Forum Jump :

Author Message


Posts: 4
Rank:


Level: Member

Country: us
Location:
Occupation:
Age:
In-game name:

 
#31 Posted at 2014-03-01 23:13        
     
Do you plan on making it so the gas mask actually changes your screen to have a mask on effect like ACE 2 had for their gas mask?


Author Message


Posts: 10
Rank:


Level: Member

Country: au
Location:
Occupation:
Age:
In-game name:

 
#32 Posted at 2014-03-02 03:01        
     
Hey Craig


Great update. Can i ask that you please remove the script that is placing masks, goggles etc on spawned units?

Every unit gets spawned in with some random headgear


Cheers mate

This post was edited by bra2il (2014-03-02 03:46, ago)


Advertisement


Author Message


Posts: 30
Rank:


Level: Member

Country: nl
Location: holland is small, find me
Occupation: security manager
Age: 39
In-game name: Supergrunt

 
#33 Posted at 2014-03-02 11:44        
     
i also agree with removing that, its very anoying to see a CSAT officer with a multicam balaclava

craig i noticed one other small thing maybe you can update it for the future, as i like your packs i often put them all in my (editor) missions using the provided scripts but then i first need to edit your scripts to make it work , in all your scripts you have the same name for the crate namely _crate

perhaps you can alter it by using UK pack = _crateUK / US pack = _crateUS / SP pack = _crateSP
that way people can put all the script to use in one go without needing to edit the scripts themself (some people are retards :P )

ps craig be advised your website is down (just a heads up for if you don't know ;) )

This post was edited by supergrunt (2014-03-02 12:35, ago)

Si vis pacem, para bellum

Author Message

craig  



Posts: 269
Rank:


Level: Member

Country: en
Location:
Occupation: Landscape Gardener
Age: 35
In-game name: SP Craig

 
#34 Posted at 2014-03-02 13:00        
     
# chrys45 : Thanks. *THUMBS UP*
Cool *THUMBS UP*

Added 48 seconds later:

# Foxhound : Thanks for the update :-)
New version frontpaged and you can find our updated mirror here:



SP Pack v1.6



Arma3 Dev Build
Thanks fox *THUMBS UP*

Added 50 seconds later:

# Gambler21uk : nice job :)
Thanks *THUMBS UP*

Added 2 minutes later:

# WarDoGLCPDFR : Do you plan on making it so the gas mask actually changes your screen to have a mask on effect like ACE 2 had for their gas mask?
i wouldn't know were to start mate lol, i will research it, see what i can achieve *THUMBS UP*
Added 4 minutes later:

# bra2il : Hey Craig


Great update. Can i ask that you please remove the script that is placing masks, goggles etc on spawned units?

Every unit gets spawned in with some random headgear


Cheers mate
i haven't put no script in mate, they are glasses, i know that 2 in 5 blue and red units spawn with goggles, civs spawn with random headgear and goggles and now balaclavas, i haven't added no script in mate, i see if i can add something in the config to stop my stuff from spawning onto units *THUMBS UP*

Added 14 minutes later:

# supergrunt : i also agree with removing that, its very anoying to see a CSAT officer with a multicam balaclava

craig i noticed one other small thing maybe you can update it for the future, as i like your packs i often put them all in my (editor) missions using the provided scripts but then i first need to edit your scripts to make it work , in all your scripts you have the same name for the crate namely _crate

perhaps you can alter it by using UK pack = _crateUK / US pack = _crateUS / SP pack = _crateSP
that way people can put all the script to use in one go without needing to edit the scripts themself (some people are retards :P )

ps craig be advised your website is down (just a heads up for if you don't know ;) )
ok sorry guys i haven't added no scripts, this was in my u.s pack forums (You can put RemoveGoggles this; in the init line to stop that from happening), i will try and do something if not i may have to remove the balaclavas and goggles just until i find something to stop it from happening, about the crates you want me to name them crateUK,crateUS,crateSP, if i miss understood please let me know the name you wish me to change to, i am sorry about this guys but i think its the game spawning itself, i have only done what i have been doing nothing different, i see what i can do, website down thanks dude *THUMBS UP*

Added 19 minutes later:

# taro8 : Hey man, great stuff. The US pack helmets work correctly now. Im happy that you have added Modular vest as well, but those one seem a little bit off. The black one has green stuff all over it (the green was improperly removed. IMHO you should have desaturated it. The khaki and green ones are good but they look like an untextured models, but that is just a matter of adding some color changes on belts and stuff. If you want help then send me DDS (or PSD) of modular vest texture and I will edit it for you, Im pretty handy with PS. Gray could be a darker. Im just nitpicking.

Overall: a great update.
yea those were a last half hour rush job on a Friday night *DRINK* lol, i only wanted to get them in and working, i will work on them in the coming weeks now, i do desaturated them mate, they do look like untextured models, i have done one in acu camo and it looks a lot better than the plain color ones, i will try my best to get them looking better *THUMBS UP*

This post was edited by craig (2014-03-02 14:59, ago)

*DRINK*

Author Message

C.T  



Posts: 33
Rank:


Level: Member

Country: ca
Location: Winnipeg
Occupation: Flood/Fire Restoration
Age:
In-game name: CanadianTerror

 
#35 Posted at 2014-03-02 14:48        
     
Love the updates.

About the balaklava...hey breaking it is how you learn to fix it. I know I'm learning the hard way in arma3 just getting everything to work. lol

Thanks for the hard work Craig!


Author Message


Posts: 30
Rank:


Level: Member

Country: nl
Location: holland is small, find me
Occupation: security manager
Age: 39
In-game name: Supergrunt

 
#36 Posted at 2014-03-02 16:17        
     
craig, a little breakdown of your script (the one spawning gear in boxes) to show what i mean.

ORIGINAL

; ****************************************************************
; HELP: Run this script from the INITIALIZATION box of the crate.
; CODE: [this] exec "UK_pack.sqs"
; ****************************************************************

; Get the crate parameter given
_crate = _this select 0

; Remove the stock items from the crate
clearMagazineCargo _crate
clearWeaponCargo _crate
clearitemcargo _crate


; Add the items to the crate

_crate additemcargo ["UK_0000_Standard_FieldUniform_Black", 1];
_crate additemcargo ["UK_0000_Standard_FieldUniform_Green", 1];
_crate additemcargo ["UK_0000_Standard_FieldUniform_Tan", 1];

_crate additemcargo ["UK_1930_Cape_FieldUniform1", 1];
_crate additemcargo ["UK_1930_Cape_MK7Helmet1", 1];
_crate additemcargo ["UK_1930_Cape_MK7Helmet2", 1];
_crate additemcargo ["UK_1930_Cape_BoonieHat", 1];
_crate additemcargo ["UK_1930_Cape_BaseballCap", 1];
_crate additemcargo ["UK_1930_Cape_Bandana", 1];
_crate addbackpackcargo ["UK_1930_Cape_Carryall", 1];

ETC. ETC. ETC. (this is also used to name the crate in the SP pack and the US pack it conflicts with each other as all crates would be named _crate


here a example to make it easy, same script only the crate name is changed from _crate --> _crateUK / _crateUS / _crate SP this way the player can initialise all scripts at the same time

; ****************************************************************
; HELP: Run this script from the INITIALIZATION box of the crate.
; CODE: [this] exec "UK_pack.sqs"
; ****************************************************************

; Get the crate parameter given
_crateUK = _this select 0

; Remove the stock items from the crate
clearMagazineCargo _crateUK
clearWeaponCargo _crateUK
clearitemcargo _crateUK


; Add the items to the crate

_crateUK additemcargo ["UK_0000_Standard_FieldUniform_Black", 1];
_crateUK additemcargo ["UK_0000_Standard_FieldUniform_Green", 1];
_crateUK additemcargo ["UK_0000_Standard_FieldUniform_Tan", 1];

_crateUK additemcargo ["UK_1930_Cape_FieldUniform1", 1];
_crateUK additemcargo ["UK_1930_Cape_MK7Helmet1", 1];
_crateUK additemcargo ["UK_1930_Cape_MK7Helmet2", 1];
_crateUK additemcargo ["UK_1930_Cape_BoonieHat", 1];
_crateUK additemcargo ["UK_1930_Cape_BaseballCap", 1];
_crateUK additemcargo ["UK_1930_Cape_Bandana", 1];
_crateUK addbackpackcargo ["UK_1930_Cape_Carryall", 1];

ETC. ETC. ETC.

Si vis pacem, para bellum

Author Message

craig  



Posts: 269
Rank:


Level: Member

Country: en
Location:
Occupation: Landscape Gardener
Age: 35
In-game name: SP Craig

 
#37 Posted at 2014-03-02 19:54        
     
# C.T : Love the updates.

About the balaklava...hey breaking it is how you learn to fix it. I know I'm learning the hard way in arma3 just getting everything to work. lol

Thanks for the hard work Craig!
thanks, yes very true break it then fix it, if you have any problems mate send me message and i will try and help if i can *THUMBS UP*

Added 1 minute later:

# supergrunt : craig, a little breakdown of your script (the one spawning gear in boxes) to show what i mean.

ORIGINAL

; ****************************************************************
; HELP: Run this script from the INITIALIZATION box of the crate.
; CODE: [this] exec "UK_pack.sqs"
; ****************************************************************

; Get the crate parameter given
_crate = _this select 0

; Remove the stock items from the crate
clearMagazineCargo _crate
clearWeaponCargo _crate
clearitemcargo _crate


; Add the items to the crate

_crate additemcargo ["UK_0000_Standard_FieldUniform_Black", 1];
_crate additemcargo ["UK_0000_Standard_FieldUniform_Green", 1];
_crate additemcargo ["UK_0000_Standard_FieldUniform_Tan", 1];

_crate additemcargo ["UK_1930_Cape_FieldUniform1", 1];
_crate additemcargo ["UK_1930_Cape_MK7Helmet1", 1];
_crate additemcargo ["UK_1930_Cape_MK7Helmet2", 1];
_crate additemcargo ["UK_1930_Cape_BoonieHat", 1];
_crate additemcargo ["UK_1930_Cape_BaseballCap", 1];
_crate additemcargo ["UK_1930_Cape_Bandana", 1];
_crate addbackpackcargo ["UK_1930_Cape_Carryall", 1];

ETC. ETC. ETC. (this is also used to name the crate in the SP pack and the US pack it conflicts with each other as all crates would be named _crate


here a example to make it easy, same script only the crate name is changed from _crate --> _crateUK / _crateUS / _crate SP this way the player can initialise all scripts at the same time

; ****************************************************************
; HELP: Run this script from the INITIALIZATION box of the crate.
; CODE: [this] exec "UK_pack.sqs"
; ****************************************************************

; Get the crate parameter given
_crateUK = _this select 0

; Remove the stock items from the crate
clearMagazineCargo _crateUK
clearWeaponCargo _crateUK
clearitemcargo _crateUK


; Add the items to the crate

_crateUK additemcargo ["UK_0000_Standard_FieldUniform_Black", 1];
_crateUK additemcargo ["UK_0000_Standard_FieldUniform_Green", 1];
_crateUK additemcargo ["UK_0000_Standard_FieldUniform_Tan", 1];

_crateUK additemcargo ["UK_1930_Cape_FieldUniform1", 1];
_crateUK additemcargo ["UK_1930_Cape_MK7Helmet1", 1];
_crateUK additemcargo ["UK_1930_Cape_MK7Helmet2", 1];
_crateUK additemcargo ["UK_1930_Cape_BoonieHat", 1];
_crateUK additemcargo ["UK_1930_Cape_BaseballCap", 1];
_crateUK additemcargo ["UK_1930_Cape_Bandana", 1];
_crateUK addbackpackcargo ["UK_1930_Cape_Carryall", 1];

ETC. ETC. ETC.
ok thanks for the info mate, i will change the mission crate script to these on each pack update *THUMBS UP*

*DRINK*

Author Message


Posts: 10
Rank:


Level: Member

Country: au
Location:
Occupation:
Age:
In-game name:

 
#38 Posted at 2014-03-03 08:08        
     
THANKS CRAIG!

My apologies for calling it a script. I had no idea what to call it! haha Yes if you can remove that 'feature' it would be very good! its a bit hard to see civies and nato guys running aroung in gas masks! lol

In terms of the 'removegoggels this' command

I use a custom loadout script ( i avoid using init in 2d editor as it screams ERRORS ) that involves 50 units for our unit and the problem still persists even with that command in the script

on a Dedicated server

I look forward to the fix

Very appreciative of your hard work mate,

Cheers


Author Message


Posts: 30
Rank:


Level: Member

Country: nl
Location: holland is small, find me
Occupation: security manager
Age: 39
In-game name: Supergrunt

 
#39 Posted at 2014-03-03 14:53        
     
craig somewhere something is not going very well with those balaclava's and gasmask

i use the following code in my mission(s) init file when i to remove NVG's from all troops on a side (i build rebel missions a lot :P)
{ 
    if(side _x == EAST) then 
    { 
        _x unassignItem "NVGoggles_OPFOR"; 
        _x removeItem "NVGoggles_OPFOR";
	removeGoggles _x; 
    }; 
} foreach (allUnits);  

and the code works perfectly but not for your balaclava / gasmaks, they keep spawning on placed troops so they are not setup as glasses somehow.
sorry to tell but i will revert back to the 1.5 version for now (hoping for a fix very fast :P as i find it pretty annoying that my AAF car driver, who has been assigned to drive me around altis, does so with a gasmask on his face :P
(actualy its scary to see a guy like that next to you in a car :P )

Si vis pacem, para bellum

Author Message

craig  



Posts: 269
Rank:


Level: Member

Country: en
Location:
Occupation: Landscape Gardener
Age: 35
In-game name: SP Craig

 
#40 Posted at 2014-03-03 16:52        
     
# bra2il : THANKS CRAIG!

My apologies for calling it a script. I had no idea what to call it! haha Yes if you can remove that 'feature' it would be very good! its a bit hard to see civies and nato guys running aroung in gas masks! lol

In terms of the 'removegoggels this' command

I use a custom loadout script ( i avoid using init in 2d editor as it screams ERRORS ) that involves 50 units for our unit and the problem still persists even with that command in the script

on a Dedicated server

I look forward to the fix

Very appreciative of your hard work mate,

Cheers
civs running round with a gas mask lol, i think i have fixed it, you will not need a script or removegoggels this in the editor to stop any units from respawning with my balaclava,gas mask,goggles, just tested it with 20 units on map and none of them were wearing balaclava,gas mask,goggles *THUMBS UP*

Added 2 minutes later:

# supergrunt : craig somewhere something is not going very well with those balaclava's and gasmask

i use the following code in my mission(s) init file when i to remove NVG's from all troops on a side (i build rebel missions a lot :P)
{ 
    if(side _x == EAST) then 
    { 
        _x unassignItem "NVGoggles_OPFOR"; 
        _x removeItem "NVGoggles_OPFOR";
	removeGoggles _x; 
    }; 
} foreach (allUnits);  

and the code works perfectly but not for your balaclava / gasmaks, they keep spawning on placed troops so they are not setup as glasses somehow.
sorry to tell but i will revert back to the 1.5 version for now (hoping for a fix very fast :P as i find it pretty annoying that my AAF car driver, who has been assigned to drive me around altis, does so with a gasmask on his face :P
(actualy its scary to see a guy like that next to you in a car :P )
its scary to see a guy like that next to you in a car, ahhh lol funny, i fixed it, hopefully, i don't think you will need that script to remove my balaclava,gas mask,goggles, *THUMBS UP* just tested it again with 30 civs, looks ok

This post was edited by craig (2014-03-03 17:03, ago)

*DRINK*

Author Message


Posts: 95
Rank:


Level: Member

Country: us
Location: North Carolina
Occupation: Mission Dev.
Age: 34
In-game name: Siege-A

 
#41 Posted at 2014-03-03 23:10        
     
# bra2il : Hey Craig


Great update. Can i ask that you please remove the script that is placing masks, goggles etc on spawned units?

Every unit gets spawned in with some random headgear


Cheers mate

Glad this got reported. I had been sorting through addons after installing SP Pack 1.6, trying to figure out what was causing the conflict, until I realized it was the SP Pack itself. Had to revert to 1.5 to keep several WIP missions from going fubar.

Many thanks, and looking forward to next update.

UnderSiege Productionz

Author Message


Posts: 30
Rank:


Level: Member

Country: nl
Location: holland is small, find me
Occupation: security manager
Age: 39
In-game name: Supergrunt

 
#42 Posted at 2014-03-03 23:52        
     
its scary to see a guy like that next to you in a car, ahhh lol funny, i fixed it, hopefully, i don't think you will need that script to remove my balaclava,gas mask,goggles, *THUMBS UP* just tested it again with 30 civs, looks ok

you laugh all you want !!! But you try geting in a car at low level light and then suddenly it seems a guy with a gasmask is waiting for you :-/ :-P

(i got trained in picking up criminals when i was with the MP and they told us when we enter a house its not the gas that frigthens them its the guys with gasmasks following :-P )

good to hear the problem seems to be fixed looking forward to getting it up to date again *YAHOO*

Edit: replaced the caps text Sorry about that :(

This post was edited by supergrunt (2014-03-04 13:41, ago)

Si vis pacem, para bellum

Author Message

C.T  



Posts: 33
Rank:


Level: Member

Country: ca
Location: Winnipeg
Occupation: Flood/Fire Restoration
Age:
In-game name: CanadianTerror

 
#43 Posted at 2014-03-05 04:02        
     
Just an idea here...

CSAT camo helmet (MK7/M88/PASGT)/tac vest or Plate Carrier/uniform/back pack in a couple versions.

Ive managed to dumb down the bug head look using the CSAT officer uniform with MK7 green helmet/Green plate carrier (massi African pack)as well as Hex Patrol cap and CSAT beret.

Its limited but a good start to something that could make a much better CSAT OPFOR.

I think you've got a great uniform set up...helmets etc. I had to mention it.


Author Message


Posts: 30
Rank:


Level: Member

Country: nl
Location: holland is small, find me
Occupation: security manager
Age: 39
In-game name: Supergrunt

 
#44 Posted at 2014-03-05 11:37        
     
# C.T : Just an idea here...

CSAT camo helmet (MK7/M88/PASGT)/tac vest or Plate Carrier/uniform/back pack in a couple versions.

I think you've got a great uniform set up...helmets etc. I had to mention it.

agree with both points a CSAT pack could be very useful as i dont realy like the CSAT from mars idea BIS made, so a CSAT pack with normal helmets and uniforms aswell as plate carriers and backpacks would be a very good idea :)

Si vis pacem, para bellum

Author Message

craig  



Posts: 269
Rank:


Level: Member

Country: en
Location:
Occupation: Landscape Gardener
Age: 35
In-game name: SP Craig

 
#45 Posted at 2014-03-05 16:25        
     
supergrunt lol i can believe that, its not the gas that frightens them its the guys with gas masks following, geting in a car at low level light and then suddenly it seems a guy with a gasmask is waiting for you lolol,
sorry guys, been very busy this week with work, working late, been too tied to do anything, i think its fixed anyway so i will try and get the update out in the next couple of hours, CSAT camo whats this if i may ask, i should have Colombian pack ready for friday but to be honest i am having trouble with the rolled up sleeve uniform, some reason they are duplicating the flag patches, cannot work it out as they both use the same textures, i have already done the u.s pack with rolled up sleeves but will not release it until i can work out why its happening, thanks for you comments *THUMBS UP*

Added 7 minutes later:

Changelog V1.7
================
Here it is guys, hope this fixes the balaclava,gas mask,goggles spawning, i have put down 30 civs and they didn't spawn this equipment and also tested it with the blue,red,green units, they do spawn with the default arma3 glasses and some of my hats but not the camo headgear just the baseball caps,bandanas,beanie etc, sorry about the long wait, was so busy, good luck guys, please let me know if this fixes the issue *THUMBS UP*

Fixed : balaclava,gas mask,goggles spawning on units
Changed : _crate to _crateSP in mission SQS file (requested)
Removed : OpforMolle (very bad)




Media:
Striking Panthers

Credits & Thanks:
BIS for this great game
Arma community
Kiory (Balaclavas)


Requirements:
Arma3 Beta

Bugs:
Not that i'm aware of
Not tested in multiplayer

Included files:
SP_Pack.pbo
SP_Pack.Stratis

Download Link
SP Pack v1.7

This post was edited by craig (2014-03-05 20:28, ago)

*DRINK*