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Nichols

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Everything posted by Nichols

  1. Nichols

    PLA Forces

    There is already a mod for the QBZ191 and a few others but you will have to look for them on the workshop. I don't have links readily available.
  2. Nichols

    NIArms Release Thread

    I believer Toaie is going back through and doing updates on older models. I thought I saw that in a twitter post on there but now I can not find it. Some of the issues you are bringing up with the magazine compatibility is because you need a compat mod to use those specific ones. Also when various mods get updated like CUP and RHS is tends to break compatibility mods for ammunition occasionally. If you know about the compatibility mods for ammunition; I would start with that if something is "broken" and if you didn't know then you're welcome.
  3. Nichols

    NIArms Release Thread

    All of the weapon mods are available via the Steam Workshop as well. I personally find it easier to just use the All in One version off the workshop and if you need something specific well...you know where it is in your mod files.
  4. Nichols

    Eden Extended Objects

    Thanks bud! I had completely forgotten about this one.
  5. Nichols

    Land Navigation mod

    I wish this mod was still around!
  6. Nichols

    ARMA 3 Addon Request Thread

    There was one made back in 2016. https://steamcommunity.com/sharedfiles/filedetails/?id=804802280 and this one was updated in 2017 https://steamcommunity.com/sharedfiles/filedetails/?id=328962087
  7. Nichols

    LAMBS Improved Danger.fsm

    I don't disagree with what you are saying here but I do think that the amount of behavior mods is on the mission designer/community mission team to test extensively to see if it works for them and the group as a whole even likes what it does. As someone that likes to build missions I also like them to be somewhat controllable from a Zeus perspective. Meaning the Zeus should have the ability to redirect without constantly fighting the AI to do what they need done or by extension just allow the Zeus to oversee what is happening without making it overly complicated.
  8. Two things here...this is not the help location and you should be asking this in the LAMBS Danger thread. There might be a little bit of a better chance of someone answering in the thread. However I believe you have to have the mod in place in the mission file and I believe a module or at least some config work in the details before it just magically works. At least that is what I would do as a mission maker in the past.
  9. Nichols

    Impact

    Can't wait to see how this unfolds; it is a very interesting mod and idea.
  10. Nichols

    Gulf War

    I'll take that role as well. I've always wanted to be a No-Nonsense Spandex wearing dude. Might accentuate the beer belly and bad knees a little bit better than my work pants and long sleeve shirts.
  11. Nichols

    Hyuga Class DDH

    If you are still interested in doing the mission you are talking about please shoot me a message. I can give you a hand with it but will need some time to reacquaint myself with the proper tools to make it function. I have done several missions on land but never done anything regarding boarding a ship whether it was stationary or moving. Would be fun to give it a shot and learn something new at the same time.
  12. Also @hcpookie I know you mentioned a while back that you were working on the QBZ-191 weapon but I found this one on the Steam Workshop today. I haven't downloaded it yet to see what it looks like in game but I am going to do that since I am working on updating all my PLA factions to current looks and will also jump into the texture world and attempt to make the "Starry Sky" camo for the new PLA uniforms as well for my factions.
  13. Nichols

    Real Armor Mod

    Thanks for the link.
  14. The answer will come when it comes. @hcpookie is like many of us in the modding community and we have real paying jobs and families and those all take precedence; especially around the holidays/end of the year. Please be patient and understand that sometimes the answers are not easy to give.
  15. Nichols

    Real Armor Mod

    I know this is an ancient thread and my post will bring it back up to the top but does anyone know where this mod can be found now?
  16. Nichols

    ARMA 3 Addon Request Thread

    It is in the works but the plan is to have all the NGSW weapons available including the MG-338 from Sig Sauer. No timetable for it; I do know another person is already working on the configs for his version of the mod but I don't know much about it other than that. If I can get mine done it will hit the workshop sooner, rather than later.
  17. Nichols

    ARMA 3 Addon Request Thread

    Since Armaholic is gone I haven't seen this map anywhere and I can't find it in my backups and I think it might be stuck on an old and possibly dead HDD that I can't get to recognize in the computer. So would anyone happen to know where it can be located along with the assets to make it work? I am wanting to boot up an old Arma 2 mission and play it again. For reference if anyone doesn't remember it the terrain was done by Aplion and is found on the A2 forums here.
  18. So how many of us liked the original Black Hornet Nano UAV mod that was entered into the Make Arma Not War contest? I know I was one for sure and I have used it many times building missions or playing single player stuff over the last few years but always end up removing the mod from my missions because of the following things I wanted to see done a little differently. TO DO LIST Be an inventory item IF at all possible; not have to be a part of the UAV backpack. FLIR, NV and DTV views decided to stick with changing views as normal as it would have been a true pain in the butt creating something entirely new for this little bugger. Fast recharge rate; or automatic recharge to simulate replacement of the battery pack. realistic flight time and distance. Easy to interact with and use the vanilla UAV controller. Ability to adjust the colors of the drone in the Editor for usage in various terrains. (Most likely not going to be a priority at all. So going to scrap this portion entirely.) Finally the most important is to update the model of the drone to be similar to the current V3 version that FLIR offers to military and law enforcement groups around the world. So a few weeks ago I reached out to the maker of the original mod. He gave me permission to modify, tweak and otherwise update the mod as necessary. Thanks to him for allowing us to do these things. We hope we can pull off the things we want to do but without the support that he gave us by giving the source files and his permission we would not be as far ahead as we are now. So as of today I can report that we have pushed into the realm of approaching a first release for limited testing. The plan all along has been to update the drone to use some commands to make it an inventory item, recharge automatically, use the vanilla UAV controller and have the realistic flight time and distance. I was able to enlist the help of @toxicsludge to make a terrific 3D and it has turned out to be AWESOME. We are now on the right track testing wise and have identified a few areas of note that are going to be improved upon as soon as possible. As soon as we can it will be released on the Steam Workshop for all to mess around with and have fun. ----------------------------------------------------------------------------------- 16 August 2018: WIP 3D images ------------------------------------------------------------------------------------ Update 19 August 2018: Got the completed model and it looks AMAZING. The level of detail he put into it is off the charts good for the size that it will end up being. Our team is excited to get this sucker completed and out the door to you guys to play with. Finished model views: EARLY INTERNAL TEST RESULTS ARE IN: How to use the drone: There is no image yet for the drone so it will be a blank spot under miscellaneous items in the editor and you can control it with the vanilla UAV console in game. Use ACE self interaction to place the drone on the ground; then use the UAV console to locate the drone and you can give it waypoints and control that way. Otherwise you will not be able to find the thing in game if you don't use ACE self interact. Couple of known bugs: Weight seems to be causing a problem with flight; it might be way to light since Arma doesn't like objects that are super light. Speed is way off and probably tied to the weight of the item. Should be right at 6m/s (~21kmh) as the max speed but I had it up over 25m/s (~90kmh) yesterday in internal testing. Ability to have autonomous flight is most likely tied to weight and therefore not functioning properly as well since it seems that wind speed affects it. Update 13 March 2019 Name change of the mod. The Black Hornet PRS is the primary focus; just want to add in a couple of other items that will be extremely helpful for the future as well. Working to get an optic in here and available for use. Working on artwork for a change in the UI for the UAV controller screen. Might be able to have a customized version that looks very similar to real life PRS controller.
  19. Nichols

    Free Fall Off The Ramp

    Looks like a great improvement and can't wait to try it out in a new mission.
  20. Update for anyone still following this mod. It is no longer something I am proceeding with; the dream was to have a fully functioning Black Hornet PRS drone and it failed. The model size and the weights are the problems I have continued to battle with off and on for a long time. I have done everything from adjusting weighted boxes like @drebin052 suggested to changing most of the flight configs and working with samples from the A3 tools; and as he said the results are wildly inconsistent at any speed over a hover and that is just no acceptable to me or anyone trying to use it. As a result I have pulled it off the workshop but have the files still and maybe one day I will solve the issues and get it running. Hopefully the new Enfusion engine makes things like this easier to use and get functioning. We shall see then. So with that said I do believe the guys with the SPS mods have a version out (https://steamcommunity.com/sharedfiles/filedetails/?id=2457052493). I haven't played with it so I can not comment on how it functions but they are at least moving forward where I was unable to get over some problem areas. @FallujahMedic -FM- if you or one of the other mods could close this thread I would appreciate it.
  21. OK so I got a little bug in my head today where I wanted to go and make some adjustments to a few things I had used long ago. So I went and downloaded all the Massi faction stuff for USSOCOM and I opened up the old template DEVGRU_Hangar_Template linked here and updated it. I removed all the modded stuff as it was one of my pet peeves that I had to download and use mods that I didn't want to use for just one mission. I used to do it because I never felt like updating this thing to just vanilla. So this updated template only has 2 dependencies and I think 99.9% of the Arma 3 community uses them in one way or another and if you don't they are supremely simple to remove on your own. Mods needed are: ACE and CBA I left all the VAS and ASORGS stuff in the mission as I found they were really simple. I took out all the references to Massi's weapons at the weapons table so if you are wanting to use this for your own stuff then go into the game logics and just type in between the quotation marks in the init field which weapons you want to use there. I also updated the weapons crates to use the larger NATO webbing ones so you can stuff those suckers to the gills if that's your thing. Thanks to @syncie who originally built the stuff out. With all that said here is the Updated Special Mission Unit Hangar
  22. Yeah I've gone back and forth between lower weight and higher weight and even some crazy alterations to the model and it's just not working right. I'm sure I am missing something but not sure what.
  23. Nichols

    Loadout Script

    Good job there @Alleged Accomplice I haven't thought of doing it that way but I have seen it done before and it works nicely. I put my loadout script in the spoiler below. I create a loadout folder and place the following into a text file then rename it to the name of the slot (example is as follows: SEAL_TeamLead.sqf) and then I place the following into the init line of the players character in the editor. Example: ([this,"SEAL_TeamLead"] execVM "loadouts\SEAL_Teamlead.sqf";) and it runs when the person loads into that slot.
  24. Nichols

    Loadout Script

    You have to clear out the loadout before you start adding items to it; otherwise you will end up with vanilla loadouts or whatever loads your base player model faction is from.
  25. @hoods0311 the OP on this was from March of 2015 and he hasn't been on the forums here since July of 2015....probably not working on these anymore would be my guess.
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