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lynx75

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Everything posted by lynx75

  1. NRF Units by CORP Modding Studio The NRF Units represent a fictional special force of the Nato Response Force. The mod add a new Nato faction, helmets, uniforms, MX custom serie, NVG, titan, backpacks, diving camo and rebreather. Credits: Bohemia Interactive Studio CORP Modding Studio Special Thanks to : Bigpickle : for SpeedOfSound from wich the custom mx sound is based on. Requirement: ASDG Joint Rails DOWNLOAD LINK : @NRF_Units_v04.rar Current Version : 0.4 ChangeLog V0.4 - Delete: uniform's textures randomisation - Added: flektarn camo uniforms (Wood, desert, BW, snow and tropical variants) - Added: flektarn camo platecarriers and heavy platecarriers - Added: flektarn camo kitbags and carryall backpacks - Added: flektarn camo bandanas - Added: flektarn camo light ECH, ECH, Mich and ghillies helmets - Added: flektarn camo soldiers at NRF faction V0.3 - Uniform texture tweaks V0.2 - Blue artefact texture on helmet fixed - ASDG compatibility - Vest radio texture reworked - MX GL fixed - Arsenal uniform viewer fixed - Add Titan AA and AT AI to the faction Here some pictures : NRF_Units_Screen1 NRF_Units_Screen2 NRF_Units_Screen3 NRF_Units_Screen4 NRF_Units_Screen5 Enjoy the armaverse, Lynx
  2. lynx75

    NRF Units

    Hi, this his the final version of the NRF Units (v04) This mod was first created by the GID Modding Studio which was the modding team of the GID. The GID team is now closed. Some of GID players have created a new team called "CORP". Thats why the GID Modding Studio is now called CORP Modding Studio (Tactical Hand Sign mod is from us). All classnames have changed, so this version breaks the old naming policy. Thanks for your understanding @NRF_Units_v04 Changelog V0.4 Delete: uniform's textures randomisation Added: Flektarn camo uniforms (Wood, desert, BW, snow and tropical variants) Added: Flektarn camo platecarriers and heavy platecarriers Added: Flektarn camo kitbags and carryall backpacks Added: Flektarn camo bandanas Added: Flektarn camo light ECH, ECH, Mich and ghillies helmets Added: Flektarn camo soldiers at NRF faction Here some new pictures : NRF_Units_Screen1 NRF_Units_Screen2 NRF_Units_Screen3 NRF_Units_Screen4 NRF_Units_Screen5
  3. Hi, this addon is great. Unfortunately it is not compatible with the task force radio keys binding system using CBA functions. Could you provide an upgraded version please ? After retesting, all is fine.;) Thanks for your work
  4. Great mod. Good work. I really appreciate it. Thanks.
  5. Hi everyone, i ve made a script to place very precisely all placable object with 3D view feature. I use it for mission design in my team (GID). I think its time for a first public release for the benefit of this great community. All mission designers know about time consuming with precise object placement. Usage : This script provides a userfriendly precise 3D object placement tool based on the BIS Splendid camera. This is a usefull tool for confirmed mission designer. Installation : 1 - Put the LxOPS directory inside your mission 2 - declare #include "LxOPS\lxOPS_dlg.hpp" in your description.ext 3 - create an empty script 5 - create a repeatedly radio trigger with the following activation code : nul = [] execVM "LxOPS\lxOPS.sqf"; 4 - play with the object positioning system (radio menu 0-0-1) - press copy button for the locked object - paste the code stuff in your script (ctrl + V) - unlock object and create new one 5 - call your script at the beginning of the mission (server side) 6 - When you ve finished, Suppress the line #include "LxOPS\lxOPS_dlg.hpp" from your description.ext and delete LxOPS directory from your mission Features: - Objects list not hard coded (CfgVehicles config explorer with scope > 0) - creation/deletion - translation/rotation with increment options (0.001m - 10m, 0.001° to 10°) - save created object in a script called on server side when you want - Pitch/Bank Rotation - ATL/ASL coordinates system - Object Filter - Log object charracteristics in RPT - Surface/Submarine object placement Short description: The script provides means to create/delete/translate/rotate all placable objects in 3D view by exploring the CfgVehicles. Press New object to create a new object, lock it with the Lock button. You can change its class by clicking in the list. The list is all your CfgVehicles with scope > 0, so becarefull, there is some objects not placeable. Try to use is with Land_... or vehicles (at the end of the list). Do not use it for IA spawn. Use BIS function instead. When an object is locked, you can translate and rotate it. Choose the increment you want in the combobox. Press the copy button to copy all the code stuff required to spawn the object. Go to your spawn script (in the mission demo its initBuildings.sqf) and press ctrl+v at the end of the file to write the code. Go back to the preview (press alt to switch the Splendide camera speed), unlock the object and play again V1.31 Fix the float to string conversion for altitude V1.3 Changed : conversion of position to string with high precision (5DM) V1.2 Add new combo box to enable/disable object simulation Changed log button to log required code in RPT Changed updated GUI Resources V1.1 Pitch/Bank feature UI improvment Surface/Submarine object placement Add log button to write object characteristic in RPT Add filter combobox Add ASL/ATL switch coordinates system Add Reset button for horizontality, normal surface, ATL level, ASL level Code improvment V1.0 : First release. Only objects on ground. There is a correlation between Splendid Camera and Vehicles list when you use the scroll bar of the list, use scroll mouse instead. Dont forget to press alt when you switch from preview and desktop to paste the code, because of alt+tab, switch the camera speed. Credits & thanks: Bohemia Interactive for Arma 3 Karel Moricky (BIS) author of the BIS splendid camera Download link V1.3 : (script and demo mission) http://www.mediafire.com/download/6ycx1b9h7bje40v/object_positioning_system_v1_31.rar
  6. Hi Knobee, thanks for report. All splendid cam features are available (open your map to see your camera facing direction or pressing escape and space bar to teleport you) We are currently working on the next version of the LxOPS. It will be a much more powerfull tool than this little script :p. Be patient.
  7. You have to lock/unlock the object with the camera to select it with the "lock orange button". Then you can use rotation/translation buttons with selected increment (combo box) to move the object. Please read carefully the readme file, this is not a 3D Editor, its just a little usefull tool. You have to copy in the clipboard the spawn code by pressing the copy button and paste it (ctrl + v) in your own mission scripts, the tool doesn't write into the .sqm.
  8. lynx75

    Map Imrali Island

    Really good work, thank you very much
  9. You've right, the classname list should be better sorted. I will release a upgraded version with a better gui. Thanks for using it.
  10. lynx75

    NRF Units

    Hi, A new version of the NRF Units is available (v0.3) The NATO flag has been fixed on the uniforms. First link and screenshots updated.
  11. lynx75

    ACRE2 Public Beta Release

    Hi BLIP, never save radio in VAS profile. A unique ID is given to the player when you take a radio, this ID should be unique so dont load VAS profile with saved ACRE otherwise players could have same ID.
  12. lynx75

    ACRE2 Public Beta Release

    Thank you for this awesome mod.
  13. lynx75

    NRF Units

    Thanks Deny
  14. lynx75

    NRF Units

    New version : first link updated Version : 0.2 ChangeLog: - Blue artefact texture on helmet fixed - ASDG compatibility - vest radio texture reworked - MX GL fixed - Arsenal uniform viewer fixed - add Titan AA and AT AI to the faction Lynx
  15. Amazing news, thanks to all JSRS Studio members for this great work
  16. lynx75

    NRF Units

    @Dav: Thanks for feedback. Issues will be fixed next release.
  17. lynx75

    NRF Units

    Its a custom forest camo for standard units and custom flecktarn camo for divers. These units are the result of the GMS team work and have high level of details (check the radio screen on the unit ;) ). They are designed to be played. @Foxhound and Armaholic team: Thanks for hosting
  18. Just want to say thank you very much for your awesome work. Your mod add a complete heath care dimension in our realistic coop game play. Thanks X39
  19. You could try this for very precise 3D placement. Its a scripting solution. You have to save your compositions in scripts. No more .sqm, just .sqf. http://forums.bistudio.com/showthread.php?160709-GID-Object-Positioning-System
  20. lynx75

    R3F_AiComTarget

    I read the script too fast, this limitations sounds good. Thanks for your answer.
  21. lynx75

    R3F_AiComTarget

    Interresting way to reveal player position and forcing AI suppressing fire. I have a question regarding the performance when i look into the system. Basicaly, each player triggered a fire event handler. When they fire without silencer, a nearestEntities of "Land" type is executed up to 600 meter around and a the resulting array is send to the server using publicVariableServer command. When the server received the array, an processing of each AI entitie of the array is done to change behaviour and force suppressing fire. It seems that the server will process the same entity again and again because there is the same entitie in the array send by players each time the event handler is triggered. What is the impact on the network when 25 players are firing during several minutes ? Maybe a memory database on client side and server side to filter data and avoid AI overprocess on server side could be better to save server fps. Despite this, the approach is interresting. Thanks.
  22. lynx75

    Operation FrenchPoint

    It looks promizing. Keep up this great work.
  23. Hi MightyLad, thanks for your feedback. you have to set the record option. By default its ATL cordinates, select ATL, dir, pitch and Bank and copy your code. But if you just want to match the terrain, dont use pitch/bank rotation, this is for custom tweek. You have a combo box with the option "surface normal", this will automatically set the objet orientation to match the terrain, then save it using "ATL, dir, pitch and bank" option. You have the "disable simulation" option, which is very powerfull for performance and usefull to create little objects compositions. Remember that this is a first version with some problems. I will rework the entire tool to make it more powerfull and userfriendly. Thanks
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