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Celastias

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About Celastias

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  1. Celastias

    Iranian Forces Mod

    they used to be an-only OPFOR faction as far as 0.12 but i re-downloaded it today at version 0.17. only one section of the Iranian Army is now OPFOR the rest are Independent :C
  2. Celastias

    Iranian Forces Mod

    why were most of the Iranian Forces moved to Independent? I really liked using them as an all-OPFOR Force with China and Russia :(
  3. Celastias

    VME PLA MOD for ARMA II

    Awesome addon. My favorite OPFOR faction because they stand up to BLUFOR quite nicely hehe, I hope that the developers might consider adding ships/subs, but ARMA 3 might be released by then.
  4. Celastias

    The Undead Mod

    wher is update?!?! gamecom is over i VERY angry :mad::mad::mad::mad::mad:
  5. hey all, i received a package of sci-fi units and was told that if I could fix them then I could use them myself, i managed to fix the error making arma 2 crash when I launched them but the issue i am having now is that they aren't showing up anywhere in the editor, so i guess i have to figure out how to make them show up there, does anyone have any tips on this? also here is the code for the first unit i am working on, thank you all ! class CfgPatches { class CW_giantant { units[] = {}; weapons[] = {}; requiredVersion = 0.1; }; }; class CfgSkeletons { class gray_arma2Skeleton { isDiscrete=0; skeletonInherit=""; skeletonBones[]= { "pelvis","", "spine", "pelvis", "spine1", "pelvis", "spine2", "spine1", "spine3", "spine2", "neck1", "spine3", "neck", "spine3", "head", "neck", "LLip", "head", "Eyelids", "head", "lBrow", "head", "mBrow", "head", "rBrow", "head", "lMouth", "head", "mMouth", "head", "rMouth", "head", "Leftshoulder", "spine3", "LeftArm", "Leftshoulder", "Leftarmroll", "LeftArm", "LeftForearm", "LeftArm", "Leftforearmroll", "LeftForearm", "lWrist", "LeftForearm", "LeftHand", "LeftForearm", "LeftHandThumb1", "LeftHand", "LeftHandThumb2", "LeftHandThumb1", "LeftHandThumb3", "LeftHandThumb2", "LeftHandIndex1", "LeftHand", "LeftHandIndex2", "LeftHandIndex1", "LeftHandIndex3", "LeftHandIndex2", "LeftHandMiddle1", "LeftHand", "LeftHandMiddle2", "LeftHandMiddle1", "LeftHandMiddle3", "LeftHandMiddle2", "LeftHandRing", "LeftHand", "LeftHandRing1", "LeftHandRing", "LeftHandRing2", "LeftHandRing1", "LeftHandRing3", "LeftHandRing2", "LeftHandPinky1", "LeftHand", "LeftHandPinky2", "LeftHandPinky1", "LeftHandPinky3", "LeftHandPinky2", "Rightshoulder", "spine3", "RightArm", "Rightshoulder", "Rightarmroll", "RightArm", "RightForearm", "RightArm", "Rightforearmroll", "RightForearm", "rWrist", "RightForearm", "RightHand", "RightForearm", "RightHandThumb1", "RightHand", "RightHandThumb2", "RightHandThumb1", "RightHandThumb3", "RightHandThumb2", "RightHandIndex1", "RightHand", "RightHandIndex2", "RightHandIndex1", "RightHandIndex3", "RightHandIndex2", "RightHandMiddle1", "RightHand", "RightHandMiddle2", "RightHandMiddle1", "RightHandMiddle3", "RightHandMiddle2", "RightHandRing", "RightHand", "RightHandRing1", "RightHandRing", "RightHandRing2", "RightHandRing1", "RightHandRing3", "RightHandRing2", "RightHandPinky1", "RightHand", "RightHandPinky2", "RightHandPinky1", "RightHandPinky3", "RightHandPinky2", "lfemur", "pelvis", "Leftupleg", "pelvis", "Leftuplegroll", "Leftupleg", "Leftleg", "Leftupleg", "Leftlegroll", "Leftleg", "Leftfoot", "Leftleg", "Lefttoebase", "Leftfoot", "rfemur", "pelvis", "Rightupleg", "pelvis", "Rightuplegroll", "Rightupleg", "Rightleg", "Rightupleg", "Rightlegroll", "Rightleg", "Rightfoot", "Rightleg", "Righttoebase", "Rightfoot", "slot_buttpack", "pelvis", "slot_backwpnl", "pelvis", "slot_backwpnr", "pelvis", "slot_backpack", "pelvis", "slot_patrolwpn", "pelvis", "launcher", "", "weapon", "", "camera", "" }; }; }; class CfgMovesMaleSdr; class gray_PeopleMoves : CfgMovesMaleSdr { skeletonName = "gray_arma2Skeleton"; collisionVertexPattern[] = {"1a", "2a", "3a", "4a", "5a", "6a", "7a", "8a", "1c", "2c", "3c", "4c", "5c", "6c", "7c", "8c", "1f", "2f", "3f", "4f", "5f", "6f", "7f", "8f"}; collisionGeomCompPattern[] = {1, 3, 6}; }; class CfgModels { class gray_Head { skeletonName="gray_arma2Skeleton"; sections[]={"osobnost","brejle"}; sectionsInherit=""; }; class gray_Person { skeletonName="gray_arma2Skeleton"; sections[]={"head_injury","body_injury","l_arm_injury","r_arm_injury","l_leg_injury","r_leg_injury","medic","zasleh"}; sectionsInherit="gray_Head"; }; class gray_arma2Skeleton:gray_Person{}; class gray:gray_Person{}; }; class CfgVehicles { }; access = 1; class All; class Thing; /*extern*/ class SoldierGB; class CW_giantant: SoldierGB { }; vehicleClass = "Colonel_well"; moves = "gray_PeopleMoves"; model = "\CW_giantant\gray.p3d"; weapons[] = {}; magazines[] = {}; displayName = "GiantAnt"; armor = 90; class eventhandlers { init = "_this exec ""\CW_giantant\ZOmbieinit.sqs"""; };
  6. Celastias

    The Undead Mod

    but once the undead mod comes back from the dead, we will have to deal with all the people from day Z screaming that this is a cheap knock off or copy, what do?!
  7. Celastias

    AI Improvement

    I am mainly just hoping for improved AI for CQC and in-door enviroments. From what I heard we will have basements and tunnels in A3. Also I hope that the building interiors have suitable proportions. I feel like a giant in the current buildings lol.
  8. Celastias

    The Undead Mod

    The first and best zombie mod for Arma 2!!! I hope that it might be ported over to Arma 3 when that is released, it will be so much more fun with the new ragdoll physics hehe. Can't wait for the new update. :)
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