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Nichols

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Everything posted by Nichols

  1. @hcpookie I thought I had mentioned this another time but I may have over looked it by accident. It continues to stack in the RPT and creates problems down the road for our server. Thanks in advance. https://steamcommunity.com/sharedfiles/filedetails/?id=1655855985
  2. All you have to do is go into the editor and do a copy for the class names in the attributes section.
  3. Nichols

    Next DLC

    Females character and animations...removing the constant movement/twitching and completely removing the unrealistic head bob. That is the next DLC. 👹
  4. UPDATE 19 February: Well I figured with the recent activity a little extra update was due today. Not a lot of progress but I did make a discovery in the weight area and are going to try and push the weight out of the <1 range and move it up closer to 5 to see what happens. It should not make a big impact on the space taken up in the backpack/chest rigs but it might have a minor impact. We shall see. Still battling the winds on my test box is a pain in the rear but getting better. One of the guys working on the config is looking at three camera views in EO/thermal; those being front, 45° down and 90° down. This is a new adjustment and we are going to see if it works as he thinks it can. Now have to find a way to make it where the AI doesn't notice it unless it is flying right at eye level or below. Right now the AI will shoot at the dang thing when it gets close...need to find a way to make it invisible without making it invisible to the player so it can be picked up on return or when it sits down somewhere and is shown on the map. Lastly autonomous does not necessarily return due to the fact that it runs out of juice so fast; need to slow that down enough to make it close to real world.
  5. Anyone having issues using RHS or CUP AT weapons killing VME infantry fighting vehicles or armor?
  6. @hcpookie when using the VME EQ2050 MG vehicles the driver still can not be killed when I. The vehicle by shooting from any direction. I have a video from today that shows me as a player shooting from close range and then having to shoot out the tires to have the driver exit the vehicle before he can be killed. The Gunner was killed earlier when I shot him from a distance. I referenced this back in 2017 in this post as well.
  7. Now known as the 15th Airborne PLA faction mod. The future of this is to update/upgrade to where the various ones are all contained in a single mod in the future. With the latest release of the new VME PLA Mod; I have updated my faction mod and renamed it as well as changed some items around. This is not the final release and it will continue to be refined as needed in order to update and add items as they get fixed in the VME PLA Mod being maintained by @hcpookie. ***************************************************************************************** This version of the mod includes a Special Operations team based on information obtained that the PLA calls this SOF Team "Thor". In the mod they are a 10 man team that is included in the Special Forces section of the faction. If you find any glaring bugs with how something spawns please feel free to shoot me a message. However I am at the mercy of the mod developers in the speed with which they can fix major issues. If it is a simple config issue I should be able to fix it easily. Thanks for taking a look and I hope you enjoy messing around with these characters. **ALiVE is not required to use the mod but it surely helps it quite a bit.** Many thanks to the VME Mod Development team for the hard work and dedication that you all have put into bringing the Chinese military to life in Arma 3. Faction Classname: O_CNAirborne Display Faction Name = 15th_Airborne_PLA New unit released using only Multicam from the VME PLA Mod. 15th Airborne PLA (Multicam) NOW RELEASED! Faction Classname = O_CNPLA Unit Class Names Listed Below in Spoiler section:
  8. Updated with correct Key and made a change in the pbo based on how items are exported from the ALiVE ORBAT Creator.
  9. New 15th Airborne PLA (Multicam) faction released.
  10. Nichols

    (SMA) Specialist Military Arms

    Thanks for the heads up on that information there @Spartan0536. Once I started reading your post I remembered a thread here in the forums from a while back that I think you commented on or started that detailed some pieces and parts of this as well. I wish BI had done a little better with their base ammunition configs but I guess they are limited by the engine itself to some degree. Which brings up a question for me of what it would be like for the Enfusion engine being used in the DayZ game? BUT that takes us down a terrible rabbit hole....best to stay on target so to speak. Also wondering if anyone has had contact with @blazenchamber about possibly taking over the upkeep and future movement forward of the SMA pack? I know Toadie does great work and in fact I am particularly fond of the upcoming Nightforce optic in that pack...wink, wink.
  11. @john111 I don't think those aspects are possible with the way it works to have a safe navigation route. Also the convoy functions in ALiVE have been disabled for quite a while now due to some functional problems with the way units travel in the ALiVE virtualization. @spyderblack723 had or has a mission that will auto generate the modules on the map or maybe they are the basics that are prepositioned so you can use it as a template for all other ALiVE based missions.
  12. @hcpookie For the future we need this one in the mod. SR-5
  13. WIP Update 2/9/19 Big step forward today.... https://gyazo.com/bc4a2ab1fd6662da244d9c67fd27e269
  14. If you guys that have it loading and working bwould share a mission file for the others here that want to see how you are doing it; that would be great and a huge assist in the mission making life.
  15. You can add in an Optional PBO from ACEX which allows you to pick up and wear other clothes in the game like you are asking to do. I put it in an optionals mod for an old mission here... https://steamcommunity.com/sharedfiles/filedetails/?id=1581682881
  16. Nichols

    Alternative to Ace3?

    You can load it up in single player sessions and just use it.
  17. Nichols

    NIArms Release Thread

    Does anyone know if the updated HK416's added to the NIArms All in One pack on the Steam Workshop? The last update to it appears to have been before the 416 update.
  18. As I mentioned....its being worked on and as soon as it is ready we will be glad to get it out to a few communities to do some testing for us. Timeline....before the end of time is what we are shooting for; sorry but that is the best I can do.
  19. Nichols

    (SMA) Specialist Military Arms

    Yeah too bad the 6.8 SPC ammo needs to be reworked on this one. There is no way a BTHP projectile is going to penetrate high level body armor at 600-800 meters as compared to an FMJ projectile. However the BTHP ammo they have configed is amazing and basically downs almost everything in one shot as compared to FMJ ammo in the ACR rifles.
  20. @WAR326 could you share the results via a mission file? I would like to take a look at how you have it setup to function together. Thanks
  21. Nichols

    [FOX] Ambient Airspace

    Pretty slick would love to see this compatible with Dedicated as well.
  22. Well we weren't quite successful with our anticipated release by the end of the year. Our first attempt to edit the configs was a little bit confusing due to the size of the 3d model. Let's just say that a certain triangular shaped starship that is from a series of wars in the stars was smaller in scale than the model. Kinda hard to get it in a backpack, but it's all good now. So while we finish up we just wanted to let you all know that the goal is in reach and we hope to have a quality product finished soon. And have it out to you all soon after final testing is done. We hope you will continue to be patient with us as we work to get the little bugger out the door. We hope you all had a great time in 2018 and that 2019 will treat you even better.
  23. No worries @TonyStarkBR didn't think about the English not being a first language part. Hope you got the understand from @Play3r with the google translate.
  24. @Damian90 you do realize that they are separate on many of the vehicles in real life right? The ZBD04 has a separate ATGM launcher from the main gun. The ZBD05 uses a main gun launched 105mm beam riding missile. So I would think that the way that they have it done is spot on for most if not all of the Chinese armored fighting vehicles.
  25. This script/mod adds great immersion to the overall aspect of the game from a PvE perspective. I agree with @0Y0 that its kinda bad to see an AI group pass right by another AI who was the last in his team to be alive but is wounded and they don't even check on the poor fellow. Not sure how that would work as I think it would add too much to the mission and might create lag or use server cycles which could be used elsewhere.
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