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lynx75

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Posts posted by lynx75


  1. 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


  2. 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.


  3. 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


  4. 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


  5. 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.


  6. 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.


  7. 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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