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  1. Assets seen in these images are just a sample of what is included, NOT the entire content! Everything shown is still work-in-progress, NOT the final content! Details: Coming Soon... For now I'll at least share what the main components of this mod will be made up of: USP_Gear_Acc (Accessories; GPS, wristmap, etc) USP_Gear_Body (Uniforms; pretty much just uniforms) USP_Gear_Core (Core; required by all modules to function) USP_Gear_Face (Facewear; shades, balaclavas, cool stuff, etc) USP_Gear_Head (Headgear; helmets, caps, etc) USP_Gear_Nvg (You guessed it) USP_Gear_Pack (Backpacks; mostly stuff that goes on the back) USP_Gear_Vest (Body armor; whether you wanna go rambo or snake, we got it all) Each module is standalone, and only requires the USP_Gear_Core (included) to function. Required Addons: None Signed: Most likely, and server key should be there. Overview: I'll try to keep this brief. Overall, this mod has been long in the making, even before any progress pics started popping up for it. I've owned and played the whole Arma series, back to OFP, and remained a pretty dedicated fan since the start. Never did anything more than play with scripting and develop missions/scenarios up until Arma 3, which is when I first decided to really get into modding. Started out small, messing around with patches and markers, and then I began playing with retextures as a first step into working on a full units/gear mod. Got good and far along with that, but never really mentioned it or made a release since I have a bad habit of always wanting to pack in more before going public. Then I met Hawaiian (Will) and he taught me everything he could, and shit hit the fan from there. Started messing with models, building up the foundation for a gear mod with what I could from A2 assets. Eduardo (Carlos) right by my side from the beginning, always pushing me and encouraging progress, doing everything he can to learn and help where possible. Enter OMA, the team modeller with incredible talent, shit explodes from there. So now we have this here, a gear pack that is steadily expanding to create as much authentic assets as we can...or until we get bored. Including tons of variety, hiddenSelections, various camo/texture patterns, and the largest collection of vests/plate carriers available. Why? Because we like creating new things and adding as much variety as we can to the game. Last thing I wanna say is, I can't stress enough the workload ahead. We are a very small team and even though our modeller is a speed demon, the rest beyond that will take time. So bottom line, be patient, I want this stuff ingame as much as anyone. I'll update everything with more info soon, mainly just wanted to get the thread up so I can stop posting unrelated things to the Rangers thread. Current Assets: As always, everything shown here is WIP and subject to change. Somes items still aren't shown yet, so this list will be updated as new assets are added. Accessories: Facewear: Headgear: NVG: Packs: Uniforms: Vests: Future Assets: Everything. No but seriously, we have a pretty lengthy list of 'planned' assets, but that's not to say all of them will get done. We're constantly adding to the list so we'll just see how much gets completed in the end. Just to name a few items, we have things like balaclavas, shemaghs, coveralls, beards, amphibious gear, para gear, and much more in the planning. May create a more solid list of our future-plans as we get further along, so stay tuned. FAQ: Q: When will this mod be released? ETA? A: Obviously when it's done. Q: Do you take requests? A: Absolutely. Not that we will accept all requests, but definitely consider them. Q: Is there any focus or direction that is planned for the gear? US only? A: Not entirely, pretty much adding anything that interests us for the most part. Q: Why make so many assets that have already been done before? A: Well to make an all-in-one gear pack, it's what we all want right? Q: Any plans to work on weapons or vehicles at some point? A: Not at the moment, hands are full. Q: How are you able to pump out new asset models so fast? A: The Dream Team© Q: Will this mod be made open-source so assets can be used in other projects? A: Possibly upon request. (This only applies to assets created by OMA.) Dev Team: Here's the team making all of this happen. We are a small, dedicated group and always open to experienced help from anyone wishing to get involved. Siege-A (Team lead. Model edits, config, UVs, textures, basically everything needed to get the stuff ingame and working.) OMA (3D Modeler. Created a footprint in the Arma community too big to fill.) Krogar (3D Modeler. A master of the art whom has joined us on our crusade.) Carlos (Team Assist. Filling in the gaps anywhere needed to keep progress moving forward.) Contributors: Thanks to these guys, this mod has some awesome new upgrades on the way. Helping pave the way to what's looking to be the greatest gear mod ever. Warden_1 (The one responsible for helping initiate the new ideas, methods, skills, and assets that have taken the mod to the next level.) Ardvarkdb (Another legend in the community that has stepped in to contribute his own skills and assets to the mix.) Sabre (The texture master has even offered to assist with a few items to further top things off.) Zeealex (Offering her expert assistance to the team where possible, as well as throwing in a few goodies.) NissanLawyer (A community modeler that wished to join the party and has been contributing some impressive work.) Lyy Amao (Another community texture artist that has come to provide some assistance.) Dirks (Very talented modeler, always sure to keep all of us on our toes.) Credits and Thanks: If I missed anyone here, I do apologize, I will be further updating this thread and will get everything situated in good time. OMA (The pro behind the scenes that helped kick off things with a bang.) Carlos (Kept the motivation going to see this to the end, and lending a hand in whatever he can.) Krogar (Offering his time and skills to us to help expand things even further.) Hawaiian (This guy is to thank for helping get all of this started. Many, many thanks brother, I hope you are well.) Cunico (Giving permission to use many of his high quality assets.) Lennard (Allowing use of his excellent model assets.) DaveGary (Even in A3, some top-notch assets.) RoadRunner (Allowing use of his awesome boot textures.) Syncing (Awesome GPS model.) Adacas (Allowing access to his amazing model library, even though only items from the Ranger mod have been used so far.) Fritts (Helped us out wherever he could and wouldn't let us forget how great BF2142 was.) Yogensia (Some great models/textures for the Fasthawk and Ice Axe.) Bohemia Interactive (For bringing us the best milsim game series ever and for making the A2 assets open-source.) Patron Supporters (This means a great deal to us and can't thank you guys enough for your support.) Alexander Hofmann BLACKOUT6IX Blain Mundt Coda Fetus Grimnir25 Hvymtal Joshua Crosby Lucas Fritts Oskar Hassel Pix Sparksy Switchfoot Enjoy the work you see? Care to support OMA so he can continue bringing us all these great new assets? Here's how: Just wanting to stare at some beautiful renders of things as they're made? Check it out: Wanna join our channel so you can get in on the discussions? Here ya go: Trying to just have a browse through all the WIP that has been done in the mod so far? Look no further:
  2. HI. Maybe someone can find this usable. This script adds/removes NVG's at all units besides players according to day/night cycle. ACE3 compatible. /* file: autonvg.sqf by DaVidoSS description: adds/removes nvg according to daytime for each unit included ace3 nvgs: "ACE_NVG_Gen1" "ACE_NVG_Gen2" "ACE_NVG_Gen4" "ACE_NVG_Wide" parameters: none return: VOID usage: //init.sqf if (isServer) then { 0 = [] execVM "autonvg.sqf"; }; */ private _autonvgOn = createTrigger ["EmptyDetector", [0, 0, 0], false]; _autonvgOn setTriggerActivation ["NONE", "PRESENT", true]; _autonvgOn setTriggerStatements [ "(sunOrMoon < 0.45)", " private ['_nvgsw', '_nvgse', '_nvgsi', '_nvgSide', '_itemsUnit', '_commonItemsArray', '_nvg', '_isACE']; _nvgsw = ['NVGoggles','NVGogglesB_blk_F','NVGogglesB_grn_F','NVGogglesB_gry_F']; _nvgse = ['NVGoggles_OPFOR','O_NVGoggles_ghex_F','O_NVGoggles_hex_F','O_NVGoggles_urb_F']; _nvgsi = ['NVGoggles_INDEP','NVGoggles_tna_F']; _isACE = !isnull (configfile >> 'CfgPatches' >> 'ace_main'); if (_isACE) then { _nvgsw = _nvgsw + ['ACE_NVG_Gen4', 'ACE_NVG_Wide']; _nvgse = _nvgse + ['ACE_NVG_Gen1']; _nvgsi = _nvgsi + ['ACE_NVG_Gen2']; }; { _nvgSide = switch (str (side _x)) do { case 'WEST': { _nvgsw }; case 'EAST': { _nvgse }; case 'GUER': { _nvgsi }; default { [] }; }; if(alive _x) then { _itemsUnit = (items _x + assignedItems _x); _commonItemsArray = _nvgSide arrayIntersect _itemsUnit; _nvg = _commonItemsArray select 0; if (!isNil '_nvg') then { if !(_nvg in (assignedItems _x)) then { _x assignItem _nvg; }; } else { _x linkitem (selectRandom _nvgSide); }; }; } forEach (allUnits select {!isPlayer _x}); ",""]; private _autonvgOf = createTrigger ["EmptyDetector", [0, 0, 0], false]; _autonvgOf setTriggerActivation ["NONE", "PRESENT", true]; _autonvgOf setTriggerStatements [ "(sunOrMoon >= 0.45)", " private ['_nvgsw', '_nvgse', '_nvgsi', '_itemsUnit', '_commonItemsArray', '_nvg','_isACE']; _nvgsw = ['NVGoggles','NVGogglesB_blk_F','NVGogglesB_grn_F','NVGogglesB_gry_F']; _nvgse = ['NVGoggles_OPFOR','O_NVGoggles_ghex_F','O_NVGoggles_hex_F','O_NVGoggles_urb_F']; _nvgsi = ['NVGoggles_INDEP','NVGoggles_tna_F']; _isACE = !isnull (configfile >> 'CfgPatches' >> 'ace_main'); if (_isACE) then { _nvgsw = _nvgsw + ['ACE_NVG_Gen4', 'ACE_NVG_Wide']; _nvgse = _nvgse + ['ACE_NVG_Gen1']; _nvgsi = _nvgsi + ['ACE_NVG_Gen2']; }; { if(alive _x) then { _itemsUnit = assignedItems _x; _commonItemsArray = ((_nvgsw + _nvgse + _nvgsi) arrayIntersect _itemsUnit); _nvg = _commonItemsArray select 0; if(!isNil '_nvg') then { _x unassignItem _nvg; }; }; } forEach (allUnits select {!isPlayer _x}); ",""];
  3. Hello, I need a little help: I would like the AI not to be visible to the naked eye but only visible through thermal NVG. I would like to add it either in the IA init or in a script. And usable in Multiplayer. Can someone help me?
  4. Hey guys. Does anyone know how to change a vehicle's vision mode (NVG, Thermals, etc)? P.S: I want to do this for a UAV, if it makes any difference.
  5. Hello everyone. Does anyone know a way to turn on the UAV nightvision via a script?
  6. Yes you read correctly, FULL SCREEN NIGHT VISION without the need for any client mods and server side keys. This script was written to be bundled in with mission files and to be executed at mission start via a init.sqf entry ([] execVM "fullScreenNightVision.sqf"). As you can see from the above screen shot, it was already added in to an A3Wasteland mission. This script is a work-around for night vision which uses the player 'goggles' slot rather than the 'hmd' slot, so no actual night vision goggles are required, and as a replacement the 'combat goggles (green)' must be equipped to the 'goggles' slot... which then renders the night vision full screen (no black borders) when you turn it on. Unequipped NVGoggles and equipped Combat Goggles (Green) = FULL SCREEN NIGHT VISION. Equipped NVGoggles and equipped Combat Goggles (Green) = black border night vision. Unequipped Combat Goggles (Green) and equipped NVGoggles = black border night vision. This script is able to be added to any mission with ease. Configure by changing or adding goggle classes to the allowed class array at the top of the script, no need to change anything else. The night vision does not affect scopes/launchers/vehicles (gunner view) etc, as their own vision modes are allowed to cycle as required. DOWNLOAD THE SCRIPT HERE! Enjoy a simple mod-free version of full screen night vision without any use of custom ppEffects. I hope this script will be useful. *EDIT. updated the script due to finding issues within a dedicated environment, see header change log. Regards, -soul.
  7. Hello all, something wrong when I turn to NVG, it is too blur to see. Any solution to solve this issues? https://imgur.com/ixZ56Xn https://imgur.com/wjQhn0k https://imgur.com/QYqF3AT
  8. ARMED ASSAULT III NIGHT VISION GOOGLE Version :1.0.0 BY [DSK] Red What ist the modification about ? LUCIE is a binocular goggle based on a patented optical design offering a very compact head-mounted system, with a wide 51°field of view instead of the traditional 40° field of view. Thanks to its lightweight and compact/low profile design, LUCIE offers exceptional long wearing comfort. This modification contains the 3rd Generation tube and is fully supported by ACE. ____________________________________________________________________________________________________________________________________________________________________________________________________________ Classname : dsk_nsv Images : Images with LUCIE mounted on NVG shroud : Images with LUCIE mounted on headstrap : _______________________________________________________________________________________________________________________________________________________________________________________ Credits : Credits & special thanks to Team Operation Frenchpoint for getting their Model of the night vision Google LUCIE and also for giving me their permission to release it for the whole community ! For questions and other suggestions feel free to contact me : http://xn--divisionschnellekrfte-n2b.de/ E-Mail : admin@dsk-arma2.de BI Board : [DSK]Red Best Regards,
  9. I was looking at some ArmA III art on the internet, and i noticed this: http://www.pcgamewallpapers.net/1366x768/arma-3-artwork.jpg Is there any mod that would give me this type of NightVision Goggles? It could be part of the mod, but still it would be cool for me to recreate this outfit in game.