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Posts posted by lynx75
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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
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 :
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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
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Great mod. Good work. I really appreciate it. Thanks.
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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.
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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.
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Really good work, thank you very much
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You've right, the classname list should be better sorted. I will release a upgraded version with a better gui.
Thanks for using it.
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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.
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though we are Having a few Probs with VAS and Radio IDs I think.
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.
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Thank you for this awesome mod.
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Great units by the way mateThanks Deny
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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
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Amazing news, thanks to all JSRS Studio members for this great work
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@Dav: Thanks for feedback. Issues will be fixed next release.
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What camo are they using? Looks interesting from the screenshot.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
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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:
DOWNLOAD LINK :
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 :
Enjoy the armaverse,
Lynx
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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
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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
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Exact, BUT I have used some limitations :1. the function fired by the event handler is temporised to every 30sec.
2. there is a ground level of 1.5 knowledge level over witch there is no broadcast.
3. the knowledge level takes time to decrease.
I read the script too fast, this limitations sounds good. Thanks for your answer.
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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.
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It looks promizing. Keep up this great work.
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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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Yes it is possible :)
ACE3 - A collaborative merger between AGM, CSE, and ACE
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted
Cool ! Very good news.