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Nichols

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Posts posted by Nichols


  1. On 2/9/2023 at 3:36 AM, beebah said:

    There's a new system of uniforms for the PLA, the type 21 uniform. Will the mod author be interested in updating the uniforms so they match? Also could a few vehicles be made too? Eg J31, Type 15 light tank, CS/LS7 submachine gun, Qbz191 service rifle + variants and lastly which could be a long stretch a static version of the new fujian aircraft carrier, similar in function to the vanilla uss freedom. Thanks for the awesome mod so far

    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.

    • Like 1

  2. On 5/31/2023 at 8:21 AM, TheConfessor said:

    Thanks, I've already downloaded AiO version. Now, I just need to figure, what should I do with all this variety...

    Ok, what are my impressions of NIArms:

    1. Excellent addition of firearms for any CUP or RHS mission maker, without their annoying "features" (e.g. CUP G36s default scope mount).

    2. MP5s textures need some fixing: why there is a "618" number on receiver and handguard?

    3. Some animations need fixing (G3 pistol grip, AUG A1 "error" message, AUG A3 handguard/foregrip).

    4. Some weapon packs are incomplete (AK-100 family, GL version of full-length G3s (A3 and A4), M249/Minimi variants, rifle grenades for G3 and FAL).

    5. AUG magazines are hiding behind arms in first person view.

    6. Problems with magazines compatibility with CUP weapons (G36 magazines from CUP and G36 rifles from NIArms). Magazines GUI are not Vanilla or CUP-compatible (even compatibility with RHS is partial).

    7. Inconsistence with weapon variants and their models. Some of RIS variants has anytime visible rails (like SIG 550), some - don't (G3, AK). It would be better, in my opinion, to make ONE variant, that would support weapon-specific (like L2A2 for FAL) AND Picatinny rail attachments.


    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. On 5/9/2023 at 4:48 PM, TheConfessor said:

    Hi, guys. Is there any way to download selected NIArms weapon sets? Do you have some kind of "compendium" of all your standalone mods with ACE/CUP/RHS compatibilities?

    Unfortunately, download links are not working. Plus, what about compatibility?

    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. On 12/27/2022 at 5:23 PM, oOKexOo said:

    I would keep two version of the mission: one with the extended objects (so you can edit it later if needed) and one where you apply the script below, which removes all extended objects and copies them as a script to the clipboard:

    
    rows = [];
    {
        private _model = getText (configfile >> "CfgVehicles" >> typeOf _x >> "model");
        rows pushBack format ["    [""%1"", %2, %3, %4]", _model, getPosWorld _x, vectorDir _x, vectorUp _x];
        delete3DENEntities [_x];
    } forEach ((all3DENEntities select 0) select {_x isKindOf "Eden_Exended_Object"});
    data = rows joinString ("," + endl);
    copyToClipboard ("{" + endl + "    (createSimpleObject [_x select 0, _x select 1]) setVectorDirAndUp [_x select 2, _x select 3];" + endl + "} forEach [" + endl + data + endl + "];" + endl);

    The script is meant to be executed in the debug console in Eden.

    You can paste the generated script then in the initServer.sqf, for instance.

    Thanks bud! I had completely forgotten about this one.

     


  5. On 1/14/2022 at 7:57 AM, sfod-d_snakebite said:

    Hello there. Happy new year (even if it's a little bit late 😛 ). Maybe this was already requested, but I admit that I was not read it all the thread. However my question is: do we have a vanilla water scooter with more "military skins"? I mean it rocks go in warzone with the flame on the side XD but not too serious 😛 So, there are a mod/reskin of the water scooter? Thx guys 🙂

    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

    • Like 1

  6. On 1/2/2022 at 11:43 AM, B_Fox said:

     

    Well with super accurate weapons (usually from mods or dlc) and little encumbrance the AI can turn around (full 180), shoot (1 round) and kill. Of course for a trained sniper or marksman you can excuse that but for the everyday grunt? of course not, that should be impossible! Now I do not know if that's what you mean but the AI has built in parameters to measure a variety of things that would affect this such as; encumbrance, stamina and suppression.There is a whole thread dedicated to AI facts and Myths.

     

    The AI has flaws for sure and from what I understand AI mods can tamper with surface level stuff but can never truly change core AI behavior. This is why there will always be the same flaw in the AI no matter how many mods you slap on top of it. But my point was what someone might deem realistic might not be realistic for others or for every situation. IMHO I believe in the search for realism we ended up just bogging down the AI with tools that they don't know how or when to properly use and I would think a more simpler and somewhat unrealistic approach would be more successful (in vcom a AI with a tripod can deploy a heavy weapons without the actual gun). I also believe that intelligent and even unintelligent behavior should be added even though it would be unrealistic behavior. And to get the AI to do specific tasks or orders should be left to specific waypoints or modules as seen in lambs, RHS, and Iron Front.


    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.

    • Like 1

  7. 3 hours ago, jrossi90 said:

    Sorry if this is a noob question, but I was hoping to get some advice on installing LAMBS Danger FSM on a dedicated server. I am running a Linux server, and traditionally I would copy that @Mod folder to the server directory, move some pbo's, modify the start command, and bob's your uncle. I can't seem to see any information for LAMBS Danger mod on how to get it to run on a dedicated server. Am I to package the folder(s) to a pbo and move it to the addons directory? Any help is appreciated.


    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.


  8. On 12/21/2021 at 5:48 PM, froggyluv said:

    Spandex Tights No-Nonsense guys


    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.

    • Like 1
    • Haha 1

  9. On 11/24/2021 at 3:05 AM, mankyle said:

    I would like to do an small scenario devoted to maritime recon, SAR and MIO (Maritime Interdiction Operations) but I lack mission making skills to do that.


    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.


  10. 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.

    • Thanks 1

  11. 2 hours ago, AtomicBoy said:

     

     

    Real Engine contains the MOD Real Armor, author's comment:


    Real Armor by Olds & Bakerman with the clean-up [real_armor.pbo]
    Adressing many requests to fix vanilla and RHS armor I found it appropriate to implement a Real Armor script that normalizes the armor properties of every vehicle making the vehicle damage model more realistic.

     

    https://steamcommunity.com/sharedfiles/filedetails/?id=2127693591&searchtext=Real+Armor+Mod

    Thanks for the link.

     


  12. On 12/26/2021 at 3:01 PM, beebah said:

    Ok, so please what else do you plan to add later? For anticipation sake

    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.

    • Like 2

  13. On 10/19/2021 at 1:51 AM, martinkopac44 said:

    What I believe would more people than me welcome is mod that adds Sig Sauer NGSW like MCX Spear 6.8 and LMG-6.8

    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.

     


  14. 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.


  15. 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.

    • Like 1
    • Sad 1

  16. 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.
     

    Spoiler
    
    //comment "Exported from Arsenal by Nichols";
    //[this,"SEAL_TeamLead"] execVM "loadouts\SEAL_Teamlead.sqf";
    
    waitUntil {!isNull player};
    _unit = _this select 0;
    
    //comment "Remove existing items";
    removeAllWeapons _this;
    removeAllItems _this;
    removeAllAssignedItems _this;
    removeUniform _this;
    removeVest _this;
    removeBackpack _this;
    removeHeadgear _this;
    removeGoggles _this;
    
    //comment "Add containers";
    _this forceAddUniform "VSM_MulticamTropic_Camo_SS";
    _this addItemToUniform "ACE_Flashlight_XL50";
    _this addItemToUniform "ACE_MapTools";
    _this addItemToUniform "ACE_microDAGR";
    _this addItemToUniform "ACE_plasmaIV_500";
    _this addItemToUniform "ACE_EarPlugs";
    for "_i" from 1 to 3 do {_this addItemToUniform "ACE_epinephrine";};
    for "_i" from 1 to 3 do {_this addItemToUniform "ACE_morphine";};
    for "_i" from 1 to 10 do {_this addItemToUniform "ACE_packingBandage";};
    for "_i" from 1 to 4 do {_this addItemToUniform "ACE_tourniquet";};
    for "_i" from 1 to 15 do {_this addItemToUniform "ACE_elasticBandage";};
    for "_i" from 1 to 2 do {_this addItemToUniform "ACE_CableTie";};
    for "_i" from 1 to 2 do {_this addItemToUniform "ACE_IR_Strobe_Item";};
    _this addVest "VSM_LBT6094_operator_multicamTropic";
    for "_i" from 1 to 3 do {_this addItemToVest "hlc_13Rnd_9x19_B_P228";};
    for "_i" from 1 to 6 do {_this addItemToVest "SMA_30Rnd_68x43_BT";};
    for "_i" from 1 to 5 do {_this addItemToVest "SMA_30Rnd_68x43_BT_IR";};
    for "_i" from 1 to 2 do {_this addItemToVest "SmokeShell";};
    for "_i" from 1 to 4 do {_this addItemToVest "ACE_M84";};
    for "_i" from 1 to 2 do {_this addItemToVest "HandGrenade";};
    for "_i" from 1 to 2 do {_this addItemToVest "SmokeShellGreen";};
    for "_i" from 1 to 2 do {_this addItemToVest "SmokeShellPurple";};
    for "_i" from 1 to 2 do {_this addItemToVest "SmokeShellRed";};
    _this addBackpack "VSM_MulticamTropic_Backpack_Kitbag";
    _this addItemToBackpack "tfw_rf3080Item";
    _this additemtoBackpack "VSM_MulticamTropic_Boonie";
    for "_i" from 1 to 6 do {_this addItemToBackpack "Laserbatteries";};
    _this addHeadgear "VSM_MulticamTropic_OPS_2";
    
    //comment "Add weapons";
    _this addWeapon "SMA_ACRREMMOECQBblk";
    _this addPrimaryWeaponItem "SMA_supp1BOD_556";
    _this addPrimaryWeaponItem "SMA_SFPEQ_ACRTOP_BLK";
    _this addPrimaryWeaponItem "optic_DMS";
    _this addPrimaryWeaponItem "SMA_Gripod_01";
    _this addWeapon "hlc_pistol_P229R_Combat";
    _this addHandgunItem "hlc_muzzle_TiRant9S";
    _this addHandgunItem "hlc_acc_TLR1";
    _this addHandgunItem "HLC_optic228_Siglite";
    _this addWeapon "Laserdesignator_01_khk_F";
    
    //comment "Add items";
    _this linkItem "ItemMap";
    _this linkItem "ItemCompass";
    _this linkItem "ItemWatch";
    _this linkItem "tf_anprc152";
    _this linkItem "ItemGPS";
    _this linkItem "A3_GPNVG18b_REC_BLK_F";
    
    //comment "Set Medical Class";
    _this setVariable ["ace_medical_medicClass",2];

     

     


  17. On 6/30/2019 at 11:04 PM, Schokodiva said:

    In the  Leadout you write:  remove....

    Can i only say: AddItem... Without clear it first ? I think its Overwrite the Old loadout... Am i right ?

    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.


  18. On 9/13/2020 at 9:52 PM, hoods0311 said:

    @Spaceman0372 Not sure if you are still receiving notifications or not, do you have any plans to continue work on the Big Dick Pipe-Layer LMGs?  Can I continue work on these and give cedit?  Former 0365 06-17 Semper Fi

    @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.

    • Like 1
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