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Posts posted by MarcusCunningham
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RELEASED:
http://forums.bistudio.com/showthread.php?180056-US-Army-A3&p=2724827#post2724827
Information:
With the lack of the US Army faction in Arma 3, I have decided to begin work on a US faction.
This faction will be a combination of 4 mods:
- US_Pack by Craig
- RH_M4 by Robert Hammer
- RH_Pistols by Robert Hammer
- Task Force Radio by Task Force Team
I will not be making anything in this pack seeing as I have a lack of modeling knowledge, so all credit for the assests used in this addon will go to the people above.
Description:
The addon will add the US Army as a faction in the game (See screenshots below).
In-game Editor Screenshot: http://cloud-3.steampowered.com/ugc/81379041932041736/CE22B08AF539978FB399D4A02C302F088EF3E441/
In-game Editor Screenshot: http://cloud-4.steampowered.com/ugc/81379041881200916/6722EDB3647151C55FE0251D66B3D32488331646/
It will consist of 4 different camos:
- Desert
- Digital ACU
- Multicam
- Woodland
There will be a groups of units using each of the camos above. These units include:
- Air
- Infantry
- Mechanized
- Recon
- Support
In-Game Screenshots:
Desert Rifleman: http://cloud-4.steampowered.com/ugc/81379041881055875/E2C50B577FC966104E31FEB1C576312E53489CAE/
Digital Rifleman: http://cloud-3.steampowered.com/ugc/81379041881060166/7444C1C5DDECBE4A1EBD3A0788DB6A20AE3B35D3/
Multicam Rifleman: http://cloud-2.steampowered.com/ugc/81379041881064115/E40BF4CDBE3BD69208D5E3E08C4262CAAB1CAE5F/
Woodland Rifleman: http://cloud-4.steampowered.com/ugc/81379041881069397/B438432854E9A329819E7A580307E0EFAA636D94/
More screenshots on the way.
Also sorry for the bad quality, I am on my laptop for the next month.
Future Plans:
I plan on adding another additional mods such as BTC Weapons which I would use to switch out the LMG for the Autorifleman to a M249, and I would replace the AT for the Rifleman AT with the AT-4, but depending on what kind of feedback I receive, this is an option.
FAQ
Q. When will it be released?
A. Hopefully soon, I don't want to give a date, but either some time this month, or beginning of next month.
Q. How many units will this pack include?
A. 96 units
Credits
JayJay
JoshNZ
floop
Teeha
- US_Pack by Craig
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Really looking forward to this, I would love to see this release around CSE (End of this week) that would make my day :)
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Guys - you can create replacement packs as Corporal_Lib said - also please dont spam this thread with unrelated things with the m4/m16 packWeight and some other issues will be fixed in next version
Sorry Robert, I didn't mean to steer away from the main thread.
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Ohhh, that looks nice. What about the AR? Maybe use STI Weapons mod for that?My Community actually had problems running STI Machineguns on our server, therefore we have it removed, but if I were to make this addon public, then I would probably do something like that, or I could use BTC Weapons because then I would be able to use the AT-4 for the Rifleman AT.
Stay tuned, once I have this in a stage that I am happy with, then I will look at getting permission from all of the people, and once I do then I'll make a forum post.
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Hey guys, I have just finished my US Army mod for Arma 3, and I saw you talking about making a replacement pack, and that's exactly what my mod is. It consists of the US Pack by Craig, RH_M4, and RH_Pistols, and TFAR, all of which add functionality to the mod.
My mod is only available in my community at the moment, because I have not gotten permissions from Robert Hammer, Craig or the TFAR team to use and publish their mods. But if you guys are interested enough in this mod, I will ask them if that is possible.
Let me know, thanks and hope all is going well with the RH_M4 pack, also really looking forward to a RH_Machinegun pack. That would be truly amazing.
Screenshots:
Desert Rifleman:
http://cloud-4.steampowered.com/ugc/81379041881055875/E2C50B577FC966104E31FEB1C576312E53489CAE/
Digital Rifleman:
http://cloud-3.steampowered.com/ugc/81379041881060166/7444C1C5DDECBE4A1EBD3A0788DB6A20AE3B35D3/
Multicam Rifleman:
http://cloud-2.steampowered.com/ugc/81379041881064115/E40BF4CDBE3BD69208D5E3E08C4262CAAB1CAE5F/
Woodland Rifleman:
http://cloud-4.steampowered.com/ugc/81379041881069397/B438432854E9A329819E7A580307E0EFAA636D94/
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Looks awesome Glowbal, one suggestion for the weapon resting is some sort of indication that your weapon has been deployed, that could be done via a weapon sway like VTS weapon resting, or an on screen display, but then that is going to take away from the realism aspect if you want to keep the minimal HUD.
All of the other modules including the name tags look awesome, and I love the TFAR support.
Really looking forward to the CMS modules and the public alpha, which looks to be released very soon.
Keep up the awesome work guys.
--Edit--
Saw the other video of the weapon resting so disregard the weapon resting comment.
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Figured it out, you have to have something placed in the Muzzle slot in order to have something in the Pointer slot, so now my question is I wander if you can write "none" or something like that because I dont want anything in the muzzle slot.
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Awesome thanks man, I had everything done already, I was just trying to figure out where to place the weapon config, so all is good. Thank you for the help.
--Edit--
Actually, the pointer slot "RH_peq2" is not working. I am getting no errors though?
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Awesome, thank you very much, appreciate the help.
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Yeah I will just make a new weapon with those attachments, and yeah I am doing this on a regular basis (for my community) so I dont want to have to add anything to the players init. Thanks for the help again.
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Looking awesome guys, hopefully we can see a release within the next couple of weeks. Looking forward to it.
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I didnt want to have to add anything to the players init, but I wanted the player to spawn with attachments, is the only way to do this through creating a new weapon with those attachments?
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Do you want to have a new weapon with the attachments on it? So if you were in VAS it would show let's say "M4A1 with EOTech"? If so, here is a config you can do that with.enum { OrdinalEnum = 2, destructengine = 2, destructdefault = 6, destructwreck = 7, destructtree = 3, destructtent = 4, stabilizedinaxisx = 1, stabilizedinaxesxyz = 4, stabilizedinaxisy = 2, stabilizedinaxesboth = 3, destructno = 0, stabilizedinaxesnone = 0, destructman = 5, destructbuilding = 1 }; class CfgPatches { class weapon_cfg { requiredaddons[] = {"A3_Weapons_F"}; requiredversion = 1.0; units[] = {}; weapons[] = {}; magazines[] = {}; }; }; class CfgWeapons { class CLASSNAME OF WEAPON; class CLASSNAME OF WEAPON2; class CLASSNAME OF NEW WEAPON: CLASSNAME OF WEAPON { displayName = "IN GAME NAME"; class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "OPTIC CLASSNAME HERE"; }; class LinkedItemsMuzzle { slot = "MuzzleSlot"; item = "MUZZLE ATTACHMENT CLASSNAME HERE"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "IR POINTER/FLASHLIGHT CLASSNAME HERE"; }; }; }; class CLASSNAME OF NEW WEAPON2: CLASSNAME OF WEAPON2 { displayName = "IN GAME NAME"; class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "OPTIC CLASSNAME HERE"; }; class LinkedItemsMuzzle { slot = "MuzzleSlot"; item = "MUZZLE ATTACHMENT CLASSNAME HERE"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "IR POINTER/FLASHLIGHT CLASSNAME HERE"; }; }; }; };
Replace the CLASSNAME OF WEAPON with the classname of the weapon you wish to add attachments and if you want to make more than just two weapons w/ attachments you can just copy and paste the primary portion but make sure to also add the class at the beginning as well.
Thanks Teeha, I am now having problems, but I am getting no errors, would I be able to give you what I have and could you have a look through it and tell me if you see anything wrong. Any help would be much appreciated.
--Edit--
Fixed it, was missing a semicolon at the end of a line :|
Thanks for the weapon help tho.
--2nd Edit--
I wasnt looking to create another weapon, but just add attachments to a weapon. So for instance I have an M4A1, in the RH pack, and I want to have the player spawn with just the normal M4A1, but with lets say a laster pointer. So I dont want to create a new weapon, just want the player to spawn with attachments on the weapon.
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I am doing the same thing and everything is going ok, except I need to add attachments to my weapon, but I am using the RH M4 pack so the weapons dont come with attachments on them, therefore I cannot use the method stated on the page before. Anyone know how to place attachment on the weapons. Thank you
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The PiP in the second video looks amazing, I would love to see that as a mod. I've wanted sights like that forever and I thought Bohemia would have implemented them but they never did. It just adds so much more realism in the game when the scopes have that feel. Hopefully you can do a release of them soon, would love to test them out.
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Completely understand, hope all is going well and looking forward to a release soon.
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I know this has been asked, but we never got a full answer. Just wandering if there is a list of everything that will be released with this mod. Really looking forward to the release, hopefully soon. Thanks again guys.
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Pictures of the AK-47?
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I see you guys have set a release area to be June/July, hows development coming along? Really looking forward to this awesome mod, should fill the gap left by Ace nicely.
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Just curious, what sounds where you guys thinking of using, or do you have custom sounds you have?
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Maybe its allready told in this thread but i missed it then... is there a table of content for the first release of the russian forces?I was wandering the same thing. Any news on what exactly is going to be released?
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Sorry if this has already been asked, but is there a USF WIP thread or is this the only one.
Really looking forward to both mods, you guys are doing a great job.
Keep up the good work.
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Alright I just placed that in the EXPRESSION for the VEHICLE RESPAWN MODULE, and nothing happened.
I also tried this
_a164 select 0 setobjecttextureglobal [1,'#(argb,8,8,3)color(1,0,0,1)'];
and still nothing.
Sorry if I'm not understanding you correctly but its not working.
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In the respawn module there should be a parameter, just place inside of it what you want but the name (a146) would be replaced with I believe _unit or _thisAre you talking about the init of the Respawn module, or the expression in the respawn module, either way I placed these codes in both the Init and Expression of the respawn module and neither worked.
[[{a146 setobjecttexture [0,'#(argb,8,8,3)color(1,0,0,1)'];}],"BIS_fnc_Spawn",true,true] call BIS_fnc_MP;
a146 setobjecttexture [1,'#(argb,8,8,3)color(1,0,0,1)'];
But when I placed both codes in the init of the respawn module, the plane was colored, when I placed them in the expression, the plane was not colored.
Any other ideas to maybe force the unit to respawn with a init? I saw there was an option with the Simple Vehicle Respawn script to spawn a unit with an init, I tried that but it was unsuccessful, therefore I am all out of ideas.
Any other help?
US Army Faction
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted · Edited by MarcusCunningham
I am creating this mod for my community, which will eliminate our loadout script, and I thought I would make it public. The other reason why we don't use Av indus, is because we wanted something with more options and that also uses the RH gear because in my opinion, some of the best mods in the Arma community.
Craigs US Pack is really in-depth, it has over 45 camos, with over 8 items for each camo which makes over 400 various items, not including his awesome SP pack. Therefore I don't know what your talking about when you say Craig does generic stuff, but I think his pack is rather in-depth.
Plus my community wanted something alittle more personal when it came to loadouts, so even if we did use the AV indus items, we would probably customize it anyway. Therefore this addon fits perfect into our repository.