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h34dup

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Everything posted by h34dup

  1. h34dup

    L128A1 Ver. 1

    Nice work-- I would definitely consider adding this to the Addon-lover's version of my TF42 UK SF mini-camp for RWO. I second the request for a pack with some more variations and ammo boxes!
  2. Chris Kyle voice scripts went out last night! Still need help from someone who can do a Polish accent! Doesn't have to be clear, just needs to be a voice and it should be Polish-sounding!
  3. Chris Kyle is essentially ready for release, but it does not have any voice acting yet. When I was coordinating with voice actors, it came up that a number of edits needed to be made to the scripts, mostly along the lines of corrected radio callsigns and lingo. So, after about a week of back-and-forth, I confirmed the final version of the script late last week. I have been meaning to chop the scripts up and distribute them to my voice actors, but Mother's Day weekend basically took me away from things. I'm hoping to get the time to do that tonight, I'll send out the scripts and update them in-game. Hang tight and thanks for your interest in the mission! Chris Kyle and TF42 will be the first missions to boast correct callsigns and more authentic dialogue overall!
  4. I've been compiling and adding all the radio callsign and conventions info into the resources and helpful links thread on our dusty old Google Group. It was kind of confusing to wrap my head around, being a civi, but it's starting to make sense now that I have it on paper.
  5. Task Force 42 development is going well! RCMW and I have been coordinating on all kinds of details to ensure an authentic experience, including proper callsigns and combat net radio. I never understood the conventions behind the letter and number combinations in a callsign like "Delta 16" or the difference between a US callsign and a UK callsign. I'm going to try to scale back the addon requirements to keep things lean, (Reshmaan, Massi UK SFTG, CBA, BAF) but I plan to release a mod-heavy version that goes for maximum authenticity (L119A1 Pack, Tonali SF, ANA/ANP, KYO MH-47E, Yura Petrov Blackhawks, BB OA Mercs, etc.), as well as, potentially a lite version of the main 3-missions with the fantastic Australian SOTG units. In Mission 4, I've decided to switch the battle dress to CRW, so the loadscreen has been updated!
  6. I've been using Aliabad and Reshmaan province to simulate the Afghan border and the FATA. Really excited for this to come out -- definitely plan on giving it some use in a scenario or two. Keep up the great work!
  7. h34dup

    Blackhawks by YuraPetrov

    At the risk of spamming further about my anticipation for the HH-60G and being able to eventually give my PEDRO Pararescuers MEDEVAC support a proper ride, I'll just say thank you for releasing this fantastic expansion of the workhorse of the militaries of many nations...beats the hell out of Vanilla and warrants inclusion in any scenario that draws on authenticity and realism. Keep it up!
  8. Hey ard, just wanted to say thanks for releasing this excellent addon-- those CT desert troops are spot-on, just messing around with them in the editor is giving me all kinds of ideas...
  9. Regretably, I haven't had time to start on mine yet. Maybe we should make sure everyone has access to the RWO Google Group and discuss it in-detail there-- could use some definition around time frame, as well as what should be in-place vs what TexKaz will want to do himself when he ties everyone's contributions together (eg. dialogue, loadscreens, briefings, etc.).
  10. Whoa those screens look really cool-- reminds me a bit of the Alice In Chains video for Rooster, or the climax of Platoon. I remember when I first came across the UNS mod being disappointed with the lack of visible SP content...looks like that's finally begun to change and I can't wait to get some trigger time in all these promising-looking projects our community is putting together! In other news, I got a response from Lennard regarding his L119A1 pack-- so hopefully that addon gets updated for the benefit of both my and RMCW's projects, and the community at-large!
  11. h34dup

    L119A1 Pack

    Thanks R0adk11 -- I PM'ed him shortly after making this post, as well as reaching out to Sabre, whose Australian SOTG addon was linked in Lennard's sig, in hopes that either might be willing and able to help.
  12. Hi Sabre-- wanted to say thanks for releasing such an incredible addon for OA! The fidelity is astounding, from the uniforms to the weaponry. I'm floored. I'm still sticking to A2/OA vs A3 at the moment, and actively working on a mini-Camp showcasing UK SF using Massi's UK SFTG addon in collaboration with RMCW (author of the 100 Days BAF Camp). It's part of the Real-World Ops project (more info here http://forums.bistudio.com/showthread.php?144822-SP-CAMP-CO-Real-World-Operations-(RWO)/page18) Going to go out on a limb here, and see if you might be willing/able to look at Lennard's L119A1 Pack (http://forums.bistudio.com/showthread.php?126168-L119A1-Pack / http://www.armaholic.com/page.php?id=15429). There are two minor bugs with the pack's ACOG and Eotech sight. I've revived the thread, contacted Lennard, and I'm reaching out to you in hopes the pack can be fixed and included in my project. Having checked out this awesome SOTG project I am already considering releasing a separate version of the Camp with these units. If there's any way you or Lennard could help get the L119A1 working, that would surely seal the deal, and I'm sure the community would appreciate it as well. Thanks again!
  13. So, there is an issue with one of the potential addons I'm trying to get resolved: Lennard's L119A1 Pack http://www.armaholic.com/page.php?id=15429 The ACOG sight adjustment is stuck at 300 and ineffective at close range, while the Eotech is too bright...shame too, because the models are brilliant. I've just PM'ed Lennard about it and revived the old thread. I'm wondering if maybe Sabre, author of the recently-released Australian SOTG addon (http://forums.bistudio.com/showthread.php?153228-Australian-SOTG-Commandos&p=2374772&viewfull=1#post2374772) might be willing to help. Does anyone know if there's a way we can get this fixed or will I have to pull it and give everyone generic-ass M4's?
  14. h34dup

    L119A1 Pack

    Reviving this old thread. Can anyone try to take a look at the two minor issues with this addon? Both seem like they would be relatively straightforward fixes for someone who knows what they're doing. I'd really like to include this as an addon for the mini-Camp I'm working on, but I can't see the point of having two options that don't work for different minor reasons: ~ The ACOG version's sight zeroing is locked at 300, thus causing close-range fire to miss. Zeroing function needs to be tweaked or disabled altogether and zeroed according to the standard. ~ The EOTech's reticule is too bright and thick, making targeting unreliable. Texture or map likely needs minor tweaks. Thanks!
  15. We'll be glad to have you aboard nettrucker! Last night, I added a mess of support options to Task Force 42 British SOF mini-Camp, including the custom-made support scripts from RMCW. In select missions, you will have access to AV8B-delivered Laser-Guided bomb CAS, Apache AH-1 Gunship support CAS, MEDEVAC from 100 Days, and depending on the day/time of the operation, access to LDL AC-130 (night time only) or LDL UAV Predator Hellfire support (day time only), as well as unarmed vanilla UAV for night ops. Also messing with the concept of a support option for flying in a strike team with reinforcements you can command using HC module, which RMCW and I have been throwing back and forth. This necessitates a training option, so Mission 1 will now include some quick and optional support training and another dose of the home-base setpiece stuff that I enjoy making and players seem to enjoy experiencing. Should set up the story pretty well.
  16. CLASSIFIED - The JPEL record of your primary target for Task Force 42. Parts of this will tie-in throughout the camp.
  17. Unfortunately, after updating UNS and testing my missions, I now get an error about a missing item -- "vehicle land, fire can lit" or something to that effect which I'm fairly sure was the burning shit cans I had up on the hill. Well, even though I've tried deleting them from the editor, creating a new map and pasting everything that was there in, I'm getting an error that essentially renders this template useless-- no Empty units are showing up, even though they're on the map. So all the props are missing. And all the animations are also not working, which makes even less sense, it's like the only thing that works are BLUFOR units and waypoints, not empty units or triggers with animations (the sound triggers appeared to be working). If you want to give it a look you're more than welcome, I'm wondering if there's a fix that can be made to the .sqm file. A real shame, because I had lost about 8 hrs of work on it already by accident, this version was the result of another 5 or so hours of rebuilding. Now it has been lost a second time. UNS final update looks great, but man...my record to date with the mod is dismal. Let's hope my contribution to TexKaz's camp is the end of the bad luck.
  18. Put together the loadscreens for TF42, here's a sneak peak at the mini-camp! nettrucker, I'll PM you a link to the UNS mission for you to check out.
  19. Do it to it KK. That post-processing script couldn't be easier, just make sure you have a Functions module on your map and pop it into your init.sqf. If done correctly, you will now see a white flash and notice things are a lot yellower, greens turn more olive-looking. In other news, regarding Task Force 42 British SOF mini-camp, I've been working closely with RMCW-- VERY excited with where it's going. And I will soon be implementing some of his excellent support scripts. Expect to play as a range of British SOF, not just the famous SAS -- on display are the SRR, SBS, SIS and the mysterious Tier-1 element known as The Increment. Also adding new levels of dynamics to the mini-camp, a first for me-- going above and beyond nets you benefits in the following mission, failing objectives, losing squad mates, will have its consequences. You will have to think like an operator to overcome the odds and get your target. Also added a really cool soundtrack! Will get some kind of teaser material together soon...
  20. Thrilled to have you aboard in any capacity nettrucker! Vietnam RWO is in full-effect now, I am also involved in TexKaz's project, but I have not yet put "pencil to paper" or "pedal to metal" so to speak, though I have my assignment. I have an unused "enhanced firebase" pseudo-template for the SEA map if anyone wants to play with it-- the player starts atop of the artillery hill in the command bunker on the southeastern airbase "Whiskey", he receives a scripted briefing, and then is free to roam about the base. There's a ton of setpieces, choppers and planes taking off and flying by, bugle "charge" calls a la Apocalypse Now, radio chatter, music, and more. I've mentioned before also, some post-processing effects I was using for both Chris Kyle and my UNS projects, lifted from Eagle Wing campaign via Kylania's blog, and tweaked to just make things more golden/yellow (warm). I invite you guys to drop this line of code into your init.sqf and see how the color tweaks make things look a lot more like Vietnam (I find the tones to be too cold unless you use Movie Night and heavy rain to effect). Amber Post Processing Effect from EW (make sure you have a Functions module on your map and drop this into your init.sqf)
  21. h34dup

    [SP] MACV SOG: BDA Version 1

    I was just about to post something about TexKaz's project, I recommended Damian to him, not sure if you've heard from TexKaz yet, or if you're even available what with school and military service. I'm going to contribute one mission to his project, which I believe is based on Op Silver Bayonet (aka the Battle of Ia Drang) though I'm not 100% certain of this.
  22. Vietnam Mission-makers, have a look here to ensure you're using as much of the right slang as possible ;) http://www2.iath.virginia.edu/sixties/HTML_docs/Resources/Glossary/Sixties_Term_Gloss_K_P.html
  23. I had a look at the script files, you only have like 9 lines of dialog in there, and I didn't see anything out of the ordinary in your Description.ext file. Is it because you're using sideChat instead of sideRadio?
  24. Congrats on the non-ACE release, TexKaz, and thanks for including that for those non-ACE players out there! Also, sorry to hear about the breakup...time heals all wounds, and there are PLENTY of fish in the sea. Be sure to step out for some fresh air once in a while haha. Looking forward to some UNS content, now that the final update is out it's open season! Yeeee-haw!
  25. CHRIS KYLE UPDATE: Most voices have been sent out to my Chris Kyle voice actors-- except for the Polish voice parts! I need some Polish speakers to help me out...Polish or bad English is acceptable (preferred, even). Please let me know (lookin at you tom)!
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