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Ivnat

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About Ivnat

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  1. Ivnat

    Faces of War [WW2]

    Hello! I've been using this mod for a long time now, and your work is really good. I've enjoyed it with my unit as it provides a good variety of units with great textures (and the pacific maps are also really good). I'm starting a little project of my own to share with the community. I would like to ask for permission to retexture some of your german uniforms to adapt them to the 250th ID that fought in the eastern front. Cheers!
  2. Looking forward to try this mod! I find it quite original. We've got poses already, but not the ones we've seen in WWII photos. For sure it will enrich screenshots for the community. Keep it up!
  3. Hello! It's awesome how I managed to bring back a bunch of old friends into ArmA (they even bought Apex DLC) as soon as they heard about the UNSUNG mod was back. So far we had a lot of fun. As far as I recall, in ArmA 2 there was a compatibility .pbo for ACE. I've read somewhere that it is in your plans to make ace wounds compatible with the UNSUNG, but I haven't been able to confirm if it will be on Delta version. Any developer can confirm that? Keep it up! Your steam group is also great for news!
  4. My experience says that it works fine both dedicated and non-dedicated. As far as the server and every client has the mod installed, it should work without problem. On the other hand, thanks Zooloo75 for his work. We are enjoying it a lot in my community. Although right now we have an issue. We play the Unsung (Bravo release and patched) and since one week, it stopped working with the US units but plays fine with most of the civilian, VC and NVA. I can't figure out why. The only point it seems to work with the US is the left arm and for the whole body with the PBR units. I already found out it has something to do with the uniforms, as it works again with the same unit after we remove it. Will be there any fix o any way I can do it myself? Thank you!
  5. Hello! First I want to thank you for your efforts. My community enjoys a lot this mod. We are making our own unit mod and we are trying to add groups following the alive template, but we can't get motorized groups to work (but infantry seems to work perfectly). Here is the CfgGroups. class CfgGroups { class INDEP { class Unidades_8abc_flecktarn { name = "8a Comp Flecktarn"; class Infantry { name = "Infantry"; class flecktarnInfSentry { name = "Sentry"; // name = "Sentry"; side = 2; faction = "Unidades_8abc_flecktarn"; rarityGroup = 0.3; class Unit0 { side = 2; vehicle = "granadero_flecktarn"; rank = "CORPORAL"; position[] = {0,0,0}; }; class Unit1 { side = 2; vehicle = "fusilero_flecktarn"; rank = "PRIVATE"; position[] = {5,-5,0}; }; }; class flecktarnInfSquad { name = "Rifle Squad"; // name = "Rifle Squad"; side = 2; faction = "Unidades_8abc_flecktarn"; rarityGroup = 0.3; class Unit0 { side = 2; vehicle = "lu_flecktarn"; rank = "SERGEANT"; position[] = {0,0,0}; }; class Unit1 { side = 2; vehicle = "le_flecktarn"; rank = "SERGEANT"; position[] = {5,-5,0}; }; class Unit2 { side = 2; vehicle = "ametrallador_flecktarn"; rank = "CORPORAL"; position[] = {-5,-5,0}; }; class Unit3 { side = 2; vehicle = "especialistaAT_flecktarn"; rank = "PRIVATE"; position[] = {10,-10,0}; }; class Unit4 { side = 2; vehicle = "especialistaAT_flecktarn"; rank = "PRIVATE"; position[] = {-10,-10,0}; }; class Unit5 { side = 2; vehicle = "tccss_flecktarn"; rank = "CORPORAL"; position[] = {15,-15,0}; }; class Unit6 { side = 2; vehicle = "fusilero_flecktarn"; rank = "PRIVATE"; position[] = {-15,-15,0}; }; class Unit7 { side = 2; vehicle = "fusilero_flecktarn"; rank = "PRIVATE"; position[] = {20,-20,0}; }; }; class flecktarnInfSquad_Weapons { name = "Weapons Squad"; // name = "Weapons Squad"; side = 2; faction = "Unidades_8abc_flecktarn"; rarityGroup = 0.3; class Unit0 { side = 2; vehicle = "lu_flecktarn"; rank = "SERGEANT"; position[] = {0,0,0}; }; class Unit1 { side = 2; vehicle = "ametrallador_flecktarn"; rank = "SERGEANT"; position[] = {5,-5,0}; }; class Unit2 { side = 2; vehicle = "ametrallador_flecktarn"; rank = "CORPORAL"; position[] = {-5,-5,0}; }; class Unit3 { side = 2; vehicle = "especialistaAT_flecktarn"; rank = "SERGEANT"; position[] = {10,-10,0}; }; class Unit4 { side = 2; vehicle = "especialistaAT_flecktarn"; rank = "CORPORAL"; position[] = {-10,-10,0}; }; class Unit5 { side = 2; vehicle = "fusilero_flecktarn"; rank = "PRIVATE"; position[] = {-15,-15,0}; }; class Unit6 { side = 2; vehicle = "especialistaAT_flecktarn"; rank = "PRIVATE"; position[] = {15,-15,0}; }; class Unit7 { side = 2; vehicle = "tccss_flecktarn"; rank = "PRIVATE"; position[] = {20,-20,0}; }; }; class flecktarnInfTeam { name = "Fire Team"; // name = "Fire Team"; side = 2; faction = "Unidades_8abc_flecktarn"; rarityGroup = 0.3; class Unit0 { side = 2; vehicle = "le_flecktarn"; rank = "SERGEANT"; position[] = {0,0,0}; }; class Unit1 { side = 2; vehicle = "ametrallador_flecktarn"; rank = "CORPORAL"; position[] = {5,-5,0}; }; class Unit2 { side = 2; vehicle = "granadero_flecktarn"; rank = "PRIVATE"; position[] = {-5,-5,0}; }; class Unit3 { side = 2; vehicle = "especialistaAT_flecktarn"; rank = "PRIVATE"; position[] = {10,-10,0}; }; }; class flecktarnInfTeam_AA { name = "AT Team 2"; // name = "Air-defense Team"; side = 2; faction = "Unidades_8abc_flecktarn"; rarityGroup = 0.3; class Unit0 { side = 2; vehicle = "le_flecktarn"; rank = "SERGEANT"; position[] = {0,0,0}; }; class Unit1 { side = 2; vehicle = "ametrallador_flecktarn"; rank = "CORPORAL"; position[] = {5,-5,0}; }; class Unit2 { side = 2; vehicle = "especialistaAT_flecktarn"; rank = "PRIVATE"; position[] = {-5,-5,0}; }; class Unit3 { side = 2; vehicle = "especialistaAT_flecktarn"; rank = "PRIVATE"; position[] = {10,-10,0}; }; }; class flecktarnInfTeam_AT { name = "AT Team"; // name = "Anti-armor Team"; side = 2; faction = "Unidades_8abc_flecktarn"; rarityGroup = 0.3; class Unit0 { side = 2; vehicle = "le_flecktarn"; rank = "SERGEANT"; position[] = {0,0,0}; }; class Unit1 { side = 2; vehicle = "especialistaAT_flecktarn"; rank = "CORPORAL"; position[] = {5,-5,0}; }; class Unit2 { side = 2; vehicle = "especialistaAT_flecktarn"; rank = "PRIVATE"; position[] = {-5,-5,0}; }; class Unit3 { side = 2; vehicle = "especialistaAT_flecktarn"; rank = "PRIVATE"; position[] = {10,-10,0}; }; }; class flecktarnInfWepTeam { name = "Weapons Team"; // name = "Weapons Team"; side = 2; faction = "Unidades_8abc_flecktarn"; rarityGroup = 0.3; class Unit0 { side = 2; vehicle = "le_flecktarn"; rank = "SERGEANT"; position[] = {0,5,0}; }; class Unit1 // TODO - Should be Heavy MG { side = 2; vehicle = "ametrallador_flecktarn"; rank = "CORPORAL"; position[] = {3,0,0}; }; class Unit2 { side = 2; vehicle = "especialistaAT_flecktarn"; rank = "PRIVATE"; position[] = {5,0,0}; }; class Unit3 { side = 2; vehicle = "fusilero_flecktarn"; rank = "PRIVATE"; position[] = {7,0,0}; }; }; class flecktarnInfSupTeam { name = "Support Team"; // name = "Support Team"; side = 2; faction = "Unidades_8abc_flecktarn"; rarityGroup = 0.3; class Unit0 { side = 2; vehicle = "le_flecktarn"; rank = "SERGEANT"; position[] = {0,5,0}; }; class Unit1 // TODO - Should be Heavy AT { side = 2; vehicle = "especialistaAT_flecktarn"; rank = "CORPORAL"; position[] = {3,0,0}; }; class Unit2 { side = 2; vehicle = "tccss_flecktarn"; rank = "PRIVATE"; position[] = {5,0,0}; }; class Unit3 { side = 2; vehicle = "ametrallador_flecktarn"; rank = "PRIVATE"; position[] = {7,0,0}; }; }; class flecktarnInfHQ { name = "Infantry HQ"; // name = "Infantry HQ"; side = 2; faction = "Unidades_8abc_flecktarn"; rarityGroup = 0; class Unit0 { side = 2; vehicle = "lu_flecktarn"; rank = "LIEUTENANT"; position[] = {0,5,0}; }; class Unit1 { side = 2; vehicle = "le_flecktarn"; rank = "SERGEANT"; position[] = {3,0,0}; }; class Unit2 { side = 2; vehicle = "tccss_flecktarn"; rank = "CORPORAL"; position[] = {5,0,0}; }; class Unit3 { side = 2; vehicle = "ingeniero_flecktarn"; rank = "PRIVATE"; position[] = {7,0,0}; }; class Unit4 { side = 2; vehicle = "fusilero_flecktarn"; rank = "PRIVATE"; position[] = {9,0,0}; }; }; class flecktarnReconSentry { name = "Recon Sentry"; // name = "Recon Sentry"; side = 2; faction = "Unidades_8abc_flecktarn"; rarityGroup = 0; class Unit0 { side = 2; vehicle = "fusilero_flecktarn"; rank = "CORPORAL"; position[] = {0,0,0}; }; class Unit1 { side = 2; vehicle = "fusilero_flecktarn"; rank = "PRIVATE"; position[] = {5,-5,0}; }; }; }; class Motorized { name = "Motorized Infantry"; class flecktarnMotInf_Team { name = "Motorized Patrol"; // name = "Motorized Patrol"; side = 2; faction = "Unidades_8abc_flecktarn"; rarityGroup = 0.2; class Unit0 { side = 2; vehicle = "le_flecktarn"; rank = "SERGEANT"; position[] = {0,0,0}; }; class Unit1 { side = 2; vehicle = "jeep_flecktarn"; rank = "SERGEANT"; position[] = {0,-10,0}; }; class Unit2 { side = 2; vehicle = "ametrallador_flecktarn"; rank = "CORPORAL"; position[] = {5,-5,0}; }; class Unit3 { side = 2; vehicle = "especialistaAT_flecktarn"; rank = "CORPORAL"; position[] = {-5,-5,0}; }; class Unit4 { side = 2; vehicle = "tccss_flecktarn"; rank = "CORPORAL"; position[] = {10,-10,0}; }; class Unit5 { side = 2; vehicle = "fusilero_flecktarn"; rank = "CORPORAL"; position[] = {-10,-10,0}; }; }; class flecktarnTechnicals { name = "Technicals"; // name = "Technicals"; side = 2; faction = "Unidades_8abc_flecktarn"; rarityGroup = 0.2; class Unit0 { side = 2; vehicle = "jeep_hmg_flecktarn"; rank = "SERGEANT"; position[] = {0,0,0}; }; class Unit1 { side = 2; vehicle = "jeep_hmg_flecktarn"; rank = "SERGEANT"; position[] = {10,-10,0}; }; class Unit2 { side = 2; vehicle = "jeep_hmg_flecktarn"; rank = "CORPORAL"; position[] = {-10,-10,0}; }; }; }; class Support { name = "Support Infantry"; class flecktarnSupport_CLS { name = "Support Team (CLS)"; // name = "Support Team (CLS)"; side = 2; faction = "Unidades_8abc_flecktarn"; rarityGroup = 0.1; class Unit0 { side = 2; vehicle = "le_flecktarn"; rank = "SERGEANT"; position[] = {0,0,0}; }; class Unit1 { side = 2; vehicle = "ametrallador_flecktarn"; rank = "CORPORAL"; position[] = {5,-5,0}; }; class Unit2 { side = 2; vehicle = "tccss_flecktarn"; rank = "PRIVATE"; position[] = {-5,-5,0}; }; class Unit3 { side = 2; vehicle = "tccss_flecktarn"; rank = "PRIVATE"; position[] = {10,-10,0}; }; }; class flecktarnSupport_ENG { name = "Support Team (Engineer)"; // name = "Support Team (Engineer)"; side = 2; faction = "Unidades_8abc_flecktarn"; rarityGroup = 0.1; class Unit0 { side = 2; vehicle = "le_flecktarn"; rank = "SERGEANT"; position[] = {0,0,0}; }; class Unit1 { side = 2; vehicle = "fusilero_flecktarn"; rank = "CORPORAL"; position[] = {5,-5,0}; }; class Unit2 { side = 2; vehicle = "ingeniero_flecktarn"; rank = "PRIVATE"; position[] = {-5,-5,0}; }; class Unit3 { side = 2; vehicle = "ingeniero_flecktarn"; rank = "PRIVATE"; position[] = {10,-10,0}; }; }; class flecktarnSupport_EOD { name = "Support Team (EOD)"; // name = "Support Team (EOD)"; side = 2; faction = "Unidades_8abc_flecktarn"; rarityGroup = 0.1; class Unit0 { side = 2; vehicle = "le_flecktarn"; rank = "SERGEANT"; position[] = {0,0,0}; }; class Unit1 { side = 2; vehicle = "fusilero_flecktarn"; rank = "CORPORAL"; position[] = {5,-5,0}; }; class Unit2 { side = 2; vehicle = "ingeniero_flecktarn"; rank = "PRIVATE"; position[] = {-5,-5,0}; }; class Unit3 { side = 2; vehicle = "ingeniero_flecktarn"; rank = "PRIVATE"; position[] = {10,-10,0}; }; }; }; }; }; };
  6. Don't know if this can help or I'm late but try adding _generalMacro = "B_medic_F"; inside your medic classes
  7. Ivnat

    Chessmaster's Wounding System

    Congrats for this awesome mod! Just one question. Is it possible to completely remove the 3D icons over the units using CWS? (I know there is an option in CWS config, but doesn't seem to work). Thank you.
  8. Ivnat

    LEA - Loadout Editor for ArmA 3

    I'm not sure if this is a known bug, but FIA clothes in LEA shows only his first version in INDFOR; but now FIA is BLUFOR so they can't pick their own uniforms. Checking in the config viewer, I noticed there are versions of the uniforms for both BLUFOR and INDFOR. By the way, thanks for your great job. This tool helps me a lot, and I been using it since A2.
  9. Ivnat

    Ambient Life Modding

    About where are the animals, you can find them in the modules "site:animals" section. you have pultry, goats, dogs and sheeps. You can modify parameters to specify how many animals you want and how big is the circled area. Sorry I can't help you more.
  10. Hello. I'm trying to use some CAS support for my indfor units, but something is failing. I don't know if I'm doing something wrong or it's just another of those half finished features of the "final release". I syncronized the support requester module to my player and then, syncronized the virtual CAS bombing run. 12 limit and no classname given to the bombing run module (default). I called for suport and it said "not coordinates given". Nothing happens. I went back to the editor and started all steps from 0. This time it says nothing, and nothing happens. Tried the "real" CAS bombing run, placing and syncronizing the CAS aircraft and nothing happens again. Then I realised it doesn't work either for artillery, both virtual or "real". It says "rounds complete" withoutthe "splash out" and again... nothing happens. But it seems to work properly for supplies or helicopter transport. I didn't try UAV or helicopter bombing run (probably it won't work unless I assing blufor helicopters). Can someone help me? Thanks EDIT: Just found out that artillery works after changing Indfor friendly to nobody. But CAS still not working.
  11. Hello. I know it have been asked a lot, but I searched since a couple of days and I can't find a way to do this: When bluefor (a bunch of players) reaches area1, a mortar barrage falls over them after 5 mins. Seems simple enough after seen a lot of scripts, addons and modules about artillery; but most of scripts are not working on dedicated servers, I can't get the basic BI arty module to work... I also tried to spawn mortar shells via trigger, but they fall over the exact point (invisible H). I would appreciate any help, specially knowing that it has been asked a lot. ---------- Post added at 12:47 ---------- Previous post was at 11:21 ---------- Ok, seems I find out a solution, for anyone who needs it: http://forums.bistudio.com/showthread.php?113211-fatty-s-ambient-artillery-tool Not tested on server side yet, but should work.
  12. I tried: triggername execVM "spawnr.sqf" _handle = triggername execVM "spawnr.sqf" nul = triggername execVM "spawnr.sqf" [triggername] execVM "spawnr.sqf" But it is still not working. I don't know if this has something to do with the problem, but the upsmon template 1 is executed via trigger. For testing purposes, radio alpha activates: nul=[unitname,"obj1","respawn","noveh","combat","delete:",900,"template:",1] execVM "scripts\upsmon.sqf"; on units already placed in the editor. (When the mission is fisnished, the activator will be a timeout). It seems to work fine, but maybe it prevents "spawnr.sqf" to find the template 1?
  13. Thank you for your help! I tried this, but seems not work. Since I have no idea of scripting, I don't know what I did wrong. The units simply won't spawn. I have a trigger that activates when A1 and A1 are true. On Ac: this exec "spawnr.sqs" spawnr.sqs: _dis = 250; _ang = random 360; _dx = sin(_ang)*_dis; _dy = cos(_ang)*_dis; _positionToSpawnIn = [((getmarkerpos "r1") select 0) + _dx, ((getmarkerpos "r1") select 1) + _dy, 0]; _upsgrp1 = [1,_positionToSpawnIn,1,["obj2","spawned","aware","delete:",900]] execVM "SCRIPTS\UPSMON\MON_SPAWN.SQF";
  14. Hello! I'm making a siege mission, and I'm using 3 fortified positions for players. They will start on the first line, and if they are overruned they can retreat to a second line, and again to the third. The problem is that I need AI to move through the three different objectives, and spawn closer when player retreats. I thought I could simply use a trigger to spawn a template when players were not present (A1) and the AI occupied the area (A2). So, when A1 AND A2, a trigger would spawn template 1 at a given marker with a new patrol area. This works perfectly, but all AI squads spawns at the center of the marker, making them an easy target in their path. There is any way to spawn them randomly inside a determined area? Thank you for your time!
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