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hcpookie posted a topic in ARMA 3 - ADDONS & MODS: COMPLETEAliens Mod v2.0 🙂 Vilas has granted me permission to port his Colonial Marines items into Arma 3. This is based on Vilas' work and credit goes to him! NOW available on Steam! Onedrive d.l location is being updated (it is SLOW). https://steamcommunity.com/sharedfiles/filedetails/?id=2221541445 Copyright 2018 hcpookie. This item is not authorized for posting on Steam, except under the Steam account named hcpookie changelog: Vilas' original A2 work can be found here: http://www.armaholic.com/page.php?id=7128 I have updated the models and features to Arma3 standards... PhysX, handling, all the characteristics are present. I have also added a few extra goodies along the way. Download may be found here: https://1drv.ms/f/s!AGVykadR_FRbicMP As this is a new release it may have some undiscovered issues... we'll have to play it out and see. APC The APC needed very little work. PhysX is present. She carries a full complement of Colonial Marines as well as UA-571 turrets in cargo. I have adjusted the geometry so it can drive over rough terrain a little better... the APC in the movie was based on an airport tow truck and was not well equipped for offroad terrain... we'll just have to see how well she works over rough terrain! 🙂 UA571 Turret Did I say turrets? Yes I did! They are automated and can be controlled via the UAV operator. The turrets can be disassembled into a backpack! Colonial Marines have a UAV operator that carries this pack and the UAV terminal that can take control of any turrets within the area. The numbers are synchronized in MP and are persistent, even if the turret is packed and re-deployed. So "turret 5" will always be "turret 5". 🙂 The ammo will reload after a few minutes time, so when it runs dry, give it 10 minutes or so. UDL-4 "Cheyenne" Dropship The dropship works pretty well. As you can see I added many PIP screens to both the pilot and gunner seats. The dropship uses the BIS cargo feature to carry the APC within the cargo, and is subject to the limitations thereof. The weapons located within the weapon pods will work ONLY when deployed, with the exception of the A-A missiles, which are available when the pods are stowed. You can do some serious damage with the rockets so use sparingly! Use the "flapsdown" shortcut on your HOTAS to open the weapon struts, and "flapsup" to store them. The dropship is equipped with the sling load configuration although this has not been fully tested. She flies and hovers pretty well, and overall seems fairly well polished. Texture is "OK" and lacks a good UV map with features (rivet panels etc) but I am having difficulty with Blender mapping so this will have to do for now. Soldiers The Colonial Marines and Weyland-Yutani Operatives are present. Colonial Marines in BLUFOR with forest camo, and WY Operatives in INDEPENDENT, with sand-colored camo. OPFOR - that is as close as the BIS Vanilla CSAT soldiers 🙂 The "classic" colonial marines are present - M41 pulse rifle, M-240 flame unit, M-56 heavy gunner, Officer and Pilot. Additionally, the "extra" weapon sets found in the Colonial Marines Technical Manual are also present - sniper, DMR, grenadier, A-T soldier, etc. Ammo and Equipment crates, as well as USCM and WY flags, are present in their respective categories... simply search for "colonial" or "weyland" to find them if you have trouble with them. The shoulder-mounted lights do not operate. There seems to be a limitation on the uniforms' ability to use the light feature, although they are within the weapon category. I strongly recommend downloading other "scifi" addons to complement this mod, such as: The Pandora map: The Trebuchet Halo mod: Raptors pack: ... and others that may be 'futuristic'.