disco.modder
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Posts posted by disco.modder
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And to add..
-design the base better to uniquely suit each map instead of only copy pasting it across the 3 current versions.
-as far as I know, insurgency is a gamemode of the destruction of insurgent cache weapons spread across the map unlike the layout you have now where there's multiple different objectives.
-some civilians spawning here and there would be great too - have a look at TPW scripts, they are great for ambiance.
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Yup , small team atm .But planned to have 20 player + 2 player/zeus slot .
Tought i'm not sure that 20 player will perform well , may be too easy , anyway i'll try .
I actually like the small team design - just thought that if someone would like to put this onto their server they might want the mission to accommodate more players.
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could you also please provide this MP5 version?The bottom one in that pic is an MP5K with a stock yeah? Would be a cool addition to the gun if you'd consider modeling the stock. :)
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The first insurgency mission released in a while. Good stuff mate.
This is designed for a small team yeah? I see on armaholic its for 8 players. Any chance another version with more players be made? Look forward to seeing ported versions to other maps!
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;2734953']Beautiful model' date=' BusterBlaster, a gift for all MP5K fans... but could you add [i']ASDG joint rails support[/i] so we can add more optics to it, like Iansky red dots?cheers!
+1
This weapon + Iansky scopes would be sexy!
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[/color]Alright I'm updating the helmet and I am torn between the ACH (retextured by Craig in his US pack) or the ECH Light (In game original helmet). I really like the look of the ECH light, but I know that the ACH is the standard helmet at the moment. Which one should I chose?
Why not both with a randomization script? I personally think ACH's are more suited for standard infantry while ECH for SF.
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Alright I'll have a look around and try to find some nice vehicles mods I could use. Shame the HAFM Helis are broken because I would love to add those.You could use M939 trucks alongside the HEMTTs for a lighter-duty truck available here. What ACE had in A2 was great - had M2 MG variants and open tops..
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could you make vehicle mods a requirements for example :http://forums.bistudio.com/showthread.php?178191-Up-Armored-HMMWV-Modification-Release
Yeah I was looking at doing that, so it will probably be the next update. I would expect it in around 2 weeks because I am away for one week next week so I will not be able to work on anything then. So beginning of August of would expect this update.MTVRs arent used by the Army - only by the Marines and Navy. They use the HEMTTs (already in game) and the FMTVs (replacing M939 trucks).
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the Airborne units! 82nd and 101st. Also 1st ID, 7th ID (A3 timeline one) and 25th ID. :)
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Thought you were inspired by Battlefield 4 for a second.. :D
Good stuff mate lookin' flash.

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Legislator;2732333']True indeed' date=' it's just a place holder. I hope I can create a classic CSAT soldier having AK-47 and another uniform so this picture is just a placeholder to show the helmet.[/quote']what was I gonna say.. yeah the soldier in the pic, give him an AK and he would look classic. :)
Seems like we're going camping with the next update of this mod. :D
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Camo's look very good. Im impressed!
I like how you've textured all the soldier's equipment uniformly - as in vest, uniform and backpack all in ACU. Makes them look more neat instead of having Ranger Green vests, Tan backpacks (no offense SF, I still love you guys) :)
Would you mind adding in retextures of Kerry's vest and Assault pack? I sometimes like to use NATO platecarriers without the mag drop pouches and his backpack looks cooler than normal Assault packs (without the Kerry nameplate ofcourse).
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A guy I'm playing with originaly gave me that idea and I thought it was a good one.The reasons are :
- It is coherent in terms of realism cause Tavor rifles are Israeli weapons (USA ally).
- It creates NATO infantry units not using 6.5 caliber.
- It allows a diferenciation between regular infantry with Tavor and maybe special force units with MX.
- It brings some diversity.
- NATO units with TRG are good looking. :p
Something that is maybe not so clear in my mod description :
The goal with that addon is to create units which can be used by human players or as AI units.
NATO tavor units offer an other challenge to players than vanilla ones. (easier)
That's why I also created night and day versions of each units.
If your thinking for this mod is to bring realism to each faction, then NATO - portrayed as US 7th Infantry Division based in Europe, wouldn't even have Merkava, Namer, Patria and other hybrid armored vehicles. America - although maybe crumbling nation in A3s timeline, Im sure can still afford to airlift tens of Abrams into the Aegean theater with their Air Mobility Command capabilities. In fact, NATO should be renamed to US Army as the presence in the Aegis Region is entirely by the US and UK (could be a new faction for Blufor if you're keen) and not the other 20 or so member nations.
just my 2 cents...
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Why would you replace Divers weapons with those that weren't made to operate under water?
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So, quick news report. I have indeed set up two configs in the replacement folder, so there's one that doesn't include vehicles. I plan to include the Penah with the mask and the retextured weaponry (black RPGs) in the next mini-update.If anyone has any bugs or issues, please state them now so I can address them in 1.3.5.
Edit: I also finished a retexture of the CSAT SOF units, since I liked the guerrilla sweaters.
http://cloud-4.steampowered.com/ugc/577901446789242659/A9494FB1847400028D7636411E7C13E3C94F109E
404 not found error with the image.
Would love to see the new iteration of the Navy camo btw with all the dirt and oil. :)
Evan have you seen this mod?the csat suit is very beautiful
below is a my experiment in Gorka camo
Im guessing that AK is from HLCs AK pack?
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I dont think you'd want crims to have GL's nor can they acquire them.. I mean they would look too heavily armed and be recognized as PMCs almost.
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HI nightmareCan you give a classname please?
of...?
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You may have an outdated file. I would download TFAR again and replace the userconfig folder with the new one. The first 4 of you radio_keys.hpp should beclass task_force_radio_settings { tf_no_auto_long_range_radio = 0; TF_give_personal_radio_to_regular_soldier = 0; };hmm.. unless PwS's version isnt up to date then I should have the latest. Ill download latest version manually and see.
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Cant find the tf_no_auto_long_range_radio line in the .hpp mate. Do I have to type it in myself?
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quick question: if I wanted my unit to not automatically get the backpack radio at mission start, how would I go about doing that?
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Yeah I have posted there before, I will do it again if I cant find anything soon.Also I have figured out how to add items to the backpacks so that will also be in the next update aswell.
Also looking at adding CSE items (Medical items, Commanding Tablet) once its released tomorrow, what are everyone's thoughts on that?
..as optional configs, yeah would be good. Just about do anything you want as long as they're separate optional configs to allow people to configure the mod to their own likings.
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Good stuff. Look forward to future updates mate, specially anticipating groups for quick and easy placement of your units!
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yay!
Thanks for doing this buddy - must appreciated.
Im guessing a working well deck will be planned for the future? :)

N-B U.S.M.C Project
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Good luck and have fun in your 3-4 year journey making your dreams come true!