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ligthert

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Everything posted by ligthert

  1. ligthert

    NLD Units

    Lowlands Tactical and LowLands Warrior are proud to present a new release of NLD Units bringing it to version 20150412. Changelog - v20150412 - Added Crielaards Apach AH-64D - Included Aplion's HAFM NH-90 and added a custom skin. - Added boxes for Ammo, Weapons, Grenades and Launchers - Squad and Team Leaders now have an UGL - SF MP5 now carry their own backpacks - Added 11AMB and KCT as insignia (should be selectable now in the Arsenal) - Minor fixes - Due to the inclusion of CUP Weapons, the Apache and the NH90 as untouched PBOs I've changed the version to the release date. Updates to the dependencies shouldn't give us a headache about the version number which is now virtually meaningless. Downloads Download is available at: http://lowtac.nl/NLD_Units/@NLD_Units.7z ( Please be gentle with our little server. ) Dependencies - @ASDG_JR Known issues - Rebranded CUP weapons still show their original version in the arsenal - SF (black) COMSPEC doesn't have a UAV table (like it should) Future plans Add a chinook, incorporate feedback and start on vehicles. Credits Textures : Smootch & Outlaw28 config.cpp : Sacha Ligthert & Smootch Models : Bohemia Interactive AH-64D : Crielaard (LowLands Warrior) MH-65 skin : JW (@MARSOF) Uniforms : Craig (@SP_Pack/NED_Pack) Fennek skin : [KGB] Cartman Leopard skin : [KGB] Cartman Weapons : Community Upgrade Project NH90 : Aplion Thanks - The wifes for their everlasting patience! - Aplion for his excellent NH-90! :) Licences Unless specified otherwise, this content uses the following license: Content based on @MARSOF by JW/Lewis: http://lowtac.nl/NLD_Units/eula.txt
  2. Congrats! :) Will play around with this. Looking forward to get this old MSO vibe back. :)
  3. ligthert

    NLD Units

    Hi BagPiperGuy, We will be replacing the vanilla NH-90 with HAFM in the next release. We already have the skins ready for the marine version, so we got this covered. :)
  4. ligthert

    NLD Units

    Lowlands Tactical and LowLands Warrior are proud to present a new release of NLD Units bringing it to version 0.1.7. We have teamed up with LowLands Warrior for this modset and we would like to hereby thank Neptune for his support and valuable contributions! Major changes in this release are: - Different weapons closer to home .kju kindly granted us permission to use the weapons in CUP. While the current implementation is somewhat odd it does offer a much needed change. - Better armour for helmets and plate-carriers Now we should die less often when getting hit, previous values were comparable with t-shirts and baseball caps :-( - Empty backpack for Arsenal/VAS This should prevent having the same items multiple times in your backpack. Other changes include respecing of the kit of several roles reflecting the adoption of CUP Weapons for the arsenal. Also SF forces have a unit with an MP5 for your CQB action! ;) Downloads Download is available at: http://lowtac.nl/NLD_Units/@NLD_Units.7z ( Please be gentle with our little server. ) Dependencies - @ASDG_JR Known issues - Rebranded CUP weapons still show their original version in the arsenal - SF (black) COMSPEC doesn't have a UAV table (like it should) - Still now insignia's (next release!) Future plans The goal is to turn v0.2 into a vehicle release. I cannot disclose or promise what will be in this release. Credits Textures: Smootch & Outlaw28 config.cpp: Sacha Ligthert & Smootch Models: Bohemia Interactive NH-90 skin: JW (@MARSOF) MH-65 skin: JW (@MARSOF) Uniforms: Craig (@SP_Pack/NED_Pack) Thanks - CrabNipplez for valuable feedback, hints, tips and pointers, this release is dedicated to you! :) - NyteMyre from TDNL for surviving the weirdest game session ever here at LowTac! :) Licences Unless specified otherwise, this content uses the following license: Content based on @MARSOF by JW/Lewis: http://lowtac.nl/NLD_Units/eula.txt
  5. ligthert

    Custom island , problem with houses

    And if you look for "House" instead of "House_F" (which is A3 only)?
  6. A few mirrors of these files: http://lowtac.nl/CUP/CUP_v1_1__2015_03_08.7z http://lab.ligthert.net/CUP/CUP_v1_1__2015_03_08.7z
  7. ligthert

    NLD Units

    Thanks! :)
  8. ligthert

    NLD Units

    NLD Units by Lowlands Tactical This is a new release mainly meant to fix small bugs and add small features. In the v0.2 release we hope to add other weapons and more helicopters! Download it from here: http://lowtac.nl/NLD_Units/@NLD_Units.7z PLEASE NOTE! Due to a clean-up in the config older scenarios will not work. I have no way around it at all at this point. My apologies for these growing pains. This is however easy to fix. 1) Go to the directory of your scenario and open your mission.sqm file with your favourite text editor. 2) Search for the following two lines: And replace this: with this: Changelog v0.1.5 - Clean-up of the config - Zeus support (thanks to a clean-up of the config) - AGM fast-roping support for the MH65 and the NH90 - SF units now have a regular pistol, but a silencer in the backpack (due to AGM) - Medics now Medic - Engineers now Engineer - Explosive Specialists now Deactivate - Haters now hate Known Issues - Changing Backpacks in VAS/Arsenal may give you all the gear in the backpack (again) - MH65 pilots sometimes stand in their seats. This is a rare occurrence, but this is with BIS (I think). Credits - PingWing to point-out the flaws in our previous release (many thanks!) - CrabNipplez for valuable feedback - Tangodown: Tactical Gaming Community and Dutch Lions Community for secretly testing this for us! ;) Licences Unless specified otherwise, this content uses the following license: Content based on @MARSOF by JW/Lewis: http://lowtac.nl/NLD_Units/eula.txt
  9. I can't seem to find anything on google or the biki, also my experiments have failed. I am trying to gather the available hitpoints available to a unit. If I do for example: getarray(configfile >> "CfgVehicles" >> "B_Soldier_02_f" >> "HitPoints") This returns [] After some investigation configfile >> "CfgVehicles" >> "B_Soldier_02_f" hitpoints doesn't show up, but is a tree on itself. Turning every attempt to use getArray moot. Does anybody know how I can fetch these hitpoints? Thanks in advance! :)
  10. I have no idea what happened. The downloads are giving me a permission denied. EDIT: should work now
  11. My thanks for all your hard work.. I've enjoyed it in the past and will enjoy it in the future (until BIS breaks it ;) ).
  12. ligthert

    NLD Units

    FoxHound, Kecharles28: Many many thanks! :)
  13. ligthert

    NLD Units

    My apologies, should work now. :)
  14. Could you please list the classes of all the units and weapons in the first post please? It would make the mission maker in me very very very happy! :) Wait.. Imma idiot.. its in readme.txt. :-(
  15. Would it be possible to spawn on objects like a vehicle or a building (and when available in a passanger slot or a building index id)? This would be great! :)
  16. Stuff like this? http://i.imgur.com/a1u5YK7.png (4174 kB) Maybe an inheritence issue of the class that uses O_Soldier_F as its base.
  17. Try ASR_AI. I am having no problems with that.
  18. How does this script compare to the garrison script?
  19. After 2 issues on the issue tracker and being corrected by Arjay - this is for groups instead of individual units. So: _grp setVariable ["ALIVE_profileIgnore", true];
  20. I believe that these 3 variables are key in preventing your tanks from exploding. It seems that when you hit the fuel compartment things tend to blow up. Doable. But I would rather parameterize the sleep. Since 60 secs can be pretty steep.
  21. ligthert

    UPSMON Updated to ArmaIII

    Sweet! Saves me a ton of errors in the logs. :)
  22. Is there something similar that prevents the GC from deleting certain bodies or vehicles?
  23. I've being giving this some attention again and set up a few scenarios in Zargabad. This is like Fallujah a large city in terms of size and housing for the OPF/ArmA series, so these results will always differ compared to "normal" sized cities and towns. My findings are the following: - CQB takes time to initialize. In the past the whole of Altis took about depending on the scenario about 10 minutes up to 3.5 hours. This apparently got a speedboost in the new version (haven't tested it yet). Once it is going, its going. But depending on your city size it will place the units somewhere. But not necessarily where you want them (or need them). - Civilian count is limited by the "Active Limit(er)" field in one of the modules. While there is still a noticable difference between what is found is specified and what is spawned, it should work. Again, large city, mixed bag of results. Out of curiosity. I've been having some mixed results myself, hence my post. What mods/factions have you been using?
  24. I have to admit. I am seeing virtually the same happening on Zargabad. Only in the easten part of the city some civilians spawn. The same goes for the CQB module.
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