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Everything posted by mrewok
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[eods] explosive ordnance disposal suite
mrewok replied to monovdd's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Happy new year everyone! Here is a little teaser of some thing we are working on: Here you can see some of our new ied's , one of our new backpack and some miscellaneous objects. http://cloud-2.steamusercontent.com/ugc/27351263213786873/8AE9AAB7E085D8E7823E80C573D0440E319C5786/ (338 kB) Here you can see the backpack better (i release the eod insignias if asked) http://cloud-4.steamusercontent.com/ugc/27352704106492757/D24D618F56D84A1A3C4DAE7836C8E8B062D70AB8/ (326 kB) Cheers! -
Happy new year Arma folks! It's been a while since i haven't updated my HMMWV's . So here is the slingload / FFV compatibility V0.3.8: Changelog: -Added Slingload compatibility for all HMMWV -Added Firing from vehicle on SOV variant Download: https://mega.co.nz/#!L1VwxR5J!H1L31Pjk-f4uh-3RfcZXH-_fsS7ErQADyroBjd7ixeo
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[eods] explosive ordnance disposal suite
mrewok replied to monovdd's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
We are already working on pressure plate ieds but at this point we are focusing on the RG-31 and reworking some functions. http://i.imgur.com/sVVn0Oi.png (254 kB) the textures and model of the pressure plate are very wip (i've done it while i was packing the RG's). The eod suite still need some weighting work. To add ied in vehicle use the additemcargoglobal command in the vehicle init like that : this additemcargoglobal ["EODS_inventario_ied_01",1]; Be sure to use the inventory item (EODS_inventario_ied_01 to 07), the second argument in the additem array is the count. For your second question i will leave Monovdd answer you cause i suck at scripting :) The explosion issue it's fixed wait for the next update or remove the apobs and talon pbo (the issue come from them) sorry for that guys my bad. -
Hello everyone I've made a little mod Based on the "Open doors" Mission by Panda. Language support: English French ClassNames : "OPN_I_MRAP_03_F" "OPN_I_MRAP_03_gmg_F" "OPN_I_MRAP_03_hmg_F" "OPN_O_MRAP_02_F" "OPN_O_MRAP_02_hmg_F" "OPN_O_MRAP_02_GMG_F" "OPN_B_MRAP_01_F" "OPN_B_MRAP_01_hmg_F" "OPN_B_MRAP_01_gmg_F" "OPN_I_Heli_Transport_02_F" "OPN_B_Heli_Transport_01_F" "OPN_B_Heli_Transport_01_camo_F" Known Bugs: Doors aren't animated in the cargoview of the hunter and strider Unopenable ramp For CH-49 V0.2: -Changed displayNames to be shorter -Added bisign file V0.1: Initial Release Download: Dropbox: V0.2 https://www.dropbox.com/sh/k0ur3ttwfskha2s/AAA9rtgyLKMOGdvDzNdBj1wGa?dl=0 Steam Workshop: V0.2 http://steamcommunity.com/sharedfiles/filedetails/?id=316591086 Credits and Thanks : BIS For Arma games Panda For his Open doors mission wich this mod is based on.
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[eods] explosive ordnance disposal suite
mrewok replied to monovdd's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
To transport the talon you have to drive it near to a mrap and trought the action menu you should have the "load talon in vehicle" action (disconnect before loading, it can cause issues if not). Note this is gonna be via the interaction key in a near future. -
[eods] explosive ordnance disposal suite
mrewok replied to monovdd's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yep the static backpack issue is our fault sorry guys, it's already fixed and will be included in the next update. -
Hey everyone! Here is a quick hotfix V0.3.6b: https://mega.co.nz/#!XoMy1Tab!UGy3JfKIo-npTWXtTvPM-XTRBSdgSuynQXDnvvG3ckg changelog: -Fixed zeus compatibility for : "EWK_M997A2_Ambulance_NoBackLights" "EWK_M997A2_Ambulance_Tan_NoBackLights" "EWK_M998A2_sov_M2" -Fixed wrong facing icon -Added bikey and bisign @Deathjagger : when you spawn the zeus module be sure to activate "all addons" http://cloud-4.steampowered.com/ugc/23968940618904249/9CC091AAA7A109F8B42F58478F2D5CF60E976D6D/ (170 kB)
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Which mod is causing my guy to say "Get Down, hands on the ground"
mrewok replied to kocrachon's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
This is probably the mcc sandbox, just rebind the interaction key and it should stop, but yeah spacenavy90 Is right this shouldn't be posted here. -
@Skuijs: well i don't know how the virtual vehicle spawner detect vehicles i'm affraid. I've just seen that i've forgot classname (in cfgpatches unit array) for : "EWK_M997A2_Ambulance_NoBackLights" "EWK_M997A2_Ambulance_Tan_NoBackLights" "EWK_M998A2_sov_M2" So those vehicles won't show up in zeus sorry, i'm gonna fix that and some other errors soon. Also i should be able to add gyrocam and crows version soon.
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[eods] explosive ordnance disposal suite
mrewok replied to monovdd's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thanks Mate! We just need to tweak some parts and write the script for M58 line charge. -
[eods] explosive ordnance disposal suite
mrewok replied to monovdd's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Pics should be ok now -
Here Is a quick update : V0.3.6: https://mega.co.nz/#!v0sxWbrA!5Lm7Nq3wirgJj_O0Np2eTOVM29M4RWG8HJai3bygqYw Changelog: -Fixed Frag6 inside bags -Fixed zeus compatibilty -Fixed M1114 gunner proxy on all lod's -Added deployable camonet (desert/woodland) on M1151_M2_Deployment
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[eods] explosive ordnance disposal suite
mrewok replied to monovdd's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yeah no problems for merging! Thanks a lot ! ---------- Post added at 13:49 ---------- Previous post was at 12:59 ---------- Quick teaser For the incoming M1 Assault Breacher Vehicle (ABV) : http://i.imgur.com/MwOuzTv.jpg (543 kB) http://i.imgur.com/XLuEw6Y.jpg (531 kB) -
[eods] explosive ordnance disposal suite
mrewok replied to monovdd's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Here is Bikey and bisign : https://mega.co.nz/#!3llF0YSZ!e2SrvPcrYvQ-2LWgOS_LauCswRCsjVXCGRplgbjTcug -
Gyrocams still planned, I put aside this project to focus on EODS , but I am soon going to recover in the work :)
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[eods] explosive ordnance disposal suite
mrewok replied to monovdd's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Well for Bomb suit we have to rework the whole model weighting (cause i definitelly sucks at weighting) so, i can't give you a precise date of implementation but we work on it ;) -
[eods] explosive ordnance disposal suite
mrewok replied to monovdd's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yeah we are thinking about it, we have choose to jam all radios in thor array so the player won't let it always "on", otherwise the chances to blow up are really weak. But in futur it may allow you to use some radios or partially jam some of them, we also think about an interface to set frequencies etc... (main problem is the lack of real informations, frequencies for example are classified). Thor is also gonna have a custom crate : New crate for army assets (except Thor System) : -
That due to arma, ride in back set the player in the 1st proxy then the 2nd etc....
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Hey Delta are the slatts removable? If not i can give you the cfg and config for it :) just let me now.
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[eods] explosive ordnance disposal suite
mrewok replied to monovdd's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yeah it's actually have the tank sound i'm gonna fix that soon :) -
[eods] explosive ordnance disposal suite
mrewok replied to monovdd's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
A quick teaser of the talon control station: -
[eods] explosive ordnance disposal suite
mrewok replied to monovdd's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
The classname for cellphone is : "EODS_cellphone_02". -
[eods] explosive ordnance disposal suite
mrewok replied to monovdd's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
@B.A.Verrecus : Yeah use the rope is planned :) . @Tharos: We didn't add the K9 unit in this build. -
[eods] explosive ordnance disposal suite
mrewok replied to monovdd's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yep we are doing the EOD9 suit : http://cloud-4.steampowered.com/ugc/28464218226214042/27BC95AB3917D3190D044DA907A2D862D65427C7/ (346 kB) Ucp = Universal camouflage pattern. Ocp = Operation Enduring Freedom Camouflage Pattern. For apobs it's a miclic manpack so mount it Get in gunner fire in the ied's direction and run to avoid the blast :) -
Hey everyone! Sorry for the lack of update but i'm really busy with eods project. However i'm gonna try to make a quick fix update for zeus and frag6 when i got time.