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Thread: Is there interest in this mod, if so I need testers

  1. #1

    Is there interest in this mod, if so I need testers

    Hi all, first off let me start by saying I am not starting this post to peddle my mods. I am simply trying to get some community involvement in helping with this because I am not very good at this part of what I want to do as I will clarify below.

    The Plan:
    I have 3 different mods I am looking to merge into 1 final mod. The idea is to create some realistic differences between different forces i.e. Special forces, standard militaries and local insurgents and malitias.

    The Situation:
    The current mods all come with files in the userconfig folder so the user can set their own variables. The reason I did this is because I am not very good at coming up with the most realistic settings. Therefore, I just created the mods to allow the user choose.

    I would like to make a final mod that uses all 3 mods (maybe more if new ideas arise from your responses) into 1 more complex mod that would have permanent settings based upon the given feedback here. If I do not get much feedback I will probably not do a mod like this and I will more than likely just continue to make the simple mods like I have been doing.

    The Mods:

    Infantry Armor:
    http://www.armaholic.com/page.php?id=9550

    Weapons Dispersion:
    http://www.armaholic.com/page.php?id=9576

    Infantry Stealth and Recognition Skills:
    http://www.armaholic.com/page.php?id=9604

    Infantry Using Adjustable Dispersion Weapons:
    http://www.armaholic.com/page.php?id=9626

    Feedback Information needed:

    Overall:

    -Looking for people to tinker with the adjustable values to help with the following items in each mod below as well as extra input on how to make this even better.

    Infantry Armor Mod (keep in mind that distance the bullet travels before impact does affect damage):

    -Adjust values in the userconfig file and help to come up with reasonable values to create a realistic feel to wearing combat armor.
    -What values should insurgents and local malitias have since they usually have no armor?
    -Adjust values to help create realistic amounts of damage to be taken to arms and legs

    Weapons Disperion Mod:

    -Adjust the variables in the userconfig file and help to come up with some realistic values for Highly trained Special Forces units, standard military and insurgents/local malitias.
    -I can asign AD (adjustable dispersion) weapons to lets say Special Forces and insurgents to give them higher or lower accuracy and keep the standard weapons for the standard military forces. This should give some effect accuracy being different based on training. Example- I think Insurgents should have weapons with higher dispersion which would simulate that they are not as highly trained as military personnel, especially since there is no way to really set accuracy by each unit type.

    Stealth and Recognition Mod:

    -Adjust the variables in the userconfig file and help determine good settings for varied unit types and factions. Example- I think Special Forces should have realy good stealth and recognition. I also think snipers should have excelent camo and sensitivity.

    Conclusion

    If I can get some input on this we should be able to come up with a pretty good final version for everyone to enjoy. If not, like I said earlier, I will continue to work on smaller mods. Thank you to anyone who may be interested in this and wants to help.
    Last edited by Mysteryman5150; Feb 21 2010 at 00:07.
    "Keep away from people who belittle your ambitions. Small people always do that, but the really great make you feel that you, too, can become great" -Mark Twain

  2. #2
    Chief Warrant Officer Fox '09's Avatar
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    I will download these and try them out. They all look interesting


    edit:

    hopefully caused by this mod, I managed to get a few inches away from an insurgent as a force recon soldier, where a USMC rifleman couldn't get as close. (too loud..?).

    I'm starting to like that one
    Last edited by Fox '09; Feb 18 2010 at 23:27.
    "Simulations aren't about the destination, they are about the way there." - Metalcraze

  3. #3
    Staff Sergeant Mysteryman5150's Avatar
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    @ AxF FoX- Glad you like it. All the mods should work properly as well as all work together as I have tested them pretty well and have worked out the few minor bugs I came across.

    If you tweaked any of the settings that would be possible. especially the audible. In my testing just to verify the mod worked I set the audible to 0 for a specific unit and could come right behind an enemy and he couldn't hear me. Then I set the camouflage to 0 w/ audible at 0 and I could run around him and he had no Idea unless I fired my weapon, LOL. With camo at 0 but audible normal setting I could run around him and he could hear but not see me unless I fired my weapon.

    Like I said this was just to test to verify the mod worked. now I am looking for help making these settings better to create the variances between units stated above.

  4. #4
    Chief Warrant Officer Fox '09's Avatar
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    haha. that sounds like good fun.



    I have noticed one problem, maybe not caused by the mod... but If I shot someone in the head, they should at least fall to a seriously wounded state (ACE mod or the regular ArmA 2 First aid one). It shouldn't matter what gun, that should always happen.

    I do have a question about the Infantry armor mod. Is this a chest only armor? if not, then do you know a way to make it only the chest that has "armor"?

  5. #5
    Staff Sergeant Mysteryman5150's Avatar
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    Have you opened the HPP files in the userconfig folder using a text editor. When you do there will be pretty good details about the settings and what each of the settings do. I believe I reset all the settings for each of the mods back to the original Arma2 settings when I uploaded them, so the only way you should see any changes, from the normal game you were playing before my mods, is if you have altered those files in the userconfig.

    As for any ACE questions, well I cannot answer as I don't use ACE. Therefore, I must appologize for my ignorance in that catagory.

    Also one last note is that these mods are going to work for sure with the original Arma2 units. Any alterations to the original units (possibly in ACE, I'm not sure) or new unit addons may not be affected by the settings in this mod. This is based on the fact that the new units and/or modded units may inherit their info from earlier in the soldier/unit lineage than where my mods come in on the lineage. Therefore my mod would never even touch those units. I hope that makes some sort of sense.
    Last edited by Mysteryman5150; Feb 19 2010 at 01:43.

  6. #6
    Yeah I'll test these out if I have time.

    A2: US Marines v1.2 | Force Recon v1.2
    I keep having people ask me if I'm going to 'port' my work from A2 to A3. I'm not going to 'port' anything. Will I be making new original work? Possibly.

  7. #7
    Staff Sergeant Mysteryman5150's Avatar
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    Thanks Bink- Also let me know of any additional ideas that I could research and try to find a way to implement.

    BTW Bink- I looked at a bunch of the new unit addon mods and yours look like one of the few that will actually inherit all the info from these mods, including weapons, since you don't define them. At least in the ones I looked at anyway.
    Last edited by Mysteryman5150; Feb 19 2010 at 02:06.

  8. #8
    Sure mysteryman, ill try these out asap.
    ArmA 2 x (Triplehead + TrackIR + Shoot) =

  9. #9
    Staff Sergeant Mysteryman5150's Avatar
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    Added- Infantry Using Adjustable Dispersion Weapons.

    This is a new addon where certain specified units are using the AD weapons from the weapons dispersion pack. This is the direction I am trying to go with this complete addon package. Doing things like this and getting some good feedback will allow a great mod to be created, that will actually create some variance between unit type. This is something I think the standard Arma2 lacks.

  10. #10
    Chief Warrant Officer Fox '09's Avatar
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    I have been testing the stealth mod. It looks like 0.1 camo for the sniper (both sides?) seems to be a good spot. I can't be detected easily if I'm prone, not moving, and by grass or something.


    I bet they could walk around me without even knowing.

    edit:
    nevermind. At night, yes, but not the day.
    Last edited by Fox '09; Feb 20 2010 at 04:27.

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