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kaelies

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Posts posted by kaelies


  1. Version 1.2 of the addon is now out, featuring the Belravninans acquiring more optics and experimenting with rangefinders and integrated compasses.

    The monoculars might look a bit odd given that your character holds them like a binocular, but they ought to increase combat effectiveness over the naked eye.

     

    V1.2:
     
    -Fixed several issues with 1BF-3 uniform
    -Optimized some unused textures to reduce addon size
     
    -1BP-1 scope now includes compass and elevation notification (in 2d view only)
    -Added 1BP-2 scope with rangefinder; model is still WIP.
    -Added 1BPM-1 and 1BPM-2 monoculars, without and with rangefinder respectively. These are based on and look similar to the 1BP scopes.
     
    -Added BVS and BVS-Opfor flags
    -Added empty crates
     
    -All BVS troops now carry some variation of the monocular, typically the 1a variant.
    -Minor changes to BVS unit loadouts
     
    -Gear randomization script (kae_fnc_randomGear) added. See YZDS addon for examples of use.

     

    I also happened to add a few randomized loadouts to the YZDS addon to facilitate use in missions, and brought some helmets to recreate the South Zagorian army feeling  :)

     

    V1.1:
     
    -Added NAPA camouflages (flecktarn, woodland, green khaki and plain blue) to gear
    -Added Helmets for all camouflages
    -Added YZA (south zagorian army) units
    -Added loadouts for YZDS and YZA units using randomization script and Belravninan-supplied arms; both added to both Opfor and Indfor

     

    South Zagorian Secession Movement Units release frontpaged on the Armaholic homepage.

    news_download_a3_3.png
    South Zagorian Secession Movement Units v1.0

    required_addons.png
    Belravninan Army

     

    Thanks! I updated the links on the first post.

     

     

    i really like the concept, its a great idea. i get the perception of a modern east European country with a bit of a dark history that wants to be highly advanced and not entirely depend on old soviet ideology and equipment.

     

    but, there is a lot of room for improvement with the textures and some of the model. I like how you've come up with a unique set of weaponry for this mod, and the organisation of the military is pretty authentic too. 

     

    definitely keep working on smoothing this mod out, plus add a few interesting high tech stuff down the line which will set apart this mod from other East European countries that are very soviet influenced.

     

    Im keen to see what you will come up with for the vehicles.

     

    Cheers!

     

    You're pretty much spot-on with that perception, and I hope I can meet your expectations with the vehicles. There's probably still going to be Soviet/Russian influence, but many of the ground vehicles won't be recognizable.

     

    Alas the artistic issues I am aware of, and I will see what improvements I can make in future versions.

     

     

    Nice to see you back Kaelies....

     

    Loving the concept - definitely something different and liking the fact you've gone all out to completely invent something new :-).

     

    The Camo Textures look ACE by the way

     

    Glad to hear the camos are good, I've gone through a lot of iterations before settling on this one.

     

     


  2. Release frontpaged on the Armaholic homepage.

    Belravninan Army (BVS) v1.0

     

    Thank you! I have added the armaholic link to the main post.

     

    ---

     

    Version 1.1 is now out! In addition to the aforementioned BSO units with their rifle variants, I have included some "Opfor" training units on Blufor side, for the BVS units to train against. I've also made quite a few tweaks to the rest of the addon. The full changelog is in the following spoiler:

     

    v1.1:
    -Important: Changed all gear-related classnames to match with the ingame-name
    -Renamed SV-2 and SV-3 to the VS-1 and LP-1, respectively, to better differentiate the role. Classnames changed accordingly. These will be referred to by the new name henceforth
     
    -Replaced Russian grenades with BVS variants; added stick and black-smoke grenades
     
    -Modified saturation of blues in BVS flag and camouflage to better distinguish it from the Bulgarian flag
    -Modified darkness of blacks
     
    -Added BSO troops
    -Added wood-furniture versions of SP-1, VS-1, LP-1, SV-1 rifles, and associated optics
    -Added multiple retextures of the SV-0 rifles (Plastic: black, green, desert, plum. Wood: green)
    -Added Independent versions of BVS and BSO troops
    -Added BVS army opfor/red-flag units (for training purposes)
     
    -Added VG-5 breaching grenade (Small AT charge for destroying walls)
    -Added 1B-MR-2p extra-high-velocity AA missile for the 1B-M2 launcher
    -Added bedroll versions of 1BR-1 backpack series
    -Added 1BR-5 large "box" backpack series
    -Added vestless versions of the ammo harnasses (1B-Z-1a / 1B-Z-1c)
     
    -Modified SV-1, SV-0, LP-1 sights to be the same white-painted ones used on the VS-1 and SP-1
    -Modified SP-1 and P-1 ammunition to no longer use rifle casings
    -Modified furniture of SV-1/LP-1 rifles
    -Fixed texture mismatches in SV-0 rifles
    -Adjusted rivets on SV-0/SV-1/LP-1 rifles to not go through the reciever
    -Modified feed mechanism of SV-0L/SV-1L rifles
    -Modified end of SV-1/LP-1 rifle barrels. The muzzle devices are now screwed into the barrel shroud
     
    -Added some optimization to weapon textures

     

    Unfortunately, I found that I had some inconsistencies with the classnames and designations in the original addon, with some items using a name such as "Kae_BVS_hat" and others using "Kae_1BSH_2", or sniper rifles being given the same designation as assault rifles. As far as I am aware, these should have all been fixed now (SV-2 -> VS-1, SV-3 -> LP-1), but this has meant that there may be some issues with backwards compatibility. Version 1.0 should be available in the first post.

     

    ---

     

    I've added a small add-on to the original mod, the YZDS (South Zagorian Secession Movement); this is a small uniform and gear collection for Chernarussian-themed/BVS-supported insurgents. The idea is to add a fictional insurgent force without the background of extreme human-rights offenses that others suffer from (ChDKZ), as Belravnina uses its influence to keep the YZDS in line with its own morals and ideals.

     

    Visually, they are very close to the Arma 2 ChDKZ units and might be confused for such; however, they represent my own interpretation on the concept. The units are compatible with the armor vests from the BVS as well, so they could be used to represent my old South Zagorian units as well. Given that it depends entirely on the BVS addon and is so small, it seems to make the most sense to leave the download link here as well.

     

    YZDS.jpg

    • Like 2

  3. Thanks kaelies   :)

    ArmA3.de Mirror added:

    Belravninan Army (BVS) by kaelies (v1.0)

    Kind regards

    Miller

     

    Excellent, thank you! I added the download URL to the main post.

     

    ---

     

    It might be some time until I can make more screenshots of the main BVS guys, but the steam workshop page has a few more that I haven't put on here. In the meanwhile, here's a pair of screenshots I had fun making of the BSO troops I'm currently working on; this is still WIP, so there's a few errors (grip, magazine). 

     

    BVS6.jpg

     

    BVS7.jpg

     

     

    I'm sure any resemblance to a certain group of insurgents is purely coincidental.  :rolleyes:

    In any case it is purely cosmetic.


  4. Kae_BVS.png

     

    Introduction

     

    This mod adds the Belravninan Army (or Armed Forces) [bVS] and Belravninan Defense Forces [bSO] to your game, along with their equipment. In short, the Belravninans are an isolationist splinter nation from the northern flatlands of Chernarus, whose buildup was secretly planned years in advance. This has resulted in them largely having conventional military capabilities, though the doctrine has been developed independently from other armies.

     

    You can expect a fictional faction using domestically-produced, fictional weapons and equipment. Naming of this gear is in accordance with the Belravninan version of the GRAU index, with the 1B and 2B prefix denoting domestically-produced equipment. The faction is intended to be on the level of other conventional militaries that produce their own equipment. Doctrine is focused on mechanized infantry with little air support, so most aircraft currently in possession of the BVS has been traded away or hidden in storage. Furthermore, Belravnina does not posses a navy of any sort. Unlike my previous South Zagoria units, Belravnina is a well-planned secessionist movement with heavy involvement from the local government and local CDF bases, and the country claims compliance with international laws as far as military behaviour goes.

     

    The current release only contains infantry and their equipment, as well as a bicycle. A "Belravninan" language protocol, based on Arma 2 Russian, is included, along with a few Arma 2 faces (female). 

     

    The YZDS (South Zagorian Secession Movement) mini-addon adds some Belravninan-backed insurgents, which operate in the South Zagoria region. They can act as a much more moderate group than the ChDKZ since their allies keep them up to good morals, and the two groups help to keep the CDF busy from each other.

     

    Downloads (Current Version: 1.2)


    Google Drive:


     

    -----

    YZDS Add-on (Version 1.1)

    Armaholic:


    Steam Workshop:


    Google Drive:


     

     

    BVSn_4.jpg

     

     

    Background

     

    In 2009, the Chernarussian Movement of the Red Star, or ChDKZ, attempted a military coup against the Chernarussian government in the South Zagorian region. While the final status of the region is currently debated, the event has polarized much of the rest of Chernarus along global political lines. The increasing globalization of mainland Chernarus has led to alienation from the secluded northern flatlands, who wish to retain full sovereignty and worry about potential exploitation of their resources. Since this time, the Belravninan isolation party has been formed to democratically serve the wishes of its people; its members have taken most local offices in north Chernarus, but have not seen their ideas implemented in the national policy.

     

    Locally, the party has made many changes to the infrastructure. Many schools of various levels have been built, and the government has attempted to use its funds to allow everyone in Belravnina to attain college-level education. Research facilities have been built to keep the country from falling behind. The economy has been improved with new tools giving farmers the free time to plan out their lands, improved mining technologies to increase yields, and new factories to attain self-sufficiency.

     

    Unknown to most outside Belravnina, the party has maintained a secret contingency plan for secession since its origin. Schools in the Belravninan region have made military training part of their program, the new research facilities have made unreported advances in military technology, and the factories have made secret arms hidden away in well-hidden basements and caves. Care has been taken to find out which CDF commanders would support the movement, and removing those who would not.

     

    Just recently, Belravnina has declared independence at the same time as equipping its populace, and the loyal armies, with new equipment. The CDF are unlikely to allow part of the nation to split away, but the BVS is ready for war.

     

    BVSn_3.jpg

     

    Belravnina

     

    Belravnina comes from the northern border region of Chernarus; natural resources include food, timber, and common metals. International trade is carefully limited by the government to ensure a positive net flow of money, and Belravnina has its eyes set on the bordering region of Takistan for access to oil without requiring trade. The international outlook is very distrustful, and while Belravninans might often agree with their northern neighbours, they avoid official alliances with anyone. The new government controls most of the industry, but avoids taxing its populace. Finally, education is stressed with the average Belravninan civilian being expected to learn faster and stay in school longer than under Chernarussian rule; many adult schools have been opened to ensure everyone is up-to-date with the most current knowledge, and research facilities are quickly becoming the main source of income for the new nation. Other global income sources for Belrvaninan include food exports and the use of its army as a sort of mercenary force; however, Belravnina does not allow exports of its weapons.

     

    BVS2.jpg

     

    Description

     

    The military forces of Belravnina are split into the army (BVS) and defense forces (BSO); members of both are career soldiers and share training and equipment. 

     

    The BSO is largely concerned with defense of civilian areas from both external and internal forces, and therefore also acts as a local SWAT force in conjunction with local police (but does not replace the police). The green-and-blue uniform is therefore intended to fit in better with urban clothing while retaining a unique appearance. Currently, the BSO is not entirely fleshed out and thus, while the uniforms are available, units have not been fully defined.

     

    The BVS generally handles national defense, as well as offensive operations; in peacetime, units may be sent out as mercenaries to foreign conflicts to keep them in shape. The typical BVS platoon consists of two regular infantry squads, a skirmish squad, a support squad, and a recon squad. The regular infantry squad is intended for medium-range engagements and general-purpose usage, and is reasonably mobile with good firepower. The skirmish squad is an extremely mobile unit meant to harass the enemy and handle CQB situations. The support squad is a less mobile unit which would set up behind the front line and provide heavy fire support. Finally, the recon squad typically spreads out and allows the rest of the platoon to know what is going on ahead of time.

     

    The Shturm elite forces are highly trained shock troops who focus on attacking new positions, and focus on highly mobile tactics combined with high firepower and range to eliminate opposition before they can react. They allow themselves to stand out through the use of uncamouflaged beige vests and black masks.

     

    BVSn_7.jpg

     

    Released Equipment

     

    The "1B" prefix is removed for brevity. "1B" prefixed equipment typically corresponds to BVS supplies, while the "2B" prefix typically corresponds to BSO supplies.

     

    Infantry Weapons:

     


    SV-0: The BVS interpretation of the AK-107, this model was the only weapon produced during the early stages of the Belravnina movement and intended to provide a versatile weapon platform for medium- and long-range engagements. This design pioneered many of the concepts used in other BVS equipment, such as long barrels, widespread use of bipods, use of a short-stroke gas piston, and the rifle grenade concept. The fire selector includes an additional fire mode with a reduced fire-rate similar to the AK-74. With the introduction of newer weapons, the SV-0 is largely relegated to use among those too familiar with the old AK-74 series of rifles and to reserve troops. 

     

    SV-0L: The belt-fed version of the SV-0, this weapon combines many of the good features of the m249 SAW and the RPK-74. However, the light weapon has issues with overheating when fired for long periods of time.

     

    SV-0K: Short-barrel version

    SV-0LK: Short LMG

     

    SV-1: The primary BVS firearm, this 5.45x39mm assault rifle is the descendant of the SV-0. The rifle has a long, free-float handguard and uses a special textured plastic for its furniture which prevents the hand from slipping. This plastic also allows for the camouflaged appearance of the rifle. The folding stock has been raised to further reduce muzzle rise, while the flattop reciever allows mounting of an optic using Belravnina's domestic rail. The barrel shroud connects to muzzle attachments, allowing the barrel to be changed with relative ease. 

     

    SV-1K: Short-barrel version

    SV-1U: Extra-short version

    SV-1L: LMG version

    SV-1LK: Short LMG

    SV-1LU: Extra-Short LMG

     

    VS-1: The Belravninan interpretation of the SVD rifle, equipped with a civilian-type stock to improve familiarity for hunters. The rifle shares some of the improvements of the SV-1 including the capacity to fire rifle grenades and the top-side rail mount. The VS-1 uses Belravnina's domestic 3.34x54 round.

     

    VS-1L: A short-lived experiment for a belt-fed VS-1, this weapon was quickly replaced by the LP-1.

     

    LP-1: The Belravninan 3.34x54 machinegun based on the SV-1, this heavy weapon not only has a thicker barrel than the SV-1, but also includes a force-air cooling system similar to the lewis gun. The feed system was designed on the basis of the ShKAS aircraft gun and an extremely lightweight bolt is used to permit extremely high fire rates for anti-aircraft and long-range use. The fire mode selector does contain a system to reduce the fire-rate to a sane amount when necessary. The SV-3 is only fed through belts, but a 20-round belt-in-a-mag exists for use by machinegun assistants. This weapon is primarily used by the support troops.

     

    SP-1: A modern interpretation of the PPSh-41, using the shortened 5.45x25mm round. This weapon combines customary BVS traits with the famous WWII gun, including rifle grenades (with greatly reduced muzzle velocity). This weapon is primarily issued to the skirmish troops.

     

    P-1: The BVS pistol, based on the Makarov and chambered in 5.45x25mm. Modified to resemble a Stechkin automatic pistol both in function and in form.

     

    M-1: The BVS standard launcher, essentially a domestically produced RPG-7 with its own sighting system. The forward radio command unit includes a device to measure the launcher's position and facing direction, which it communicates to the missile to achieve SACLOS guidance.

     

    M-2: The long-range version of the M-1, this heavy launcher uses a supersonic missile based on the Shturm or Ataka. The high speed allows its dual-use as an AA and AT launcher.


     

    Infantry Equipment:

     


    F-1: Old-style uniform

    F-2: Old-style officer uniform with fur lining

    F-3: New, gorka-style uniform

     

    B-1: The standard vest/plate carrier, with no steel plates

    B-1PZ: The standard vest/plate carrier, with steel plates

    B-2: An experimental vest based on new designs, with steel plates

     

    Z-1a: Load-bearing vest with ammo pouches fit for 30rnd magazines

    Z-1b: Load-bearing vest with ammo pouches fit for 45rnd magazines

    Z-1c: Load-bearing vest with ammo pouches fit for box magazines/belts

     

    Sh-1: Stamped-metal helmet intended for all-round head protection, at the expense of weight. 

    Sh-2: Sh-1 with "Kevlar" lining and cloth exterior.

    Sh-3: Crewman's helmet, unchanged since soviet times.

    Sh-4: Hat (Off-duty)

    Sh-5: Beret (Parade)


     

    Infantry Ammunition:

     

    All BVS ammunition is classified as "tracer" rounds; however, the tracer mix does not ignite until impact, where it causes a brief but bright flash.

     


    A-1: Standard 5.45x39, based on old soviet stocks. Uses more propellant and a slightly lighter bullet.

    A-2: Armour-piercing 5.45x39, based on the russian 7n10.

    A-3: APDS 5.45x39, intended for long-range use. The long, thin projectile uses 5.45x39 technology to tumble upon impact, which increases wounding effects beyond its caliber and occasionally causes the bullet to fragment.

    A-4: Standard 3.34x54, intended for long-range use. Works similar to the A-3, but the larger round achieves better terminal effects.

    A-4a: Armour-piercing 3.34x54. This variation does not tumble, which allows it to penetrate armor at the cost of barely injuring the target.

    A-5: Standard 5.45x25, essentially an A-2 round with a cut-down case.

    A-6: APDS 5.45x25, essentially an A-3 round with a cut-down case.

     

    VG-1: HE rifle grenade

    VG-2: HEAT rifle grenade

    VG-3: AT rifle grenade

    VG-4: HE rifle grenade of similar weight to 40mm rounds

     

    R-1: PG-7VL rocket with a radio receiver and guidance system

    R-1F: R-1 rocket with fragmentation load

    R-1T: PG-7VR rocket with a radio receiver and guidance system

    R-2: Supersonic AA missile with a proximity fuse and radio-reciever guidance system

    R-2T: Supersonic AT missile with a radio-reciever guidance system


     

    Infantry Camouflages:

     


    1f0b: Four-color "meadow" pattern, using a dark gray, dark green, light green, and light blue. Good for fitting in with grasslands containing flowers or forests, or for looking like a tree while skylined. Standard BVS camouflage.

     

    H1, H2, H3: The three BSO camouflages, with a green, green/yellow, and blue tint to them. The standard BSO uniform uses a H2/H3 split between jacket and pants, but full uniforms in these camouflages are available should the need ever arise.


     

    Vehicles:

     


    Old Bike: A mass-produced bicycle in use by reconnaissance units, messengers, and during peacetime conditions. Also used by civilians and off-duty soldiers.


     

    BVSn_5.jpg

     

    Planned Equipment

     

    Infantry Weapons:

     


    P-2: Pistol built on the basis of the TT-33 or Browning Hi-Power in 5.45x39mm, also automatic.


     

    Vehicles:

     


    1B-AZ-1: Armored car/sedan used as the equivalent of the humvee/MRAP. This vehicle will contain a collapsible turret which can be armed with a variety of infantry weapons for self-defense or use in BSO police operations. In the BVS, this will be primarily used as a light supply vehicle behind safe lines or for VIP transport.

    1B-AZ-2: Armored truck based on the Vodnik concept, with a modular rear section.

    1B-AZ-3: Truck based on the Kamaz. Whether it will be armored is TBD.

     

    1B-BMP-1: Tracked infantry fighting vehicle, with modular turret and armor. Will be used as the basis for most armored vehicles of the BVS. Most turret versions are remote-controlled from within. The vehicle seats the 3-man crew side-by-side in the front, then seats 7 additional infantry in the rear of the vehicle. Infantry are capable of using firing ports to achieve 360 coverage of the vehicle. Entry into the vehicle is either through BTR-80-style side doors or a large top door, as the vehicle places the engine in the rear. The vehicle is intended to allow the crew to remain inside as long as possible, and thus includes typical living facilities; when setting up a base, it may be used as a mobile barracks. The standard arnament uses a 30mm cannon, 5.45x39mm coaxial, and 4x AT missiles, and has a commander's gun with a 5.45x39mm rifle and 40mm GMG.

     

    1B-BTR-1: Wheeled version of the 1B-BMP-1.

     

    -Variants of the 1B-BTR-1 and 1B-BMP-1 which fulfill transport, SPAAG, SAM, recon (radar), and tank-destroyer duties.

     

    -Some sort of tank. Likely to have similarities to the T-72 and T-80, especially aesthetically regarding the T-80u.

    -Some sort of helicopter. Likely a transport with similarities to the UH-1 Huey, and an attack with similarities to the Mi-24 Hind.

    -Some sort of plane. Likely to only have a multi-role fighter based on the MiG-23.


     

    BVSn_1.jpg

     

    Known Bugs

     


    -Some rare paths of loading assets can lead to materials on the weapons or uniforms not loading properly, or other strange bugs. Restarting the game should fix this rare bug.


     

     

     

    Changelog

     

    BVS:

     


    v1.0: Initial Release


     

    v1.1: 


     

    -Important: Changed all gear-related classnames to match with the ingame-name

    -Renamed SV-2 and SV-3 to the VS-1 and LP-1, respectively, to better differentiate the role. Classnames changed accordingly. These will be referred to by the new name henceforth

     

    -Replaced Russian grenades with BVS variants; added stick and black-smoke grenades

     

    -Modified saturation of blues in BVS flag and camouflage to better distinguish it from the Bulgarian flag

    -Modified darkness of blacks

     

    -Added BSO troops

    -Added wood-furniture versions of SP-1, VS-1, LP-1, SV-1 rifles, and associated optics

    -Added multiple retextures of the SV-0 rifles (Plastic: black, green, desert, plum. Wood: green)

    -Added Independent versions of BVS and BSO troops

    -Added BVS army opfor/red-flag units (for training purposes)

     

    -Added VG-5 breaching grenade (Small AT charge for destroying walls)

    -Added 1B-MR-2p extra-high-velocity AA missile for the 1B-M2 launcher

    -Added bedroll versions of 1BR-1 backpack series

    -Added 1BR-5 large "box" backpack series

    -Added vestless versions of the ammo harnasses (1B-Z-1a / 1B-Z-1c)

     

    -Modified SV-1, SV-0, LP-1 sights to be the same white-painted ones used on the VS-1 and SP-1

    -Modified SP-1 and P-1 ammunition to no longer use rifle casings

    -Modified furniture of SV-1/LP-1 rifles

    -Fixed texture mismatches in SV-0 rifles

    -Adjusted rivets on SV-0/SV-1/LP-1 rifles to not go through the reciever

    -Modified feed mechanism of SV-0L/SV-1L rifles

    -Modified end of SV-1/LP-1 rifle barrels. The muzzle devices are now screwed into the barrel shroud

     

    -Added some optimization to weapon textures

     


    v1.2:


     

    -Fixed several issues with 1BF-3 uniform

    -Optimized some unused textures to reduce addon size

     

    -1BP-1 scope now includes compass and elevation notification (in 2d view only)

    -Added 1BP-2 scope with rangefinder

    -Added 1BPM-1 and 1BPM-2 monoculars, without and with rangefinder respectively. These are based on and look similar to the 1BP scopes.

     

    -Added BVS and BVS-Opfor flags

    -Added empty crates

     

    -All BVS troops now carry some variation of the monocular, typically the 1a variant.

    -Minor changes to BVS unit loadouts

    -Protective equipment changed to have more appropriate weights and protection.

     

    -Gear randomization script (kae_fnc_randomGear) added. See YZDS addon for examples of use.

     


     


     

    YZDS:

     


     

    v1.0: Initial Release


     

    v1.1: 



     

    -Added NAPA camouflages (flecktarn, woodland, green khaki and plain blue) to gear

    -Added Helmets for all camouflages

    -Added YZA (south zagorian army) units

    -Added loadouts for YZDS and YZA units using randomization script and Belravninan-supplied arms; both added to both Opfor and Indfor

     


     


     

     

    BVSn_6.jpg

     

    Future Plans

     


    -Slowly adding vehicles, with priority to ground vehicles.

    -Improvements to model and texture quality

    -Further adjustments to configuration as necessary

    -Other equipment as I find it necessary


     

     

    Credits

     


    -Bohemia interactive, for the ArmA 2 sample models which have been used in this work. Please reference the readme.txt for full details.

     

    -SomerenV: Flecktarn camouflage sample in YZDS addon.


    • Like 5

  5. Please be a nice mod maker and split units and weapons into different pbos WITHOUT the units requiring the weapons.

    So communities who wish to use your units but not your weapons dont have to ignore your author's rights.

    Hi Janus,

    I'm very sorry, but it would be very difficult for me to do such a split; I would need to make a new .pbo solely for switching out the default weapons out for my own, in a second folder on my end, where it would be necessary for me to mirror any changes in classes, any additions in the future, across all the relevant files, which is especially difficult considering I'm already trying to restructure how things work.

    If you really need to have just the units, you have my permission to edit my config to use default arma 3 weapons, and to remove the dependency in the cfgpatches, but I would need you to do that yourself.

    Also, I'd be interested in knowing why another weapons addon might be preferable to the ones I use here, just because it might be the sort of info I could use to make my own weapons better in the future! Please, let me know of any suggestions you might have towards that end.


  6. Hello everyone,

    I'm very sorry about my long break from the mod, or from making any posts about it; I've been focusing more on my clan and other games recently, so I haven't had as much time or will to work on things.

    I have made some additions to the mod which I think are rather nice, but they aren't really in a stable enough state for me to make a public release of them quite yet; I'm working on bugfixes for them, but it's not a very fast process. I should also note that there is a strong focus on the infantry and infantry weapons, so there won't be much, if anything, new in terms of aircraft or vehicles for the next update.

    I can't say for sure when the next update will happen; while I want to say within the month, there is too much that could happen for me to be sure; there's some restructuring of the mod which could slow things down, and I'm probably not going to be working on it as much as I used to.

    -----

    This is an amazing mod! reminds me of the fun I had in ARMA 2, However having all of the weapons in the VAS is a little annoying. any way to limit this?

    In terms of VAS, the only options I'm aware of are to use a classname-based whitelist over all weapons, or to use a blacklist to remove all extra weapon clutter. There's a classlist on the first post of this thread, but I think it may be a bit outdated; you can use the ingame config viewer to look up classnames for anything that might be missing.

    - Sound Errors on Kaelies Strela/Igla/Stinger - all AA weapons, also they cannot lock? :S

    - When 3D loading/placing units w. FN SCAR the game crashes rendering it MCC/Zeus incompatible.

    - No sounds on helicopter weapons.

    - When turning on lights in hind, you are blinded from the spot which originates inside the cockpit.

    - FFAR´s are not firing where you aim, you have to list aircraft to the side to hit.

    - Getting some .RPT spam after the latest soundfix also.

    - UAZ still has lights on all times, a weird blurry glow, even though engine isnt on.

    - UAZ engine sounds are the same, no matter if speeding up or slowing down.

    - Gunner in Hind can get stuck in gunner view? - weird, going to investigate further.

    Thanks for the bug reports, it will help.

    In terms of the sound errors on AA or vehicle weapons, I might be able to fix it in the next update; In terms of locking, I guess something changed, but it should be fixed in the next release. I noticed in testing that the AA rocket doesn't seem as effective as it used to, so I'll have to look into it, but perhaps when I start working on Air units.

    I've been unable to ever find out what causes the FN SCAR crash, it doesn't happen on my end. All I can hope for is that some other fix makes that bug go away too.

    While I haven't had the FFAR issue for the hinds, they do indeed have issues with lights and such. Unfortunately, I don't plan to work on them for this next update, but I'll try to fix it in the future. The same is going to have to go for the UAZ.

    Finally, I think there is a workaround to the gunner view issue, as it seems to happen when you spawn in the hind; getting out and in again, or not starting within it, seems to prevent it from happening, at least in my experience.

    where i can see the version of a helicopter mi24vp for A2 ?

    The -24vp version is something I made from the A2 sample models, so unfortunately there isn't one for ArmA 2 itself.

    Thank you for making this Kaelies. Really great job with the Mi24s!

    I have a request: May I use some of your items/vehicles (Mi24p and UAZ) for my UN 1990 Compilation? I'd only reference your addon and change faction and textures with setobjecttexture via my config file.

    If you're still interested, that would be fine. Feel free to use the UN textures I have in the addon already for a starting point.

    so I'm right in assuming this mod is still causing errors to pop up for everyone else? It seems certain sounds are missing, is there anything I've missed or that I can do about it?

    I must have messed something up with the sound hotfix I made a while ago, if you are experiencing this after using it. I think everything should be in a better state with the next update, though.

    -----

    One thing I should finally mention, about a week or two ago I mentioned to a friend that I would be updating by the end of this week, but it seems that I can't finish by that time; I didn't end up working as much as I thought I would on bugfixes, and I've also had some issues with the tools which have led me into a roadblock.

    On that note though, I should confirm that I had planned a big surprise for this update, and that that surprise is the addition of arma-2 style civilians into the addon, complete with some female civilians too. They're all based off the standard soldier and are all capable of doing anything a soldier could do, including shoot a gun, drive a tank, or even operate advanced technology. Furthermore, the female heads are selectable by the player or can be set via scripting commands, so female soldiers are possible too.


  7. Hello,

    While there are a few things which still do not have sounds (AA launchers, missiles on helicopters and vehicles), this hotfix should fix up the majority of sounds for the new bootcamp update:

    Download via Google Drive

    Download via Mediafire

    Thanks to LAxemann for sending me the fixed configs :D It also includes a new optional config to equip soldiers with medical supplies for CSM, though that is somewhat WIP.

    Installation for the sound fix:

    No JSRS:

    Copy "kae_sz_air_snds_new.pbo", "kae_sz_weapons_snds.pbo", and associated .bisigns into the "addons" folder of your @kae_SZ installation.

    JSRS:

    Copy "kae_sz_air_snds_new_JSRS.pbo", "kae_sz_weapons_snds_JSRS.pbo", and associated .bisigns into the "addons" folder of your @kae_SZ installation.

    ---

    In regards to an actual update, I still have some half-finished things and I haven't been working much on it recently, unfortunately. It'll probably be a while longer before I can do an update.


  8. I do not run with AiA. I guess I should clarify when I say LauncherReload I mean the two animations sharing the shame prefix. LauncherReloadStand and LauncherReloadKneel. I'm pretty sure these are vanilla animations.

    ---------- Post added at 12:28 ---------- Previous post was at 12:21 ----------

    I can confirm they're vanilla, because I had actually just launched the without mods by accident.

    Alright, I found out how to make it work, thanks. I even made it possible to reload while moving now, doesn't make sense to me to prohibit moving the legs while reloading.

    Also another note on animations, more nitpicky, but I thought I'd ask anyway. You don't have to change it , it's your mod after all and I guess maybe you're going for a different feel, but if you want to realistic, from what I can tell the standard grip is by the handguard and if you're prone you use the magazine grip.

    As far as I'm aware it isn't possible to change the hand animation based upon the position, though there are some things I'd love to do if it is indeed possible. For now though, sorry, it's not something I can do.

    @der_eismann:

    Thanks for the detailed report, that helped me get through the issues I had implementing that properly. It should be fixed for the next update. In the meantime, it may be possible to fix the issue by playing around with the load order for my addon and BWMod, until I can get an update out.


  9. Also have you thought about using LauncherReload instead of ReloadRPG? In that animation he atleast reloads it by putting a rocket in the muzzle.

    I gave it a try and it doesn't seem to work for me, could that animation be added by another addon (AiA as my guess)? Would have been awesome if it did work though, but I'm not aware of any launcher reload anims in the game aside from the current one.


  10. Hello!

    I found a fix to the issues with the whitenoise, here's a quick hotfix download. Just grab the "Kae_SZ_weapon_snds" and put it into the mod folder, or grab the _jsrs version instead if you are using jsrs!

    Also happened to fix a rather silly mistake which would make any AI firing a gun sound like it was firing an AK-74, so now you can actually tell what they're shooting by sound.

    http://www.mediafire.com/download/3izbseee10twrpd/sound_variants.7z

    @ColonelHartigan

    Thanks! Unfortunately, I couldn't replicate any issue with either the IR laser or flashlight, tested as both a NATO and CDF rifleman, with two Russian and two SZ units standing nearby. I also wasn't able to test the issue of holstering a pistol, as I don't know of any that exists in just vanilla arma.


  11. Kaelis baby, you're alive haha

    Currently working on a big project (not the LOSounds2) but I'll be having a month of vacation, too so lots of time to finish all the sounds :)

    Awesome! Say, I've narrowed down the weird noise bug to happening after firing something using the AK-74 sound, or the SCAR in particular. Any chance you might know what's going on?

    @Tinter:

    No problem, and that shouldn't be a problem to fix

    ---

    By the way, I was messing around with LEA and made a quick little set for this addon, it isn't finished and is still very buggy, but it'll do until I actually work on it:

    http://www.mediafire.com/download/4siu3a6f86d85cg/SouthZagorianArmy_0.4.1_1.lea.addon

    To install it you'd open up the "add new addons" thing and then import this file.


  12. Hey,

    Sorry for the rather long, unannounced hiatus. I've been getting distracted with RL and other things lately so I haven't worked on the mod much, hopefully after vacation starts in about a week I should be getting back to this.

    Thanks for the reminder about the RPG-7 sight, I ended up forgetting about it; I'll try to work on something. Do you mean that you just want it to look better, or should I have it sized down to about the size that the sight would normally look?

    About flashlights, I'll do something about it, don't think I can get the vanilla one working well, but I will try to make one that attaches to the barrel or something; maybe I'll be able to make some variants as well, would be nice to have some of the more modern LED flashlights available as a choice too.

    About LEA, sounds like a great idea! I'll add that to my to-do list.

    Finally, in regards to the white noise, I've been getting that too since the last A3 update, good to know I'm not going crazy! I'll be sure to fix that asap.


  13. Hey,

    Do you have any plans to remove the vests from the uniforms and make them truly separate models? I can understand why you've chosen to go this way, but it's asynchronous to BIS' current A3 clothing/vest implementation.

    I do not have any plans to change this in the near future, and probably not unless there was a system to have the uniform, vest, vest supplies, and backpack all as separate items instead of just one "vest" slot. The other really big issue is that the BIS models usually have the vest and uniform merged together, so it is either difficult or impossible to remove the vest without having to do some major reconstruction on the underneath model, and it just isn't worth it to me, at least for the foreseeable future.

    pretty nice new sounds. b ut me thinks they sound a bit weak. maybe they can adjusted more in this direction:

    I dunno, personally I much prefer the sounds we have right now. Though, from what I gather from looking at all the different sound mods, it seems to be a strong matter of taste, so to each their own I guess.

    You could maybe add some gloves to the USMC and have some USMC units to have googles on their helmets? :)

    Both of those should be possible. Not sure how well the gloves will end up looking together with the rolled-up sleeves, but I'll maybe post some screenshots later.

    I don't know if its just me, but I feel like the weapons are really powerful in relation to the vanilla weapons. Is there a way to tweak the weapon damage?

    Its true, most of the weapons have higher damage outputs than the vanilla ones. I try to have it set up at least somewhat realistically, but its sorta difficult with having both the actual damage done by a bullet and the amount it goes through body armour both set in the same value. In any case, I might make another optional config someday that sets damages more equal to those used by default A3.

    As a final note, you could try to use the weakest round of each caliber to try and get it closer to default A3 values: 7n6, m855, m43 (this one is generally weaker than A3), type L, or M80.

    ------

    I won't be able to do an update this weekend, sorry :( Been too much other stuff to work on recently.


  14. Once NAPA (the only way it'd work is if there was an opfor version as well, since the Russians are independent and the US is blufor) is released along with the urals I'd be happy to make one using just your mod and A3MP :) I really put my own spin on the classic shacktac one :) it's pretty great. The current one I made is for my Arma group, exclusively, though :)

    ---------- Post added at 03:57 ---------- Previous post was at 03:56 ----------

    3 smileys in 2 sentences. Wow, I'm good!

    Sounds like fun, though unfortunately I have to keep you waiting since NAPA is still a small ways off. If you ever choose to make your mission available to the public, let me know and maybe I can feature a link to it on the front post or something.

    Two things: I'm planning on porting Vodniks today for CMP so if you want them you can have them. The second thing is that I hope we get scrim helmets with the ghillie update!

    I already have some modified Vodniks (mostly adding cargo to the BPPU one) I did back in ArmA 2 which I wanted to use as the basis for my ArmA 3 ones, so it would be easier for me to convert those than take already-converted ones and modify them again. Thanks for your offer though :)

    If scrim helmets are the helmets with grass on top and whatnot, then yes, I hope to make them part of the ghillie update, along with other partial-ghillies or stuffings of grass onto uniforms or guns. I might end up working on camos a bit more then as well, so there would be a lot of considerations to do.


  15. Hey,

    It would indeed be the A2 humvees ported over if I did them, it can still take a while though!

    Hey Kae, I'm almost done making a Dark Business gamemode using your mod. I have a Russian scout unit, however, that needs a better ghillie suit than the current A3 ones. Any chances of getting the ghillies ported over from A2?

    I'll be doing ghillie suits, snipers, etc, all as part of one single update later on, since I want to take some special care with making the ghillies excellent. Unfortunately you will have to wait a while for them :(

    I'm interested in what this Dark Business is though, mind sharing yours once it's done? Especially if it doesn't really rely on any other addons :)


  16. Hey everyone,

    Haven't done too much last week due to other obligations, hence the somewhat lower amount of responses from me :)

    -----

    In terms of Squad Leaders being unarmed; I really have no idea what could cause it besides maybe some missmatch between the weapons.pbo version, though I could have maybe forgotten to put the right one in the download. Could you please let me know whether adding the following weapon classname works for you?

    kae_m16a4_USMC_SL
    
    this addweapon "kae_m16a4_USMC_SL";  //Put this in init line of a character in the editor

    If not, try downloading the SCAR hotfix I made a while back and see if it fixes anything.

    I've noticed that, in most of the reload anims, the character's forearm gets oddly deformed towards the end. Just a FYI :)

    Yep, should be fixed next update though, now with also a pretty cool turning of the shoulders to actually grab the magazine :)

    I would expect what Kaelies said:
    Immediately there's not too many plans, probably going to give Desert Marpat a shot, add in US Army in UCP and multicam, add ACOG and CCO scopes, and maybe, maybe, add a Humvee.

    Indeed, though I must say that there are quite a few plans that don't relate to the US units. In particular, US army, desert marpat, and Humvee might not come with the next update but be after that :)

    -----

    I hope to have a pretty big, surprising, and possibly controversial, addition to the addon with my next update either this or next weekend, but I'm gonna be all fun and let you guys know more only when I'm closer to being finished. Don't worry though, everything is related to those countries represented within the addon and should increase the fun and/or immersive stuff you can potentially add to missions.

    And no, we're not going into the future.

    For more concrete examples of cool additions though, please enjoy some of the new WIP scopes that will be added, such as the ACOG, ACOG w/ RDS, CCO, Elcan, a generic sniper/hunting scope, and a generic low-power scope, all for use with the picatinny rail system.

    Some USMC take aim with the new sights



    AbhUHIc.jpg

    -----

    Also, I've gotten a video thanks to LAxemann which showcases all of the unique sounds he's made and which I have included in the addon. Please enjoy it!




  17. The new black for the SCAR looks outstanding! You are a genius :)

    IMHO there are two problems with the CDF modern vest:

    Lack of "texture", it looks too flat. That one you seem to have improved a in the last pic ( but the bags of the vest still look too flat IMO ). Maybe adding a textile texture layer, reducing alpha and selecting as a "lights layer" in Photoshop.

    The other is that looks too "shiny"/"bright" new compared to the uniform; as if it has just came out of the factory. To solve that, my suggestion would be to reduce a bit the saturation ( but just a bit ), and maybe add a dirt layer.

    But that's me being picky. I'll personally love anything you add in the mod :)

    Thanks!

    I added the textile texture I used for the South Zagorian reskins onto the CDF vest, hopefully that will solve the flatness issue. In terms of dirt, I have no good texture on me and no idea where I'd find one that looks good with the current stuff.

    By the way, I actually use paint.net for my texture editing, I've found it to be good enough, but it does mean I probably won't understand terminology related to photoshop or other programs :)


  18. Hey Kaelies, so for the Marines, the light variant should be called Marine(light) instead of Soldier (light). Just a technical thing. It's improper to refer to Marines as soldiers. No worries though!

    Hmm, interesting. I'll fix that.

    I have a little request, if it's possible. Could you darken a bit the SCAR models or use the tan ones?

    Right now the one used by the USMC looks more like a light silver color, than the default black. Although most of the SCAR in service have the tan painting.

    About using the tan texture, was gonna do that for the desert marpat when/if that comes around, doesn't make sense for tan weapons in a forest environment imo.

    Took me a while to figure out how to do it but I should have made a better black texture as well. Also reduced the excess shineyness of the SCAR.

    What is coming for the next update? Desert camo for the Marines or is it coming at a later time? :) anything else? peace ^_^

    ---------- Post added at 17:05 ---------- Previous post was at 16:37 ----------

    The Team/Squad Leader or what ever he didn't have a gun either so i would guess the Team/Squad Leader uses one, and i am going to try Light Soldier and see

    Well, the squad leader uses a normal M16, so that's very odd. Try re-downloading the addon and see if that fixes it?

    Haven't tried the desert Marpat yet, so I can't promise when that will be out. Hasn't been much work this week due to life so it's hard to say what's happening next.

    I've been playing this mod for a little bit and I must say that it's quite fantastic. A few issues with ported stuff (like texture quality on the CDF vests, for example) but I'm sure that you're going to get around to improving the quality of these magnificent units. I quite like using them with the HAFM Humvees and other imports from Arma 2 to vary the army's equipment a bit. Overall, this is very good and I'm looking forward to the future.

    Thanks! While I do want to go back and increase the quality of most of what I've done eventually, there's also a bunch of new things which I want to add first so it will be a while before I go in by myself. If you have anything in particular bugging you just let me know in a post and I can try to fix it earlier :)

    -----



    Just some eye-candy of the new, black SCAR:

    bEQanN5.jpg

    Also tried a different method with the vest retexture, might look better:

    xDdURa9.jpg


  19. RE: Scar Issues

    I had a small idea on what might have been the issue, but I can't guarentee that it will work at all. Try this hotfix and see if it does anything:

    https://drive.google.com/file/d/0ByqnO-lDHGncemljWDR1UHRWbkE/edit?usp=sharing

    I don't seem to have any problems with the SCAR, but however when i try to spawn a rifleman with the HK-416, he is spawning without any gun....:(

    Hey. No clue what could be causing it, try spawning a normal rifleman then trying to give him the various HK-416 guns, the classnames are as follows:

    Kae_HK416
    Kae_HK416_LB
    Kae_HK416_SBR

    Also try the "soldier (light)" and various crewmen, those all also use the HK416 and it would help to know if they are not working as well. Finally, by spawn I assume you mean placing in the editor?

    @MistyRonin

    Thanks for the information! Boonie hats it is then :)


  20. Well snipers and recon tend to use the boonie hat ( I don't know if you ported, but if not you could use the A3 vanilla ones ), they are more comfortable when using big rifles:

    Thanks for the heads up, I'll try to add a boonie hat. However, isn't that snipers as opposed to designated marksman?

    ;2677905']Kaelis' date=' no matter which unit is holding the weapon, no matter which version of the SCAR, everytime I tryto spawn your SCAR, it CTDs my Arma3.... here´s the rpt log =/

    About the NV lasers and flashlights, if you implement ASDG to barrel proxy, you can have bipods, grips, grenade launchers and lights/lasers of any mod compactible with ASDG... ask Robalo how if you´re still a little lost in ASDG features =)

    cheers!

    Hey,

    Nothing is jumping out immediately as a culprit, but it does look like you have a lot of addons loaded; do you mind trying out my addon with no other mods, and see if that works?

    If it does, try to enable all the addons I have listed as supported in the first page, and if that still causes the crash see which two are incompatible, and then if that works, continue until you find out which addon mine is incompatible with (assuming that is the issue)?

    ----

    Ended up with a long discussion of the problems with Flashlights/Side attachments, inside the spoiler:

    In terms of front attachments, well, here. The bipod on almost all of my guns attachs to the barrel of the gun, whereas the side attachment would mount to a diffierent point on the weapon; most weapons wouldn't have the exact same spacing between the point where the bipod and side attachment are put on, i.e. m4 and m16, or AK-74 and RPK-74. Therefore, I either have to put the proxy at the side attachment point and adjust on the bipod, and have different bipod classes for different weapons with different lengths, or put it where the bipod is attached and have different side attachment classes; the first isn't acceptable to me because of the incompatibility between bipods on different weapons, whereas the second one will have to be fixed by whoever makes the flashlight/laser, which not only is probably unacceptable to them but is also something I don't want to do for my own guns if I were to put in my own laser/flashlight.

    Unless I missunderstand how it works, ASDG won't fix this issue, since what it does it makes it so many mods can all add their scopes to a global class without messing each other up, and alternatively all their side attachments to another global class, then allows the weapon-maker to import that class into their addon so its compatible with everything else. This is just based off what features I've used, what the examples Robalo has are, and my understanding of the underlying mechanics of attachments.

    The way to fix this would be if there was an infinite amount of attachments that could be added, but there can only be three added that are represented in the UI and which don't have bugs. There is a fourth one which I use to add the grips on the SCARs and the GP-25 on the AKs but that one is very obviously buggy as soon as you try to pick up a weapon, and I don't believe it allows you to make any changes to the gun except visually; i.e., I have to put in a new weapon variant with the features the attachment gives, then just give that variant the features of the attachment (this is what I do to allow the GP-25 and grips to have their own animations of holding the gun, btw).

    Finally, I want to say that my order of priority has scopes, bipods, and muzzle attachments at the very top, the first two because I already use them a huge amount, the last because I'm sure lots of people like silencers and because I have some neat ideas in the future for that spot.

    As a way to circumvent all that, if it's something that is really wanted, I can make a flashlight that is attached onto the barrel in the same place as the bipod, the downside being that it might look out-of-place on a NATO rifle and wouldn't work for a few weapons (G3, m249, M240, anything where the bipod doesn't attach to the barrel atm).


  21. It has really got on my mind why the marksman has like caps instead of helmets, like these http://kpbs.media.clients.ellingtoncms.com/img/photos/2012/12/10/SanDiegoMarinesTwins_t590.jpg?2d540bc43edb3e4fe7087542a7e8b1a318aec38a

    I'm not an expert on USMC but do they use caps more often than helmets? just wanted to ask and point out...tho i really love the USMC, great work!

    I honestly have very little knowledge about the specifics of the USMC beyond the general range of equipment and camouflage they use. I'll set it up so their marksman uses a helmet, I've just been going off the same sort of loadout that every other faction in my addon currently has. If anyone else notices any issues I might have of say someone using X gear when they should be using Y instead, and I already have it in the addon, by all means let me know asap since it should be an easy fix :)

    I did get a request about adding a pistol holster for the USMC, will check that out as well.


  22. @Foxhound, Sonsalt6

    Thanks again for continually supporting my addon on your websites :)

    So I updated the Mod via Play with Six and the updates in the optional folder aren't their. I checked by downloading the mod from Armaholic and the mod is beautifully perfect it is play with six messing up somehow. :(

    Hey, I'll check out what's causing it this weekend, assuming PWS doesn't fix it themselves by then.

    i installed the mod and it says missing RDS_APC

    Hey, that tells me you probably have the RDS compatibility addon enabled while not having RDS tanks enabled, or an old version of RDS tanks installed. Please make sure you either don't have "kae_SZ_vehicles_RDS_compat.pbo" in the addons folder while running the addon or make sure that you have Reyhard's addon enabled and up-to-date.

    ;2677568']Kaelis' date=' since this update, everytime I try to spawn your SCAR or a unit armed with it, my ArmA CTD... it worked alright before and I even tried with optional files, but still the SCAR crashes my game =/

    If you have no idea what could be messed in SCAR´s config, I´ll try to post the .rpt after the crash... the rest of the weapons are sweet with ASDG support, but none accepts flashlights nor NV laser =/

    cheers![/quote']

    Hey, no clue indeed as to what could be causing the issue with the SCAR, nothing on my end with the default units. Send the .rpt my way if you can, along with any more-specific information you might have (i.e. what model of the SCAR exactly, if not all of them, so on).

    About the flashlight/NV laser: Unfortunately there's a limited amount of attachments for weapons which can be put on without causing errors (as seen by the disappearing GP-25 in certain situations). Since I'm using the accessory attachment slot for the bipod, it takes up the slot where the flashlight/laser would be put and therefore I currently have no room in the set to place the flashlight; trying to enable both would probably require a separate flashlight/laser model for each gun so it would be placed appropriately.

    The USMC is released? :D Desert camo or only Woodlands? :)

    Woodland only for now, I'll probably try making desert at a later time though.


  23. Hotfix is up:

    Google Drive

    Move the kae_SZ_infantry.pbo and .bisign into the @Kae_SZ/addons folder.

    @MistyRonin

    Immediately there's not too many plans, probably going to give Desert Marpat a shot, add in US Army in UCP and multicam, add ACOG and CCO scopes, and maybe, maybe, add a Humvee. I might be shying away from some of the more ultramodern things for now at least, but feel free to combine my units with someone's reskin of the A3 units.

    Amazing praise there, but hey, without BIS's work there would be no A3 for me to make this addon for :)

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