to the real thing. The problem is that it doesn't distinguish gunners or positions where the individual's ears are outside of the vehicle by default, so it has to be defined, and it breaks often.- 16574 replies
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smallarms NIArms Release Thread
Chaingunfighter replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If anyone's interested in potentially becoming a Patreon donor but is struck for ideas for new suggestions, I compiled a pretty large list of interesting/notable weapons not yet made or in the process, commissioned, or on the list: https://docs.google.com/spreadsheets/d/15ro3tegndhSb_yh6mUihTsAKpW5S3UeUXoXoXzxSDzA -
[WIP] Tanoa Enhanced Buildings Pack
Chaingunfighter replied to mattaust's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Not really requests but more some various ideas for structures; Abandoned and/or active industrial centers, geared towards lumber and mining. Tanoa's economy is stated to be built around its "revived" rare earth element mining sector, but as with many similar states, it was almost certainly the product of mass mining and deforestation in the past. Some clearly old colonial era factories, possibly outfitted with new equipment, would be really cool and add some depth to the many open pit mines around the isles. Cinderblock/reinforced Syndikat safehouses, either urban or rural, or both. The map already has a few different buildings that work like these, but they suffer from having too many windows and several exposed entrances. Small or large, these have the potential for some very interesting features; hidden rooms, ports and holes in the walls for guns. Hell, even the entrance could be hidden. I personally love the idea of a barricaded front entrance where the only way in is on the second floor or roof, and the lower levels are only accessed with interior stairs. Structures that evidence historical occupation: Japanese/American WW2 airfield and camp ruins (a Japanese PoW camp in particular would be interesting), Ming Dynasty-era Buddhist temples (likely spawned from Zheng He's voyages), decrepit 13th century mosques from before Iberian explorers and missionaries converted the island to Catholicism, and subsequently other European colonial structures, which Tanoa lacks (the buildings are built in a colonial fashion but clearly new). The map doesn't have a distinct city hall, but I always imagined that the Tanoan government would probably operate out of a grandiose 19th century French or English courthouse converted into parliament. Old auxiliary structures used to manage seabed telegraph cables were also quite common in many South Pacific islands -
Ravage zombies are already hardly a threat to the AI bandit squads, so it's hard to imagine them being difficult for even larger groups of soldiers and vehicles. Ryan's mod is adaptable to a lot more - players can have their WWZ-esque combined arms battles, survival scenarios, and anything else they may want to try. It's a sandbox mod. Ravage zombies, on the other hand, are tailored to Ravage. They're great for Ravage, but less optimal for alternative scenarios (i.e. anything not based on survival) Haleks has no reason to switch. But still, ryandombrowsky has put a lot of work into his mod and the vast majority of ArmA players seem to like it. The badmouthing is completely unnecessary. Sorry for the derail.
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RHS Escalation (AFRF and USAF)
Chaingunfighter replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Tanoa - the main street in Georgetown. CUP has different models for grass you can place in the editor, and it looks surprisingly good on road surfaces if dense enough. I really want to try and make a scenario where the whole city looks like this, but I can't imagine it would do wonders for frame rate.- 16574 replies
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RHS Escalation (AFRF and USAF)
Chaingunfighter replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
GREF and Syndikat really make for some good looking post-apocalyptic units- 16574 replies
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(CSA38) Czechoslovak army 1938 - Munich crisis [WW2]
Chaingunfighter replied to petrtlach's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there a complete list of already finished content anywhere? I love the progress made on the mod but updates are very frequent and it's hard to keep up sometimes.- 954 replies
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smallarms NIArms Release Thread
Chaingunfighter replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I set off a bit of a firestorm of suggestions by mentioning that, but I feel the need to point out that the 1911s are still quite far down on the list and probably won't be started for awhile. Though I can't speak for toadie, I imagine that your fix for custom 1911s will be accommodated in the pack whenever it gets made. Even if it ends up being general models like the M45, MEU, ICQB, Colt Rail Gun, or whatever, it'll still leave the door open for future customization, because mixing and matching M1911 parts is not very difficult. That and the Hardballer for sure. Gotta have the Terminator guns man. Gotta have 'em. -
War Chronicles: The Forgotten War
Chaingunfighter replied to Rabbit35's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
They had a very, very small number of locally produced copies of some Soviet/Chinese weapons, but not to any real extent. There were a few different designs manufactured by the Chinese but only used by the North Koreans, like the Type 36, which was a copy of the M3 Grease gun. Otherwise they had Soviet/Chinese/Japanese or captured American & Commonwealth weapons. The second biggest clusterfuck of nonstandard weapons, only behind that of the Vietnam War.- 301 replies
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smallarms NIArms Release Thread
Chaingunfighter replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
World War I - only the Royal Navy actually purchased a noteworthy quantity for service use, but a considerable number were used as one off sidearms by officers or other enlisted men. They were transferred to the RAF in the interwar period and purportedly still used during WW2, but not likely in any large quantities. https://en.wikipedia.org/wiki/.455_Webley See ".455 Webley Auto" section (Yeah, it's Wikipedia, but I think the fact that a .455 Webley Auto M1911 existed at all is evidence enough) -
smallarms NIArms Release Thread
Chaingunfighter replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The next "new" project is the SIG SG550 rifle series (so 550/551/552/553 etc.) There are also the SIG P226s and Remington ACRs being worked on. The M40A5 is on the list with a bunch of other Remington 700 variants though, including the other M40s. On an unrelated note, apparently Toadie is taking suggestions for M1911 variants (as per the list), so I raise these "interesting" ones: Colt M1911 in .455 Webley for the RAF Detonics CombatMaster ".45 Longslide with Laser Sighting" aka AMT Hardballer. Laserlock sight is a must have. (and a much needed mention for the "Silverballer.") TJCG "Stealth-1"