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teeha

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Everything posted by teeha

  1. Keep up the awesome work! Lots of respect for the amount of time and effort you have put into this and I look forward to playing with it!
  2. So! Brightness is something that people seem to want and we will tweak film grain so we get a more realistic view. As said before, things are still in pretty heavy development and things can always change. Size is something that can be changed fairly easily but it can affect textures and such but it is still something we are still working on. I do want to give a shout out to Warlord though as he has taught me a ton about mod development and has and still is doing an amazing job on this project!
  3. A poll has been made. Let me know what you guys want!
  4. Film grain is definitely something I've thought about but I'm not sure whether or not to add it. A lot of it comes down to personal preference as some people love it and others hate it. I just don't want to have multiple releases of something that has more variants within it as it gets hard to update and just unorganized in general. I'm also considering including some sort of brightness script but again, I'm fairly limited in what I can do script wise but I am learning and I think its definitely doable to have brightness and film grain modifications to make them look more realistic.
  5. We're working on it guys! I'm iffy about any sort of thermal vision with the NVG18 model it self. I think if thermal vision is something that would be wanted, I would want to make a different model for it as these don't have any sort of thermal capabilities to my knowledge. I'm considering doing an entire NV overhaul mod that would include NVG's in all sorts of different forms but that's for a later date. These are priority. (If there are specific pairs of NVG's you would like to see let me know so I can look into them) As for the batteries I don't currently have a working script for it. My knowledge of SQF is very limited so it's been sorta difficult to get it all figured out so i'm going to guess it won't be included in the mod on release. (If you have some know a bit about scripting and would want to help out with making a script to get working batteries on these goggles PM me!) I'm really glad people are still looking forward to it although it's release has been delayed as we want to release something of higher quality rather than just releasing what we have!
  6. I've been working recently on a mod that puts NVG-18's into the game and I have all of the models completed and everything but for some reason my config has yet to work. I've tried all the examples from previous people who had problems with NVG's and none of them have done anything differently. Maybe there's something major i'm missing entirely but I don't know because i've never done anything related to NV as of yet. This is pretty much what I have ATM but I have had different things in the past. Unsure what I need to add/change. class cfgWeapons { class Binocular; class NVGoggles: Binocular{}; class NVG18: NVGoggles { displayName = "L-3 GPNVG-18"; picture = "\A3\Weapons_F\Data\UI\gear_nvg_CA.paa"; model = "nv\data\gogs_on.p3d"; class ItemInfo { type = 616; hmdType = 0; uniformModel = "nv\data\gogs_on.p3d"; modelOff = "nv\data\gogs_off.p3d"; mass = 4; }; }; }; Thanks a ton in advance!
  7. Well we are currently working on updating models/textures and some other neat things we will be releasing with it but we don't want to release something that isn't complete. But I can see us getting it released fairly soon now. :)
  8. Glad you like it so far :)
  9. Nice! This is a mod i'd love to use in missions and just to drive around :D
  10. Warlord has been doing an amazing job on the updated models/textures and I have begun work on the batteries but they may or may not be done for the initial release. Things are going well!!
  11. teeha

    Uniforms and factions question

    This should work for you. class CfgPatches { class Insurgent_Uniforms { units[] = {}; weapons[] = {}; requiredAddons[] = {"A3_Characters_F"}; author[] = {"Your Name Here"}; versionDesc = "Insurgents"; version = "0.1"; versionStr = "0.1"; }; }; class CfgVehicles { class SoldierWB; class B_Soldier_base_F: SoldierWB { modelsides[] = {3,2,1,0}; }; class UNIFORM/ITEM CLASS NAME HERE: B_Soldier_base_F { modelsides[] = {3,2,1,0}; }; class UNIFORM/ITEM CLASS NAME HERE: B_Soldier_base_F { modelsides[] = {3,2,1,0}; }; class UNIFORM/ITEM CLASS NAME HERE: B_Soldier_base_F { modelsides[] = {3,2,1,0}; }; class UNIFORM/ITEM CLASS NAME HERE: B_Soldier_base_F { modelsides[] = {3,2,1,0}; }; class UNIFORM/ITEM CLASS NAME HERE: B_Soldier_base_F { modelsides[] = {3,2,1,0}; }; class UNIFORM/ITEM CLASS NAME HERE: B_Soldier_base_F { modelsides[] = {3,2,1,0}; }; }; What it does is unlocks the uniforms to all sides and then allowing it to work correctly with Opfor units. Haven't tested it but it should work just fine and you can directly use the Blufor item classname on your opfor character as long as it is listed above as being unlocked to all modelsides. Let me know if it works for you :)
  12. Man I can't wait. The model's are looking awesome!!!
  13. Yep. As me and WarLord have said, we are doing fine tuning to get everything as close as possible to the real life NODs model wise and those pictures are from it being first in-game. When my friend originally made them they were about the size of a car. Here's a picture of it if you're interested. Haha http://steamcommunity.com/id/tawteeha/screenshots/?appid=107410 BTW, i'm really liking your vest mod. :D
  14. You know what? I'm really not 100% sure what it means so if someone knows I would like to know as well. The best way to find out if it's necessary or not is to just take it out, paste it somewhere else, then pack your mod into a pbo and see if you get any errors/see if it works in-game.
  15. Size is something we can modify manually and we can always make it smaller if we see it as being too big but at this point that's not the primary part we are working on. At this point we are working on getting the headband to go around the player's head so it's not just floating in front of their face when you don't have a helmet on. The pictures we provided so far are from what we originally got in-game and as Warlord said there is a fair bit of fine tuning still to be done. Thanks for the input though! I'll make sure to make them a bit smaller to better match a size similar to the one in this picture. https://tnvc.com/shop/images/80729/GPNVG18_16.jpg/
  16. If you're wondering what we based the model off of these are the pictures we used as reference. https://tnvc.com/shop/l-3-gpnvg-18/
  17. Yep. The CfgVehicles Config Reference does a good job of explaining it. Here's a little snippet of it.
  18. To everyone talking about the length of the battery life, I think that we have to take into account that in Arma you're not normally doing single missions that last an extremely long time such as 30 hours for the real life version of the NVG's. With that, they wont probably last any longer than 2 hours or any less than 45 minutes because i'm not aiming for 1:1 realism but rather just another thing you have to take into account while prepping for a mission. I will also plan on releasing a version that doesn't require batteries for all of you who don't want to use it. :) As for the model/texture a friend of mine made the original model for me but I and Warlord554 have done some modifications to it and for the textures Warlord made the original one including the _as, _nohq, and _smdi textures but I have made a couple different variants of that original texture myself.
  19. Glad to hear you're looking forward to it!
  20. I think grumpy's idea may work better since the AI units still have full maneuverability rather than being stuck in place. If neither my or grumpy's ideas work mcrow does have a good idea about spawning the ammo crate once blufor are in a certain area that is defined by a trigger.
  21. Wow! That hovercraft... So cool... :D Can't wait to see it released
  22. No. Only the view of these goggles are modified to use the wider FOV. So if let's say you're doing a mission where you are playing as SEALs using these NODs and you have a team of Rangers defending using the default A3 NODs they would have the normal, default view. I'll have some different views to put up soon but some are not working correctly and I don't want to post anything that I don't know for sure will actually work in-game.
  23. Well, I was thinking that a set of batteries would probably only last 45 minutes to 1 hour but that's just a thought and when it actually gets working (If we can figure out how to do it) we might make it longer/shorter depending on the feedback I get from people in the community i'm in as well as you guys here on the forums.
  24. It's something that I am planning on doing and if everything turns out to work just fine I might also implement that into the default A3 NVG's but it's not something that is going to keep me from releasing it at this point. Ill get some pictures soon but that's something i'm trying to have people test to see what they like the most. Maybe ill put up a few different pictures and see which one's you guys like. :)
  25. I'm assuming your using unit's you made into an addon and not units that just have things modified in their init? There are a few things you can try but I wont be able to test them for you since I don't have your mod or mission. First is a DisableAI command. This disables their movement entirely so it would only make sense for bunkers or positions that don't have to do any moving. They should be able to still turn and shoot from my understanding. Put this in the unit's init. this DisableAI "MOVE"; You could also try this but i'm not sure whether or not it would stop the unit's going for the ammo boxes or not but it's worth a shot. this allowFleeing 0; Let me know if it works or not.
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