Sign in to follow this  
Followers 0
R0adki11

Nogovan Light Infantry Addon Pack 3.0

48 posts in this topic

Thanks for the comments, hoping to add an East config and finalize this addon. Will be releasing soon Desert Infantry and Vehicle Packs. For more information check out my website Nogovan Army Project.

Share this post


Link to post
Share on other sites

This Nogova Army addon is a must have complement when setting up some mission editor skirmishes trying to invade Nogova with Everon Alliance ;)

Good to see more vehicles going to make it within your project, they will be needed anyways once Everon will deploy their fresh upgrades in what's coming soon.

Great job R0adki11

Share this post


Link to post
Share on other sites

The com pack is required for my air addons and some upcoming addons, it contains scripts and sounds. :)

Share this post


Link to post
Share on other sites

I tried your version 3.3 and i got a message about missing config WW4_magazine. I've read the ReadMe.txt again and you said nothing about a required WW4 addon, you only mention JAM3 & RKI_WEAP addons in there.

Did you forgot to include it in the ReadMe.txt or i just have a corrupted file ?

Share this post


Link to post
Share on other sites

I will check it out when i can, just moved house so in abit of a disarray.

Share this post


Link to post
Share on other sites

I've checked each of your NLI 3.3 files and i've found the problem. Look like you added some WW4 magazine to every gun with this new version in the RKI_WEAP.pbo.

RKI_WEAP.pbo Config.cpp

class CfgModels

{

class default{sections[] = {};sectionsInherit="";};

class Weapon: default{sections[] = {"zasleh"};};

class RKI_FnFAL: Weapon {};

class RKI_FnFALm203: Weapon {};

class RKI_FnFALAim: Weapon {};

class RKI_FnFALAimm203: Weapon {};

class RKI_FnFALAimSD: Weapon {};

class RKI_FnFaLScout: Weapon {};

class RKI_FnFALlmg: Weapon {};

class RKI_FnFALshort: Weapon {};

class RKI_FnFalSD: Weapon {};

class RKI_FnFalScoutSD: Weapon {};

class RKI_FnFALMarksman: Weapon {};

class RKI_FnFALReflex: Weapon {};

class RKI_FnFALReflexSD: Weapon {};

class RKI_FnMag: Weapon {};

class RKI_FnMagAim: Weapon {};

};

class CfgWeapons

{

class Default {};

class MGun: Default {};

class Riffle: MGun {};

class M60: MGun {};

class HK: Riffle {};

class SniperRiffle : Riffle {};

class M21 : SniperRiffle {};

class GrenadeLauncher: Default{};

class M16GrenadeLauncher: Default {};

class Mortar: GrenadeLauncher{};

class RKI_FAL: Riffle

{

scopeWeapon = 0;

scopemagazine = 2;

ammo=RKI_FALx;

count=20;

displayName = "FN-Fal";

model="\RKI_WEAP\RKI_FnFal.p3d";

opticsZoomMin=0.35;

opticsZoomMax=0.35;

modelOptics="\RKI_WEAP\optics\optika_FAL.p3d";

reloadMagazineSound[]={"\JAM_Sounds\sounds\FALReload.wss",0.05,1};

picture="\O\Guns\w_HKG3.paa";

modes[]={"Single","FullAuto"};

magazines[]={"JAM_W762_20mag","JAM_W762_20HDmag","WW4_W762_20mag","WW4_W762_20HDmag"};

};

class RKI_FALScope: RKI_FAL

{

scopeWeapon=2;

scopeMagazine=2;

weaponType=1;

ammo=RKI_FAL;

count=20;

valueWeapon=2;

valueMagazine=2;

reloadMagazineSound[]={"\JAM_Sounds\sounds\FALReload.wss",0.05,1};

displayName="FN-Fal Suit";

model="\RKI_WEAP\RKI_FnFalScout.p3d";

modelOptics="\RKI_WEAP\optics\t_sight.p3d";

opticsZoomMin=0.2;

opticsZoomMax=0.2;

modes[]={"Single","FullAuto"};

magazines[]={"JAM_W762_20mag","JAM_W762_20HDmag","WW4_W762_20mag","WW4_W762_20HDmag"};

};

class RKI_FALReflex: Riffle

{

scopeWeapon=2;

scopeMagazine=2;

weaponType=1;

ammo=RKI_FAL;

count=20;

valueWeapon=2;

valueMagazine=2;

reloadMagazineSound[]={"\JAM_Sounds\sounds\FALReload.wss",0.05,1};

displayName="FN-Fal Reflex";

model="\RKI_WEAP\RKI_FnFALReflex.p3d";

modelOptics="\RKI_WEAP\optics\opti_reflex.p3d";

opticsZoomMin=0.2;

opticsZoomMax=0.2;

picture="\O\Guns\w_HKG3.paa";

modes[]={"Single","FullAuto"};

magazines[]={"JAM_W762_20mag","JAM_W762_20HDmag","WW4_W762_20mag","WW4_W762_20HDmag"};

};

I did some test by removing all WW4_magazines(including WW4_grenade) and everything is working just find, like it was in 3.2 version. I don't know if it was intentional since it's not a standalone addon anymore but if it was, just think to add WW4 mod in the ReadMe.txt in your next version.

EDIT: I just saw that you've let the old config in the addon. It still have a 1kb difference so i'll put the modified file in spoiler if it could help you or anyone in the same position as me.

// some basic defines

#define TEast 1

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

// type scope

#define private 0

#define protected 1

#define public 2

#define WeaponNoSlot 0// dummy weapons

#define WeaponSlotPrimary 1// primary weapons

#define WeaponSlotSecondary 16// secondary weapons

#define WeaponSlotItem 256// items

#define WeaponSlotBinocular 4096// binocular

#define WeaponHardMounted 65536

class CfgPatches

{

class RKI_WEAP

{units[] = {RKI_FAL_SoldierW};

weapons[] = {"RKI_FAL", "RKI_FALScope","RKI_FALM203", "RKI_FALAimM203","RKI_FALlmg", "RKI_FALShort", "RKI_FALSD", "RKI_FALScopeSD","RKI_FALAim","RKI_FALAimSD","RKI_FALMarksman","RKI_FNmag","RKI_FNmagAim"};

requiredVersion = 1.96;

};

};

class CfgModels

{

class default{sections[] = {};sectionsInherit="";};

class Weapon: default{sections[] = {"zasleh"};};

class RKI_FnFAL: Weapon {};

class RKI_FnFALm203: Weapon {};

class RKI_FnFALAim: Weapon {};

class RKI_FnFALAimm203: Weapon {};

class RKI_FnFALAimSD: Weapon {};

class RKI_FnFaLScout: Weapon {};

class RKI_FnFALlmg: Weapon {};

class RKI_FnFALshort: Weapon {};

class RKI_FnFalSD: Weapon {};

class RKI_FnFalScoutSD: Weapon {};

class RKI_FnFALMarksman: Weapon {};

class RKI_FnFALReflex: Weapon {};

class RKI_FnFALReflexSD: Weapon {};

class RKI_FnMag: Weapon {};

class RKI_FnMagAim: Weapon {};

};

class CfgWeapons

{

class Default {};

class MGun: Default {};

class Riffle: MGun {};

class M60: MGun {};

class HK: Riffle {};

class SniperRiffle : Riffle {};

class M21 : SniperRiffle {};

class GrenadeLauncher: Default{};

class M16GrenadeLauncher: Default {};

class Mortar: GrenadeLauncher{};

class RKI_FAL: Riffle

{

scopeWeapon = 0;

scopemagazine = 2;

ammo=RKI_FALx;

count=20;

displayName = "FN-Fal";

model="\RKI_WEAP\RKI_FnFal.p3d";

opticsZoomMin=0.35;

opticsZoomMax=0.35;

modelOptics="\RKI_WEAP\optics\optika_FAL.p3d";

reloadMagazineSound[]={"\JAM_Sounds\sounds\FALReload.wss",0.05,1};

picture="\O\Guns\w_HKG3.paa";

modes[]={"Single","FullAuto"};

magazines[]={"JAM_W762_20mag","JAM_W762_20HDmag"};

};

class RKI_FALScope: RKI_FAL

{

scopeWeapon=2;

scopeMagazine=2;

weaponType=1;

ammo=RKI_FAL;

count=20;

valueWeapon=2;

valueMagazine=2;

reloadMagazineSound[]={"\JAM_Sounds\sounds\FALReload.wss",0.05,1};

displayName="FN-Fal Suit";

model="\RKI_WEAP\RKI_FnFalScout.p3d";

modelOptics="\RKI_WEAP\optics\t_sight.p3d";

opticsZoomMin=0.2;

opticsZoomMax=0.2;

modes[]={"Single","FullAuto"};

magazines[]={"JAM_W762_20mag","JAM_W762_20HDmag"};

};

class RKI_FALReflex: Riffle

{

scopeWeapon=2;

scopeMagazine=2;

weaponType=1;

ammo=RKI_FAL;

count=20;

valueWeapon=2;

valueMagazine=2;

reloadMagazineSound[]={"\JAM_Sounds\sounds\FALReload.wss",0.05,1};

displayName="FN-Fal Reflex";

model="\RKI_WEAP\RKI_FnFALReflex.p3d";

modelOptics="\RKI_WEAP\optics\opti_reflex.p3d";

opticsZoomMin=0.2;

opticsZoomMax=0.2;

picture="\O\Guns\w_HKG3.paa";

modes[]={"Single","FullAuto"};

magazines[]={"JAM_W762_20mag","JAM_W762_20HDmag"};

};

class RKI_FALReflexSD: Riffle

{

scopeWeapon=2;

scopeMagazine=2;

weaponType=1;

ammo=RKI_FAL;

count=20;

valueWeapon=2;

valueMagazine=2;

reloadMagazineSound[]={"\JAM_Sounds\sounds\FALReload.wss",0.05,1};

displayName="FN-Fal ReflexSD";

model="\RKI_WEAP\RKI_FnFALReflexSD.p3d";

modelOptics="\RKI_WEAP\optics\opti_reflex.p3d";

opticsZoomMin=0.2;

opticsZoomMax=0.2;

picture="\O\Guns\w_HKG3.paa";

modes[]={"Single","FullAuto"};

magazines[]={"JAM_W762_20SDmag","JAM_W762_20SDHDmag","JAM_W762_20mag","JAM_W762_20HDmag"};

};

class RKI_FALAim: Riffle

{

scopeWeapon=2;

scopeMagazine=2;

weaponType=1;

ammo=RKI_FAL;

count=20;

valueWeapon=2;

valueMagazine=2;

reloadMagazineSound[]={"\JAM_Sounds\sounds\FALReload.wss",0.05,1};

displayName="FN-Fal Aimpoint";

model="\RKI_WEAP\RKI_FnFalAim.p3d";

modelOptics="\RKI_WEAP\optics\optic_m68.p3d";

opticsZoomMin=0.2;

opticsZoomMax=0.2;

picture="\O\Guns\w_HKG3.paa";

modes[]={"Single","FullAuto"};

magazines[]={"JAM_W762_20mag","JAM_W762_20HDmag"};

};

class RKI_FALAimSD: Riffle

{

scopeWeapon=2;

scopeMagazine=2;

weaponType=1;

ammo=RKI_FAL;

count=20;

valueWeapon=2;

valueMagazine=2;

reloadMagazineSound[]={"\JAM_Sounds\sounds\FALReload.wss",0.05,1};

displayName="FN-Fal AimpointSD";

model="\RKI_WEAP\RKI_FnFalAimSD.p3d";

modelOptics="\RKI_WEAP\optics\optic_m68.p3d";

opticsZoomMin=0.2;

opticsZoomMax=0.2;

picture="\O\Guns\w_HKG3.paa";

modes[]={"Single","FullAuto"};

magazines[]={"JAM_W762_20SDmag","JAM_W762_20SDHDmag","JAM_W762_20mag","JAM_W762_20HDmag"};

};

class RKI_FALMarksman: Riffle

{

scopeWeapon=2;

scopeMagazine=2;

weaponType=1;

ammo=RKI_FAL;

count=20;

valueWeapon=2;

valueMagazine=2;

reloadMagazineSound[]={"\JAM_Sounds\sounds\FALReload.wss",0.05,1};

displayName="FN-Fal Sniper";

model="\RKI_WEAP\RKI_FnFALMarksman.p3d";

modelOptics = "optika_snpierw";

opticsZoomMin=0.04;

opticsZoomMax=0.12;

distanceZoomMin=400;

distanceZoomMax=80;

picture="\O\Guns\w_HKG3.paa";

modes[]={"Single","FullAuto"};

magazines[]={"JAM_W762_20mag","JAM_W762_20HDmag"};

};

class RKI_FALlmg: RKI_FAL

{

scopeWeapon=2;

scopeMagazine=2;

weaponType=1;

ammo=RKI_FAL;

count=20;

valueWeapon=2;

valueMagazine=2;

reloadMagazineSound[]={"\JAM_Sounds\sounds\FALReload.wss",0.05,1};

displayName="FN-Fal LMG";

model="\RKI_WEAP\RKI_FnFALlmg.p3d";

modelOptics="\RKI_WEAP\optics\optika_FAL.p3d";

opticsZoomMin=0.2;

opticsZoomMax=0.2;

modes[]={"Single","FullAuto"};

magazines[]={"JAM_W762_20mag","JAM_W762_20HDmag"};

};

class RKI_FALshort: RKI_FAL

{

scopeWeapon=2;

scopeMagazine=2;

weaponType=1;

ammo=RKI_FAL;

count=20;

valueWeapon=2;

valueMagazine=2;

reloadMagazineSound[]={"\JAM_Sounds\sounds\FALReload.wss",0.05,1};

displayName="FN-Fal Para";

model="\RKI_WEAP\RKI_FnFALshort.p3d";

modelOptics="\RKI_WEAP\optics\optika_FAL.p3d";

opticsZoomMin=0.2;

opticsZoomMax=0.2;

modes[]={"Single","FullAuto"};

magazines[]={"JAM_W762_20mag","JAM_W762_20HDmag"};

};

class RKI_FALSD: Riffle

{

scopeWeapon = 2;

scopemagazine = 0;

ammo=RKI_FAL;

count=20;

displayName = "FN-Fal SD";

model="\RKI_WEAP\RKI_FnFalSD.p3d";

modelOptics="\RKI_WEAP\optics\optika_FAL.p3d";

opticsZoomMin=0.2;

opticsZoomMax=0.2;

picture="\O\Guns\w_HKG3.paa";

reloadMagazineSound[]={"\JAM_Sounds\sounds\FALReload.wss",0.05,1};

modes[]={"Single","FullAuto"};

magazines[]={"JAM_W762_20SDmag","JAM_W762_20SDHDmag","JAM_W762_20mag","JAM_W762_20HDmag"};

};

class RKI_FALScopeSD: Riffle

{

scopeWeapon = 2;

scopemagazine = 0;

ammo=RKI_FAL;

count=20;

displayName = "FN-Fal SuitSD";

model="\RKI_WEAP\RKI_FnFalScoutSD.p3d";

modelOptics="\RKI_WEAP\optics\t_sight.p3d";

opticsZoomMin=0.2;

opticsZoomMax=0.2;

reloadMagazineSound[]={"\JAM_Sounds\sounds\FALReload.wss",0.05,1};

picture="\O\Guns\w_HKG3.paa";

modes[]={"Single","FullAuto"};

magazines[]={"JAM_W762_20SDmag","JAM_W762_20SDHDmag","JAM_W762_20mag","JAM_W762_20HDmag"};

};

class RKI_FNmag: M60

{

scopeWeapon = 2;

scopeMagazine = 0;

dexterity=0.3;

model="\RKI_WEAP\RKI_FnMag.p3d";

modelOptics="\RKI_WEAP\optics\optic_m240.p3d";

weaponType = WeaponSlotPrimary;

picture="\RKI_WEAP\pics\w_m240.paa";

displayName = "FnMag";

magazines[]={"JAM_W762M_200mag","JAM_W762M_200HDmag","JAM_W762M_100mag","JAM_W762M_100HDmag"};

};

class RKI_FNmagAim: M60

{

scopeWeapon = 2;

scopeMagazine = 0;

dexterity=0.3;

model="\RKI_WEAP\RKI_FnMagAim.p3d";

modelOptics="\RKI_WEAP\optics\optic_m68.p3d";

weaponType = WeaponSlotPrimary;

picture="\RKI_WEAP\pics\w_m240.paa";

displayName = "FnMag Aimpoint";

magazines[]={"JAM_W762M_200mag","JAM_W762M_200HDmag","JAM_W762M_100mag","JAM_W762M_100HDmag"};

};

class RKI_FALM203

{

scopeWeapon=2;

scopeMagazine=0;

weaponType=1;

displayName="FN-Fal M203";

model="\RKI_WEAP\RKI_FnFALm203.p3d";

picture="\O\Guns\w_HKG3.paa";

muzzles[]={"RKI_FALMuzzle","M203Muzzle"};

class RKI_FALMuzzle: RKI_FAL

{

magazines[]={"JAM_W762_20SDmag","JAM_W762_20SDHDmag","JAM_W762_20mag","JAM_W762_20HDmag"};

modelOptics="\RKI_WEAP\optics\optika_FAL.p3d";

};

class M203Muzzle: GrenadeLauncher

{

displayName="M203 Launcher";

cursor="t_select.paa";

scopeMagazine=2;

weaponType=0;

count=1;

autoReload=0;

ffMagnitude=0.100000;

ffFrequency=1;

ffCount=1;

optics=0;

muzzlePos="usti granatometu";

muzzleEnd="konec granatometu";

magazines[]={GrenadeLauncher,Flare,FlareGreen,FlareRed,FlareYellow,JAM_M433grenade,JAM_M433Vest};

};

};

class RKI_FALAimM203:Riffle

{

scopeWeapon=2;

scopeMagazine=0;

weaponType=1;

displayName="FN-FalAim M203";

model="\RKI_WEAP\RKI_FnFALAimm203.p3d";

opticsZoomMin=0.2;

opticsZoomMax=0.2;

picture="\O\Guns\w_HKG3.paa";

muzzles[]={"RKI_FALMuzzle","M203Muzzle"};

class RKI_FALMuzzle: RKI_FAL

{

magazines[]={"JAM_W762_20SDmag","JAM_W762_20SDHDmag","JAM_W762_20mag","JAM_W762_20HDmag"};

modelOptics="\RKI_WEAP\optics\optic_m68.p3d";

};

class M203Muzzle: GrenadeLauncher

{

displayName="M203 Launcher";

cursor="t_select.paa";

scopeMagazine=2;

weaponType=0;

count=1;

autoReload=0;

ffMagnitude=0.100000;

ffFrequency=1;

ffCount=1;

optics=0;

muzzlePos="usti granatometu";

muzzleEnd="konec granatometu";

magazines[]={GrenadeLauncher,Flare,FlareGreen,FlareRed,FlareYellow,JAM_M433grenade,JAM_M433Vest};

};

};

class CfgVehicles

{

class All

{

};

class AllVehicles:All

{

};

class Land:AllVehicles

{

};

class Man:Land

{

};

class Soldier:Man

{

};

class SoldierWB:Soldier

{

};

class RKI_FAL_SoldierW:SoldierWB

{

displayName="Soldier (Fn FAL)";

weapons[]={"RKI_FAL","Throw","Put"};

magazines[]={"JAM_W762_20SDmag","JAM_W762_20SDmag","JAM_W762_20SDmag","JAM_W762_20SDmag","JAM_W762_20SDmag","JAM_W762_20SDmag","HandGrenade","HandGrenade"};

};

class CfgNonAIVehicles

{

class ProxyWeapon {};

class ProxyRKI_FAl: ProxyWeapon{};

class ProxyRKI_FAlAim: ProxyWeapon {};

class ProxyRKI_FAlAimSD: ProxyWeapon {};

class ProxyRKI_FALM203: ProxyWeapon {};

class ProxyRKI_FALAimM203: ProxyWeapon {};

class ProxyRKI_FALlmg: ProxyWeapon{};

class ProxyRKI_FAlReflex: ProxyWeapon {};

class ProxyRKI_FAlReflexSD: ProxyWeapon {};

class ProxyRKI_FALshort: ProxyWeapon {};

class ProxyRKI_FAlSD: ProxyWeapon {};

class ProxyRKI_FAlScoutSD: ProxyWeapon {};

class ProxyRKI_FNmag: ProxyWeapon {};

class ProxyRKI_FNmagAim: ProxyWeapon {};

};

};

Hope it help.

Edited by CrazyAss

Share this post


Link to post
Share on other sites

I added the WW4 reference to magazines to allow players to use my weapon pack and infantry with the WW4 mod, i didnt realise that it would mean that it would need the WW4 mod to use my units. Thats bad testing on my part, sorry for that. I will release an update soon. :)

Share this post


Link to post
Share on other sites

First of all, great work on all the NLI addons and all your hard work is much appreciated.

I did some testing with the NLI infantry units and noticed some bugs.

  1. Unit hand model appears disjointed at the wrist
  2. unit weapons stick through right hand wrist
  3. CT unit gasmask eye holes & filter have face image on them
  4. CT unit gasmasks & helmets dissapear at some distances

To better explain, I posted some screen shots here: http://s1007.photobucket.com/albums/af191/Q0R/

Share this post


Link to post
Share on other sites

i am aware of the hand problem, i wasn't aware of the CT model issue, Thank you. I currently have stopped development on my OFP addons, just dont have the time at the moment, hoping to resume development when i can, as i have a UH-1, Mig21 and Mig27 addons to release, plus desert infantry.

Share this post


Link to post
Share on other sites

It's sad to hear that, R0adki11. I hope you'll come up with the releases at least at some point. I was looking forward for the vehicles. :(

Share this post


Link to post
Share on other sites

I know that you're on addon-making hold, but still a bug-report is good thing. So, I've also noticed the hands position problems, but it also seems that hands are not textured, or you've used only one plain texture for whole hand - which looks bad. Also in your nogovan An-2 the pilots are standard BIS Resistance soldiers. You could change them to your's NLI pilots. I assume that is only simple config work but, I'm still don't have enough time to learn the whole thing :(. But I will, soon :) There is also problem with gear list in notepad - some units (standard soldiers - those who had only FAL Suit - for sure and RPG Gunner) are having empty space where primary weapon should be shown. But in game they are having the rifle and everything is OK. And about that WW4 magazines - it's not a big deal, I'm only getting an error message when starting up OFP, but then I can play with NLI without any problems. So, when you will back to addon-making, please keep an eye on these problems, and good luck in your personal life!

Share this post


Link to post
Share on other sites

Many Thanks for the comments, i will eventually get round to fixing the hands. Im working on fixing the weapons pack pictures.

My An-2 i will have a look into, im sure i set the An-2 to have NLI Pilots but obliviously i didn't.

Share this post


Link to post
Share on other sites

Hi!

Thanks for the update but what changes were made? I wasn't expecting to fix the hands so fast, but the weapon pack is still having problems :D Maybe I'm too demanding but it looks like you've changed the gear pics only for FN FAL Suit and Para. Still no pic for the normal. But one thing had changed with it - I can pick it up after dropping, before the update, I could drop the normal FN but not pick up. So progress made :) And if you're thinkig that these are only tiny things that aren't bohering you (oh is that pic so important you would say), please say to me "GTFO". If not, I will attack you with my stupid talking about another small issues, because I'm very irritating guy, and I want everything to be perfect :D

Share this post


Link to post
Share on other sites

I updated the following issues:

- Ranger CT gas-mask

- fn-fal pictures - did add a gear picture to all weapons no idea why the standard fn-fal image is not appearing it is coded correctly.

- as far as i know there was no issue with picking up or dropping weapons i have never experienced this issue.

- hands these will be done eventually

- also need to add all the other weapons which although are in the .pbo arent configured yet, so expect a few more weapons too.

Share this post


Link to post
Share on other sites

- fn-fal pictures - did add a gear picture to all weapons no idea why the standard fn-fal image is not appearing it is coded correctly.

Thats why I'm very suprised why it's not working on my computer, because some of the new pics appear. But I've read somewhere that sometimes updated addons don't have updates just because of PC nature - "Temp" folders and all that "saving RAM" things...

- as far as i know there was no issue with picking up or dropping weapons i have never experienced this issue.

- hands these will be done eventually

- also need to add all the other weapons which although are in the .pbo arent configured yet, so expect a few more weapons too.

I had a dropping issue with basic FN, but after 3.4 all is OK. Hands and reconfig - no need to hurry, the NLI, as it is, is one of my favourite addons, and I think that some other players also like it. I know how it's hard to do something like this (know I'm learning that whole stuff including O2 modelling and making config files) but you're doing it for fun so it can't take over your life. So... Good luck!

Share this post


Link to post
Share on other sites

Hoping to release all my unfinished add-ons for OFP soon, in a move to Arma2. Hoping to release the weekend.

Share this post


Link to post
Share on other sites

This news is happy but... also sad... But it's your decision, so good luck in ArmA 2. But recently I've found that some of your weapon models are... unfinished... For example FALs with reflex sight have handle pressed into sight (while in some other models, handle is slightly moved right comparing to normal FAL and FAL with reflex), there are two different M203s (and in FAL with GL and optic sight, there is no M203 sight selection in View pilot's LOD, while there is such selection in first LOD), there is no bi-pod in View pilot's LOD in FAL LMG or FAL Sniper (I don't remember in which), and in FAL with folded stock the back of rifle is not textured. Also in your An-2 numbers on right side should be removed or moved to the back of plane because now they are covered by air intake of engine. And doors are from transport version of An-2 not paradrop (they should be smaller and open to back of plane). If you won't have time to fix it, I could try, because most of these shortcomings are pretty simple to fix in Oxygen (just copy there, paste here, move...).

Share this post


Link to post
Share on other sites

Im not intending to fix the problems with my addons. I dont even have OFP installed anymore, i hope i can release my unfinished addons at some point. Thanks

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.
Sign in to follow this  
Followers 0