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Posts posted by ligthert
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Lowlands Tactical is proud to present a new release of NLD Units bringing it to version 2018052213.
NLD_Units, a mod that adds Dutch units to ArmA 3 in several delicious flavours! With over 30 units with 11 different camouflages accompanied by the necessary items and backpacks this mod adds over a massive 300 new classes to the game!To summarize what this mod adds:
- 21 infantry units coming with 8 different camo's: Woodland, Desert, Winter, Jungle, NFP-Tan, NFP-Green, UN-Woodland and UN-Desert
- 10 Special Forces members coming in Black, MTP & KM
- Wheeled Vehicles coming in Woodland, Winter and Desert
- Armored Vehicles coming in Woodland and Desert
- Air Vehicles Armed & Unarmed
- Support Vehicles with crew
The units for now are (with a lack of 3D artists) reskins of BIS Units based on what we could find about our armed forces. As some may have figured out, it's been a while since our last release. With the team getting smaller and more irl stuff happening, we feel as though we won't be doing any more large updates to this mod. Some hotfixes if necessary and maybe some units here and there if they become available. For this reason we feel the best way to ensure the mod stays in working order is for to make use of dependencies, quite a few.
We are still open to suggestions and contributions in any way! :)Download:
You can download this release from: http://lowtac.nl/NLD_Units/@NLD_Units-2018052213.7zDependencies:
- CBA_A3
- CUP_weapons
- CUP_vehicles
- CUP_units
- ADR-97 Weapon Pack
- Firewills F16 + deps
- Aplions Hellenic Armed Forces mod - Helicopters
Changelog:
v2018052213
- Made ADR-97 Weapon Pack a dependency
- Made CUP Weapons a dependency
- Made CUP Units a dependency
- Made CUP Vehicles a dependency
- Made F-16 Fighting Falcon + deps a dependency
- Moved all DeltaGamer helicopters to the CUP variants. This should remove the error on startup and it gives us access to the CUP ecosystem for future vehicles aswell as dynamic loadouts for some vehicles! :)
- Made Aplion and NH90 + EC635 a dependency
- Revised Chinook textures, using cup chinooks
- Added F35 and F35 stealth
- Added 2 C130 versions
- Added Cougar MK II
- Added Boxer MRAV in 3 variants, M2 & MK19 armed and medevac (using cups strykers)
- Added previews for all units for Eden editor
- Replaced YPR's with cups M113 model (both in armed army & kmar and medical variant)
- Replaced MLRS's with cups MLRS's
- Added some mechanized groups
- Changed diemaco's standard scopes from ACOG to Elcan reflex sight (these allow NV zoomed in)
- Fixed group icon jungle anti armor team
- Fixed M1 helmet of the 80s units
- Fixed a few units weight by removing some ammo
Notes:
- Dutch Aviation Emergency Services can be found under Civilian.
- There is a F16C CAS AI version, which can be used for Alive Combat Support. This vehicle includes all the normal weapons.
- This mod is made to run in ArmA3 vanilla, adding mods like ACE3 or other mods can change the experience and loadout of this mod (although it shouldn't matter).Known issues:
- Rebranded CUP weapons still show their original version in the arsenalCredits:
Textures : Smootch, Shiftysean & Outlaw28
config.cpp : Sacha Ligthert, Shiftysean & Smootch
Models : Bohemia Interactive- 1
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Small update:
v2017040412
- Added DAF 4t interior after ArmA3's last hotfixDownload: http://lowtac.nl/NLD_Units/@NLD_Units-2017040412.7z
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It doesn't seem to work for me. Running Windows 7 in x64 (and as admin) and all and no beef. Other group I have contact with don't seem to have any issues with it for some magical reason. Any ideas what to look for to make debugging easier?
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I haven't gotten around updating the mission, long-story-short: sitting is removed from ACE3 and put into ACEX, so it barfs because of this.
Will fix this later this week. :)
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Congrats on your new mod release, I know that feel! :)
This said, can you please binarize your configs, we had some issues in the past where the configs of a mod wasn't binarized and the server would reject everyone with these signed PBOs :-(
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Will this work if I have CUP Terrains Complete instead of CUP Terrains and CUP Terrains Core?
Yes.
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- Added Versatile Expeditionary Commando Tactical Off Road (or VECTOR)
Cannot seam to find this in zeus, and is it the prowler from the APEX DLC?
I'll notify the author and blame him! ;)
But to answer your question: Yes!
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Much needed update!
v2016101310
- Fixed hitpoints on certain helmets
- Removed itemScope error during startup
- Added Woodland Helmet Camo
- Added optional TFAR Radio backpacks (4 camo's)
- Added 80's units
- Added Versatile Expeditionary Commando Tactical Off Road (or VECTOR)
- Added custom markers
- Added Group Icons
- Added flags
- Changed MINIMI and Ammo
- Added Special Forces Weapons (The APEX Expansion with this is now a dependency)
- Update SP_Pack Helmets
Known issues:
- The Apache gunner triggers a "MachineGun" error when switching weapons
- AA Units trigger error on spawn
- No Motorized and Mechanized groups (yet)
- NH-90 breaks the tailrotor when slingloading in some cases
Download: http://lowtac.nl/NLD_Units/@NLD_Units-2016101310.7z- 2
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I love the comradery between the mod teams here, ALiVE, ACE, and CUP. The Tweet says it all -- https://twitter.com/TupolovK/status/720343607010402305
Tups is the glue that keeps ArmA 3 together! :)
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Another SL_ tag, this might confuse some people. :)
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I've updated the repo at bitbucket with a different and more complete faction (NLDO_UA_UAF_95, the 95th Airmobile Brigade for NLD Units: OPFOR faction). I've basically refactored the group generation to include more types of groups (Motorized, mechanized, armored, air) and the corresponding icons. Long story short: ALiVE compatible faction out of the box. :)
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About
@SL_AISkill is a mod that sets the skill and other behavior of units determined by the admin or mission maker with commands made available by Bohemia Interactive for ArmA 3. Since BIS has improved the AI to the point where it satisfies my needs but vanilla still are Rambo Sniper AI, I needed a mod that reduced these skills without adding extra fluff. So I made this mode.
What differs from this mod (as far as I've seen) compared to other mods is that this just reduces the skill and allows you to change a few characteristics. And this either through SQF, triggers or a debug console on the fly in the way the script is set up (it loops).
Features- Sets AI skills to pleasing levels that allows for long firefights (and punishment if you make mistakes)
- Has default settings, but allows for changes to be made on the fly through scripting, triggers or the debug console
- Works with AI local to the game. So Zeus running this mod would set spawned unit skills automatically
- Makes use of SQF offered by ArmA 3
- @CBA_A3
When you load in the mod it should kick-off automagically. But you can enable/change features on the fly, just open the debug console, put it in the init of a unit, init.sqf of the scenario or in a trigger. These changes will be made during the next update cycle.
Apply these changes globally if you run zeus or just on the server when you have it running, only on the server.
Mod Operation- SL_AI_DEBUG (default: 0) When enabled (1) it will print an extra line at the end of each cycle telling how much AI it "enhanced"
- SL_AI_SLEEP (default: 60) Seconds between every cycle
- SL_AI_SIDE (default: ["EAST","GUER"]) This tells the mod which units to modify.
- SL_AI_ABILITY (default: 0.8) See https://community.bistudio.com/wiki/setUnitAbility
The following are set with https://community.bistudio.com/wiki/AI_Sub-skills
- SL_AI_AIMACC (default: 0.2 + (random 0.1) )
- SL_AI_AIMSHA (default: 0.15)
- SL_AI_AIMSPE (default: 0.25)
- SL_AI_SPOTDIST (default: 0.85)
- SL_AI_SPOTTIME (default: 0.7)
- SL_AI_COURAGE (default: 0.35)
- SL_AI_RELOADS (default: 0.8)
- SL_AI_CMNDS (default: 0.75)
- SL_AI_GENERAL (default: 0.75)
- SL_AI_FLEEING (default: 0) I hate my players. AI shouldn't run. See: https://community.bistudio.com/wiki/allowFleeing
- SL_AI_NOTIS (default: 1) Turn off thermals on vehicles and guns run by a side. This should prevent AI with .50-cals spawned by ALiVE checkpoints from ganking your from 1000m. To enable thermals again https://community.bistudio.com/wiki/disableTIEquipment.
- SL_AI_STAMINA (default: 1) Turn off fatigue for the fragfood so they can keep running while they happily kill you (with a rake).
- Doesn't make thee yet.
- Whistle for the perpetual reminder to finish this mod ;)
- Lowlands Tactical for being my lab rats! :D
- Initial release
Downloads
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configGenerator2 is a tool to aid modders in speeding up the development process of factions by automating a large portion of this process. I've written this tool because manually writing 1000s of lines of config is error prone and mind crushingly boring. With it I've created the Ukraine Border Guard faction for our NLD Units: OPFOR mod.
This tool is written in Python 3 and combines what makes and defines a faction written in YAML and puts this in a mold consisting out of a handful of jinja2 templates. After running this tool it should generate a config.cpp file that did most of the work and require some minor edits.
Please note that this tool is meant to speed up the process of generating config.cpp, not creating an error-less drop-in config.cpp. If you only need some group config, feel free to edit render.py.
I recommend using a single instance of this tool per faction. Because not all projects need all the features currently in the tool. If you need something changed, change it!
tl;dr: It creates from a bunch of files one big file so the modders have an easy time creating factions instead of churning out config.
Features:
- An easy way to create factions
- Easy to understand yaml configuration
- Properly indented config file through jinja2 templates
- Automates the creation of an otherwise dull and manually error prone config file
- Python v3 (Works on Linux too!)
- Texture files or class-names of your gear. This is something you have to do yourself
- http://sacha.ligthert.net/ARMA/configGenerator2-v2016.03.05.7z
- Clone from BitBucket: https://bitbucket.org/ligthert/configgenerator2/src
- It isn't bug free and it never intended to be
- cfgWeapons or cfgVehicles might have to many } on the end
v2016.03.05
- Initial release
- Lowlands Tactical's Smootch and ShiftySean for their patience. I must be the worst person to work with. ;)
This program requires python v3.x to run. I've developed this on v3.4 and v3.5, anything lower should work. While I developed this using Ubuntu 14.04 LTS I am going to assume you will be editing and running this using your prefered Windows version (mine is 7).
1. Download Python v3.5+
This bit is simple, go to https://www.python.org/downloads/ and download the latest version of python v3.x
2. Install Python
When installing this, please make sure you fully in stall it and tell it to add python to your installation path.
3. Download ConfigGen2
Go to https://bitbucket.org/ligthert/configgenerator2/downloads and download/clone yourself a copy of configGenerator v2. Unzip and stash it somewhere safely.
4. Installing dependencies
- Start cmd.exe
- cd to where you unzipped the configgenerator2 folder
- run pip3 install -r requirements.txt
- and let it do its thing
Final step of the road is running:
python render.py
This either will give you a lengthy config file ready for ArmA 3 or an error. With the latter,something went wrong. If this config, you can save it to a file by adding> config.cpp
at the end.Files
- render.py: This file glues the yaml and jinja2 together into a single tool
- writeConfig.py: The function definitions used by render.py to do its thing
- faction.yaml: This file tells you what the faction looks like, what a simple soldier looks like, what the gear looks like, what flags and insignia look like and what the basic load-out is the rifleman.
- infantry.yaml: this file tells what the different unit look like
- infantry_backpacks.yaml: what backpacks are there and what do they look like
- infantry_groups.yaml: Which groups are there and what do they look like
YAML
A word of warning: the yaml use 2 spaces as indenting. Do this the wrong way the tool will break.
Class names
The third line of faction.yaml says the following:
class: nldo_ua_uaf_bg
This class name shall serve as the base classname used throughout the faction to define units, backpacks, gear etc etc. Using nldo_ua_uaf_bg as an example.
A rifleman would be called:
nldo_ua_uaf_bg_rifleman
A backpack would be for example:
Please note that bp was added to indicate that this class is a backpack.nldo_ua_uaf_bg_bp_empty
Group classes in infantry_groups.yaml will automatically prepended:
( This is going to change in the future, since it can conflict with units)nldo_ua_uaf_bg_squad
If you look for example at the fire time:
team:
name: Fireteam
rank: 2
units:
- tl
- rifleman
- mmg
- at
This would create a group called nldo_ua_uaf_bg_team with the following team members:
nldo_ua_uaf_bg_tl
nldo_ua_uaf_bg_rifleman
nldo_ua_uaf_bg_mmg
nldo_ua_uaf_bg_at
Gear
Rifleman is the basic soldier. His loadout is defined in faction.yaml under items:, weapons: and magazines:. This is a list in yaml iterated through. But the rifleman isn't the only unit type, this is where infantry.yaml comes in. This tells which units there are and what they carry.
You can tell how a unit looks by defining the following:
- name: The name of the unit
- backpack: What the dude has on its back
- icon: What kind of icon this user has
- add_items: add extra items (1 per line) compared to the rifleman
- add_weapons: add extra weapons (1 per line) compared to the rifleman
- add_magazine: ^--- you get it
- weapons: Tells you which weapons the unit carries
- magazines: Tells you which magazines the unit carries
- isMedic: is the unit a medic?
- isEngineer: is the unit an engineer?
- isExplosive: can he do things that go boom?
- canHideBodies: that is some operation flashpoint shit right there...
Backpacks
The backpack config is a bit odd do to how the config.cpp is made up:
ammo: magazines: - 150Rnd_762x54_Box_Tracer:2 - 30Rnd_556x45_Stanag:8 - smokeShell:4
This creates a backpack called nldo_ua_uaf_bg_bp_ammo and adds 2 belts for the AR, 8 stanag rounds and 4 party makers. The : is a delimiter here. Take a look at the infantry_backpacks.yaml for some more examples -
Some WIP stuff we are working on.
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Did you get any response from him? Would love to play this again.
I didn't receive a reply. But I did make an ACE3 version. :)
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Congrats on the 1.0 release. This is an achievement! :)
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Hi KillSwitch,
Has 0.5.27 been commited by any chance? I've recently installed a fresh Ubuntu box and installed the Linux mikero tools. Currently its running:
makepbo x32Version 1.90, Dll 5.20 ""Is there a direct link to a newer version of the linux tools?
(even on the new box I still get the same error: config.cpp In File x/alive/addons/amb_civ_command/script_component.hpp: Line 2 Cannot include file)
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Hi Massi,
Are there any plans to release the many factions you've made depending on this mod to release them with CUP Weapons as a dependency instead?
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I like what you did with the simple list, it certainly makes it for the scripter things a ton easier. :)
Good job!
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Thanks! Keep me posted. I am looking for feedback. :)This looks sick, looking forward to testing :D
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Sacha's Undead Survival Sandbox v0.3
by Sacha Ligthert
What is this?
This is (just like with Roadblock Duty) an ArmA 3 port of the original Dynamic Zombie Sandbox for ArmA 2, because I am a nostalgic sucker.
This is a sandbox based on zombies and demons. It spawns in random zombies (the slow variatie) based on given parameters, cars to drive around in, fortifications to build your bases and loot to use against Zombies. It is in every way a sandbox!
This scenario features:
- Random spawn options!
- Over 15 parameters that allows you to play the game as you wish.
- A non-stop stream of zombies out there to eat you!
- Random weapons
- Random Fortifications
- Random loot
- R3F Logistics for base building
- Realistic Repair script by Zealot111
- Best played with friends!
This scenario is still being developed so there are still some bugs.
Downloads
http://sacha.ligthert.net/ARMA/3/Undead%20Survival%20Sandbox%20v0.3.7z
Requirements
Zombies and Demons
Future features/todo list
I hope to include the following features in future releases
- Persistent bases and player ( so you can run the )
- ACE3 support
- Support for CUP weapons
- More complex respawn options
- Finite zombies, this allows for cleaning up the island
Known issues
Please note that this scenario is in an unfinished state. Monkies are working very hard on fixing this.
- Spawning as JIP is iffy (needs reworking)
- Fog is the bane of my existence
- ArmA 3
Thanks and Credits
- R3F for R3F Logistics
- Zealot111 for the repair script
- Lowlands Tactical for being my perpetual test subjects
- Some weird British kid for testing- 2
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Ryan, Sanchez,
Thanks for the update! This update made my life a whole lot easier. :-)
This said, I'm busy with a Dynamic Zombie Sandbox-esque scenario based on this ( for now conviniently called Zombie Survival Sandbox ) and while it is nearing a state that warrents its first Public release I have a question about the loot module.I would like to configure arrays after the scenario has started to allow the inclusion of ace and cup depending on the params. Is there a way for me to access the script behind the module and feed it custom arrays?It seems I can add and remove elements from ryanzombiesitems and ryanzombiesitemsSoldier arrays etc etc on the server. :)
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Hi Ryan,
First of all: thanks for this excellent mod. I've played a lot with Celery's zombies in ArmA 2 and your mod is the first mod that just didn't come close, but also surpassed it. With our clan we've done our fair share of ops with your mod and we are thankful for it.
We had to make our fair share of changes to it, and I hope these are some changes you would consider for a possible next release:
- ACE3 intergration further up this page has been merged.
- I've binarized the config.cpp, it gave issues otherwise when signing the pbo (we have a custom key for a custom modset)
Things on the todolist to is reducing the growl. Currently you can hear a zombie from 300m and from 100m it is asif they are next to you. I understand they have to be scary and intimidating, this defeats that purpose a bit.
Want me to send you the diffs?
Again, thanks! Keep up the good work! :)
S.
After Action Review - by Lowlands Warrior
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted
I suspected that you would use TacView for this when you wrote "The battlefield is going to be exported into CSV format and ready through an external application afterwards.". The showstoppers for me were the the one-unit-per-csv limit and the it is borderline impossible to get A3 (height)maps into TV. So I dropped this idea on my end.