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NIN3

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Everything posted by NIN3

  1. Islamic State & Guerrilla Unit Pack HulaZone [/img] New version 1.2 ## Content ## 12 infantry units, fully functional in Zeus, MCC and the Editor. The unit pack consist of a troop of Guerrillas (Independent) as well as a troop of mujahideen of the Islamic State (OPFOR). The Guerrilla units are loosely based on what a more spec-ops version of the fighters in Ukraine could look like, with a special eye towards both the separatists and the Donbas Battalion (volunteer group fighting for Ukraine). The IS units on the other hand are based directly off of footage from VICE News. We are planning on additional features in the next version. ## Current Dependencies ## HLC Mod CAF ASDG Joint Rails *Included* // All credits for the dependencies go to their individual authors and their creditors in turn. The dependencies are not included in our mod and have to be downloaded separately. If you have any feedback do let us know! =) Cheerio, Hulahuga & NIN3 ## Download ## Armaholic 1.2 Google Drive 1.2 Steam Workshop 1.2 ## Screenshots ## ## Classnames ## ## Changelog ##
  2. Hey. I have a weird problem with the bulldozer tool. Even though I´ve never used it :D How´s that you might ask? I was checking my explorer today and a weird patition "p" appeared. I´ve never made a patition "p" and was really confused. I took a look into it and saw this: http://s7.directupload.net/images/140920/5zh9zsrd.png (172 kB) So what you see there is that bulldozer locked itself into my partiton and is protecting itself with passwords. The other weird thing is. I installed the tools a few months ago and my last arma3 / arma tools update was with the latest update. The partiton wasnt there until today. It wasnt there yesterday and the days befor. I´ve never touched bulldozer in the tools and the last time I used it (the tools) was a few weeks ago. So I dont fucking understand how this happend "WTF?", and I cant delete it. Cause its an own patition. I cant attach it anywhere now it will be there for ever getting on my nervs. Thank you for reading regards NIN3.
  3. Thank you. I unmounted it, thanks for the advice. Didnt know that Arma3 Tools has the mount "p" stuff in it. You learn every day. Thanky again and cheers. Regards NIN3.
  4. Oh I didn't know that thank you. But the good thing is, that AV is the first mod we wanted to replace anyway (with the next release) I don't think that IS should be a Nato faction. But if you want to change it just for a scenario take a look at the 3rd post by Wiggum here.
  5. NIN3

    ACRE2 Public Beta Release

    Thx for ACRE2 its great. But I have a question. Is Acre still spamming the TS, so you need to disable the "anti flood" feature?
  6. Some WIP pics of the Unfiroms I am working on to remove AV_Indus from the dependencies. [/img] [/img] [/img] //Jacket is still to bight I am also working on some headgear and vests.
  7. We are not planning to have more dependencies. Cause as serjames said we dont want to screw over the clans and even the "normal guys" who just want to play a little mission with some friends. Also we are working on ways to lower the dependencies as mentioned. But, we still recognize your suggestions and we've talked about optional additional packs, for example a pack that works with the East Satic Wepaons + and Tanks mod. Which would include brdm´s and some cool static wepons, which are not as high tech as the arma3 ones. So thats what we are planning to do: 1. lower the dependencies 2. add optional packs for other cool mods. // Soon I will post some WIP pictures of the uniforms I am working on.
  8. Yeah I will do some mission based around this addon, but this will take a while, because I first want to focus on the development means the next 2 pacthes. BTW to all mission makers. We will change the faction class for all units in this addon, means your missions with them might break. We are trying release the update soon enough, for you guys, to fix your missions for possible events/operations on the weekend.
  9. Mh weird. We don't know of any confilcts and their shouldn't be any. We dont have own factions atm so they are under FIA (for Opfor and Indp.). Also check if you have all the reqs.
  10. Factions: OPF_G_F (for IS) and IND_G_F (for Guerrilla) Put them in your Military Placement module as documented here: http://alivemod.com/wiki/index.php/Military_Placement Do note we havent added groups for the faction yet. That might be why the group placement of alive might not be working atm. I also added the classlist to the OP. We will add a classlist.txt in the next update.
  11. thx. We will take a look at it. We may do a own uniform in the future. Yes. We will add the faction names and the classnames later today. A classlist.txt will be part of the next update.
  12. - - As mentioned in the description - - -- Means that we´ve tried to get as close as possible to how they look. They of course not wearing US-Uniforms :D Mostly the ISIS or Islamic-State fighters use civilan cloth, as represented in the addon, but some of them (I would guess the veterans or officers) wear a uniform which is pretty close to the "AV IndUs" one. We might do a own uniform in the future, but for now "AV IndUS" is a req.
  13. NIN3

    Arma3 - AGGRESSORS

    I have the audiofix applied (just dragged in the CAF folder) and CAF to the newest version. But I am still unable to use them with zeus. my fault?
  14. @ .kju Sure here is the link : http://www.file-upload.net/download-9069281/arma3_2014-06-16_00-06-32.rpt.html I should have the latest version. Iam using "play with six". AiA version: "0.0.21" BTW: I know that you have to start the Zeus-DLC with "play with six" too, named: Curator Thanks for the quick reply.
  15. Hey I constanlty get errors. Which is not a problem if erveything would work. I cant use the Zeus modul, because of a missions_ew inside the RPT File: ... Attempt to override final function - bis_fnc_missiontaskslocal Attempt to override final function - bis_fnc_missionconversationslocal Attempt to override final function - bis_fnc_missionflow No owner No owner Speaker Male07_F not found in CfgVoiceTypes Warning Message: No entry 'config.bin/CfgPatches.missions_ew'. Warning Message: No entry '.units'. ... I cant preview the mission if a Gamemaster-Modul is placed.
  16. NIN3

    Authentic Gameplay Modification

    Its modular. Just delete agm_hearing in your modfolder. Question to KoffeinFlummi: Could it be that your mod makes the game darker? Since I´ve used your mod, I cant see shit at night ;) Even in the day it´s a bit darker. I looked at my settings but evrything wa slike befor. Whats weird to, is when I open the graphics menu the Game (in the background) gets brighter/ the dark effect is gone. (even at day) When I turn AGM off the darkness is gone. So it might be something with the NVG? My sunglasses, oh dear ;) Thx to 10.PzD Odin
  17. NIN3

    Authentic Gameplay Modification

    Hey just a question.... What is "agm_ai" good for? The Group join and send civilain away options? or did you actually changed ai behaviours?(nothing in the changelog/features list) Out of that, great mod. :D
  18. NIN3

    BWMod

    In the video about the G27 and the Navipad, you also showed the helmetcamera, inside the Navipad. I assume its only working for BW-mod helmets. Is there a way, for user, to add some classnames somewhere (when its relased) to add some more helmets? Thank you
  19. Great work. The vanilla Mine Detector always pissed me off because I had no clue how far it is away and how many mine´s I detected. In the video you can see in your Interface, how far the mine is away and the name. But what does the other thing mean. (Mine: [Number]) Also how is you mod reacting to mutiple mines? Will the closest one be displayed? + I think it would be good to cut the numbers. I think a "#,## m" format (means : 1,53m away) for the distance should be enough? Anyway good job. Regards NIN3
  20. I get weird tasks from noweher at the start of my missions (e.g. "Fire a machine gun"). I havent created them, I havent used a template. They are just popping out of nowhere.
  21. So I redone verything and now it works. For thoose of you which might a have Problem. You need your BluforZeus synced to a Gamemaster which is synced to the Gamemaster Modul. And then make the same setup for the Opfor Zeus. (own Gamemaster, same Gamemaster Modul). Now you can give them seperat zones.
  22. Hey guys, Iam trying to make side specific editing areas. I have a Blufor and Opfor Zeus, with their addons, and 2 editing-areas for them. The problem is, that both "Zeus" can spawn units in both areas. In the module it says: "Functional with synced "Zeus"-modules", but its obviuosl only working with the Gamemaster, because there are no other "Zeus"-modules. Iam not the best in scripting, but even in the "Cruator-side" from Bohemia ( which ist great btw) Link , are only a few commands which are siiliar to the modules and dont add alot of options. To get more specific. Iam trying to find the command which restricts a Zeus to build obj e.g. outside of his area. ( The command which is executed when the Zeus courser gets outside of the editing Zone and turn it red) So that I can restrict the Opfor-Zeus from placing inside a Blufor-Zeus zone. Thank you for reading. Regards NIN3 Edit: I´ve found the "Eventhandlers" in the wiki Link. There is a Event called: CuratorObjectPlaced. So thats might be the solution. Will be trying it out later this day.
  23. Ok. I know I get all the hate from you guys but, since the newest update it just wont work anymore. 2 days ago befor the release of the Arma-Update evrything worked fine. Now the ui wont work anymore. I can only check my self... blabla... You've heard that several times here, but we tested it with our missions we´ve made -- not working We replaced the modules -- not working Tested it in a clean new mission -- not working Deledted the mod(user config) downlaoded it again -- not working Its not only for me all the other guys which Iam playing with have the same problem. I´ve read serveral sides in this thread and I know that similar questions have been asked, but this is a whole new case I assume. Looking forward to the tfr-patch btw. Regards NIN3. Edit: I of course also updated the requierments (I dont think its needed but just in case) Edit/Solved: Seems to be, that the limations dont work as befor. So I´ve deleted all the limitation and it works. (similiar thing happend to "GDent" 2 pages befor that, but I mean it worked 2 Days ago o.O)
  24. Lol ok chill. But it would be not that unusal if a mod dosent work with a brand new model added to arma. So I thought that xmed isnt up to date for that. I mean I use x-med no for a good while and never had a problem but now, even if I place the models and stuff I just dont get any feedback(errors) and nothing is really working. ( I cant check others and I cant bleed out.) So Iam just given you feedback with things that arent working. So befor you enrage the next time, pls consider that not everyone has an idea which, zeus changed in terms of the mod and how I know what is broken (on my, or your side= Telle me how I can debug it and I will. Regards NIN3 Edit: I can understand that it´s fustrating to answer questions several times, but since this is a new model and noone posted about it yet in this Thread, it should be ok to simply ask about it.
  25. NIN3

    BWMod

    So will we have the bw-mod for "Zeus" ? I mean, some mod-units like the russian ones from massi work. Or is it a BI problem. Would be cool if we would be able to use them in your next update. Regards NIN3.
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