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Everything posted by DreamRebel
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Prussian Empire Mod Team - 2 additional developers needed!
DreamRebel posted a topic in ARMA 3 - FIND OR OFFER EDITING
Hey guys, The Prussian Empire mod gets bigger and bigger every day. Though at this moment we've reached the maximum amount of work we can currently handle with our team. Our main team works on more mods than just the Prussian Empire mod. So, now we're searching for 2 additional developers willing to join our team. What do we need? We need a modeller and someone experienced with setting up model/vehicle/object configs. Why? At this moment we can do some modelling ourself. For example we currently have 5 other modellers who have been kind enough to create models for us to use. Though most of these models are ready, they aren't game ready yet. (16 new models total) What do I mean with not game ready? This means that the models are still high poly models and need to be reduced to low poly models in order to make them work in game. Otherwise we can't convert them to an .p3d format. Now we also need someone to do the config part. Our team has limited experience with configs for new models and setting up animations. So we need help with this. Without additional help we can't guarantee the first models will be in game this year. For extra information about our mod, click here. Click here to see some of our WIP pictures. If you're interested you can contact me directly. (Send PM) Best regards, Jeremy | DreamRebel [Projec tlead] Prussian Empire Mod Team -
Nice to see you working on this bird too! I like it. :)
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Hey guys, thanks for your messages! :) @flv*venom* We appreciate it that you take your time to write us. Haha That's great to hear and we hope that you're still amazed by our work. All models will be used at some point and the amount only grows. It went from 8 new models to 12 already. (5 tanks, 1 AFV, 1 plane, 1 submarine, 2 snipers, 1 heavy machine gun, 1 assault rifle) To answer your question, yes. All vehicle's will be included but probably not in beta or alpha versions. We need more people to speed up the model work. We try to create a healthy and fresh mix by modern units and older Prussian units. So far we think that we did a pretty good job. It's is true that some points in our story might be a bit strange. Though the story is still W.I.P. and keeps changing if needed. In fact today the newest story version has been released. About the Dutch region, the story itself states the following: "February 14, 2024 | The official language in the Germanic Empire is now German. Except for the Dutch region, the official language in this region stays Dutch followed by French and German.". This means that in the Dutch region the official language will remain Dutch. Thank you very much for your feedback and comment, we appreciate a lot! :)
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Hey guys, As promised another small but important update! First of all the Prussian Empire Mod Team keeps on growing. :) Also it might be interesting to know that our team isn't just working on this mod, but in fact on many others as well. :) Our ultimate goal is to create are own ArmA-Verse. So far a few other modders already asked if they may join us and hook on to our story. I'm more than happy to announce that the "Capraian Armed Forces" mod has been accepted as a third party or sub mod. Our team fully supports Yevgeni89 in his work and we try to help wherever we can. Don't forget to check out the "Italian Division Project" which is also part of our ArmA-verse. Thumbs up for Pinaz93 and his amazing work! Do you think your mod fits our storyline? Then just send us a message! Now some more news about the Prussian Empire. Let's start with some exciting news first. 4 new additional models made by Tim "SteamTank" Aletdinov will be used for our mod. Even though the models itself are ready, they aren't game ready yet and this will take some time. We currently don't have the manpower and skill to reduce the triangle amount in a proper way. Therefor everything related to new models will take much longer then our regular stuff. Pictures will follow later but what I can tell you already is this: 3 new rifles, 1 new tank. (Sniper rifle [Anti material], Designated marksman rifle, Heavy machine-gun, Heavy tank [180 mm cannon]) We are still looking for someone to help us with the animations/configs. if you're interested, send us a message! Now let's end with some fresh pictures. Lately we have been working on Officers and so far this is the result. Cheers
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Nice, would love to see this bird flying soon! :p
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Looks good mate, I like it! :)
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Ok yet another small update, this one is about the (W.I.P.) Prussian Guards and Jaegers. Check out our Prussian Empire Slideshow for more pictures. Prussian Jaegers | Prussian Guards | Prussian Imperial Guards Camo patterns have been tested and do work or meet their purpose.
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@lone.wolf Thanks! We try to put as much detail into our work as possible. All camo patterns we use have been tested as well or serve a certain purpose. If you're eager to learn new things, we might be able to help you. Also there are many good tutorials and templates available already! :) Yes, there will be several spec ops Teams/Divisions/Battalions. For example both the Imperial and Prussian Guards consist of spec ops. Though they serve a different purpose and are a perfect combination between spec ops and a mobilized (armored) brigade. The 78th Jaeger Battalion also consist of spec ops, these units are comparable to U.S. Army Rangers.
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Prussian - Imperial Guards [W.I.P. sneakpeak]
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Wow it looks great! :) Keep up the good work mate.
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Hey guys, just a small update with pictures for now. Nothing special, just some eye candy. More interesting stuff will follow soon, I promise.
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Hey guys, I'm sorry that there haven't been that many updates recently! We've all been very busy lately, nonetheless we are still working on it and we hope to show some new things/updates soon! :)
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Ok, cool. You got my attention for now.
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Need help with custom units creation.
DreamRebel replied to boombastic's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
@boombastic You're welcome! :) Sorry for my late reponse. Ok, no problem, will get it to work. (1) Yes, it's an example so you'll have to replace the data. (2) You'll use your own values and vanilla values combined, these are known as classnames. (3) You need a progam which allows you to create .PBO files. (4) It might be easier for you to send your files to me, then I will make them work. (5) No, you can't use the virtual arsenal to create units with an config. The scripting language used is different. You can use the classnames though. So basically yes, you will have to edit it in order to make it work. It might be easier to watch a proper tutorial first. @dirtynorf Like Locklear said, you'll need to create a new class for a weapon through a config. -
[WIP] TPz Fuchs 1A6 [Arma2 Port]
DreamRebel replied to Xorpane's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Nice! :) -
Need help with custom units creation.
DreamRebel replied to boombastic's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hey guys, I didn't had much time but I made something quick which might help you already. First create a new file and name it "Config.cpp", now save it. Open it and paste the code/text as shown below in your new document. enum { // = 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 Your_Unique_Mod_Name { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_Common", "A3_Characters_F", "A3_Characters_F_Beta", "A3_Characters_F_BLUFOR"}; }; }; class cfgFactionClasses { class Faction_name_short //Faction Calling Name, this line will be used to define your faction for units { displayName = "You can write something here"; //Faction name in-game icon = "Your\Path\Your_flag.paa"; //Path to texture next to the faction name in editor "PBOname\filename.paa" priority = 2; //How far down it is on the menu side = 0; // 2 Blufor 0 opfor 1 independant I think. }; }; class CfgVehicleClasses { class Your_Infanrty_name //Name of unit group e.g Air, Infantry, Armour (You see this name in the ingame dropdown menu) { displayName = "Infantry"; //In-game name priority = 2; // How far down it is on the menu }; }; class CfgVehicles { class I_Soldier_base_F; class I_soldier_F; class I_Sniper_F; class I_Soldier_AR_F; class I_Soldier_M_F; class I_Soldier_lite_F; class I_Soldier_TL_F; class I_crew_F; class I_Soldier_A_F; class I_Soldier_GL_F; class I_medic_F; class I_Soldier_LAT_F; class I_Soldier_AT_F; class I_engineer_F; class I_officer_F; class I_Soldier_exp_F; class I_Soldier_SL_F; class I_Soldier_AA_F; class I_support_AMort_F; class I_support_Mort_F; class I_support_AMG_F; class I_support_MG_F; class I_support_GMG_F; class I_Soldier_AAA_F; class I_Spotter_F; class I_soldier_UAV_F; class B_Carryall_oli; class FlagCarrier; class Your_rifleman : I_soldier_F { //You may use anything you want, just make sure it's unique _generalMacro = "B_Soldier_F"; //Don't change this line! scope = 2; //This means whether you'll be able to see the unit in the dropdown menu or not side = 0; //0 Means Opfor faction = "Faction_name_short"; //Your Faction vehicleclass = "ASTR_Infanrty"; //Unit Group displayName = "Rifleman"; nakedUniform = "U_BasicBody"; uniformClass = "ASTR_Uniform"; hiddenSelections[] = {"Camo"}; //You can get rid of this line if you're not creating a new uniform hiddenSelectionsTextures[] = {"\Your\Path\ASTR_uniform_v2.paa"}; //You can get rid of this line if you're not creating a new uniform genericnames = "AfroMen"; //Right now your soldiers will have African names, you can get rid of this line identitytypes[] = {"Head_African"}; //Right now your soldiers will look African, you can get rid of this line //backpack = "B_Parachute"; //You can use this line to add a backpack to your unit (delete "//" those first) linkedItems[] = {"V_TacVest_brn", "ASTR_Helmet", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; //Helmets, vests and small items go here respawnLinkedItems[] = {"V_TacVest_brn", "ASTR_Helmet", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; Weapons[] = {"RH_m16a1","Throw","Put"}; // only add rifle & / pistol classname, leave throw and put they are used for explosives and grenades respawnWeapons[] = {"RH_m16a1","Throw","Put"}; Magazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","HandGrenade","HandGrenade","SmokeShell","SmokeShell"}; //Ammo goes here respawnMagazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","HandGrenade","HandGrenade","SmokeShell","SmokeShell"}; }; //Below you'll see an example config class ASTR_supp_AAA_Example_SOHO : I_Soldier_AAA_F { _generalMacro = "B_Soldier_F"; scope = 2; side = 0; //Opfor faction = "ASTR"; //Your Faction vehicleclass = "ASTR_Infanrty_Support"; //Unit Group displayName = "Asst. Missile Specialist (AA)"; nakedUniform = "U_BasicBody"; uniformClass = "ASTR_Uniform"; genericnames = "AfroMen"; identitytypes[] = {"Head_African"}; linkedItems[] = {"V_Chestrig_rgr", "ASTR_Helmet", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"V_Chestrig_rgr", "ASTR_Helmet", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; Weapons[] = {"RH_m16a1","Throw","Put"}; // only add rifle & / pistol classname, leave throw and put they are used for explosives and grenades respawnWeapons[] = {"RH_m16a1","Throw","Put"}; Magazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","HandGrenade","HandGrenade","SmokeShell","SmokeShell"}; respawnMagazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","HandGrenade","HandGrenade","SmokeShell","SmokeShell"}; }; }; class CfgGroups { class East { class ASTR //Your short faction name goes here again { name = "African Soho Tato Rebels"; //Full faction name class Infantry { name = "Infantry"; //Group name (Description) class ASTR_InfSentry //Group name short { name = "Sentry"; // name = "Sentry"; side = 0; //0 = Opfor faction = "ASTR"; rarityGroup = 0.3; //How often will this group show up? class Unit0 //First unit! { side = 0; vehicle = "ASTR_Grenadier"; // < Unit type (Use short unit name) rank = "CORPORAL"; //Unit rank position[] = {0,0,0}; }; class Unit1 //Second unit { side = 0; vehicle = "ASTR_rifleman"; // < Second unit rank = "PRIVATE"; position[] = {5,-5,0}; }; }; class ASTR_Sma_Pat_Team //Another example { name = "Small Patrol Team"; // name = "Small Patrol Team"; side = 0; faction = "ASTR"; rarityGroup = 0.5; class Unit0 { side = 0; vehicle = "ASTR_Marksman"; rank = "CORPORAL"; position[] = {0,0,0}; }; class Unit1 { side = 0; vehicle = "ASTR_rifleman_light"; rank = "PRIVATE"; position[] = {5,-5,0}; }; class Unit2 { side = 0; vehicle = "ASTR_rifleman_light"; rank = "PRIVATE"; position[] = {-5,-5,0}; }; class Unit3 { side = 0; vehicle = "ASTR_rifleman_light"; rank = "PRIVATE"; position[] = {10,-10,0}; }; }; }; }; }; }; ArmA 3 factions: West: "BLU_F" (NATO), "BLU_G_F" (FIA) East: "OPF_F" (CSAT), "OPF_G_F" (FIA) Guer: "IND_F" (AAF), "IND_G_F" (FIA) Civ: "CIV_F" (Civilians) Check this page for more info. -
I would really like to see a Apple Notebook/Macbook, an "Mr. Ali G" painting/picture or poster and a fluffy Panda. You never know when you need one of those! <_< For real, I'm not kidding.
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Made a mission with wrong addons, how do i change it without reworking mission?
DreamRebel replied to Jonesy840's topic in ARMA 3 - QUESTIONS & ANSWERS
Yeah just like they said, open the file with Notepad++ for example. Then change the names/values you want to change. :) -
Need help with custom units creation.
DreamRebel replied to boombastic's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I can help you, send me a private message! ;) -
Burnes Armories Tanks and Deployment Vehicles
DreamRebel replied to a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey Burnes, that's great news! I've been watching your tutorials as well and so far it was quite a struggle but I think I'm getting there. :) Thanks! -
Medal Of Honor - Project Honor
DreamRebel replied to vanschmoozin's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
It looks good mate, I like it! :) Keep up the good work. -
@john1 I'm not sure yet John but I'll add it to our list. Not sure though since this submarine is ment for strategic missions, guarding and neutralizing enemy threats. The submarine is very big and nuclear as well. Though some sort of hatch for divers and equipment will be more likely. I hope we can create a proper control-room or do a joint-venture with Spookwar. As for the CV-90, it looks very good and it will be likely for the Prussian Army to adopt it. Or something similar to it. Yes I've seen Gnat's work and I've also spoken with Gnat about my submarine. @belbo Thanks! The reason why we are using the word Germanic is because the country itself wasn't created by German people only. Several countries formed an alliance and later on a country together. They decided to go with the Germanic name because all people living in those countries are Germanic. Except for the German people, others aren't German. You can read it in the story at page 1 as well. At first it was the Germanic Alliance, then The Germanic Republic, then The Germanic Empire which later on became (Prussia) The Prussian Empire.
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Hey John, thanks for your feedback! I haven't had time to discuss it yet but tomorrow I'll have a look at the XM-8! So far we already have 4 tank models and 1 AFV which is based on the CV-30/Panther 3 chassis. Tomorrow I'll also contact the SAM team, that might be interesting and I think some of their models will fit his mod really well. The submarine currently has 4 missile hatches, each missile hatch contains 6 balistic missiles. Which comes to a total of 24 missiles. Among with the missiles the submarine has several torpedo tubes as well. Players can leave the submarine on top. Again thanks for your feedback and compliments, we greatly apreciate it. :) I'll post some WIP pics below! Gojira Class Submarine WIP Picture 1 Gojira Class Submarine WIP Picture 2 Gojira Class Submarine WIP Picture 3 Gojira Class Submarine WIP Picture 4 Gojira Class Submarine WIP Picture 5 Panther 3 tank WIP Picture
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2035: Russian Armed Forces (5.3.0)
DreamRebel replied to Deathstruck's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nice, it looks good! Great job. :) -
Great news, this made my day! :)