Arma 3
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[DG 1-1] Degenerate Customs - AWGS High-MACS
   
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Data Type: Mod
Mod Type: Wheeled
File Size
Posted
Updated
27.281 MB
30 Jun, 2020 @ 11:20am
29 Jul, 2020 @ 4:07am
5 Change Notes ( view )

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[DG 1-1] Degenerate Customs - AWGS High-MACS

In 1 collection by CannonFodderMK4
Degenerate Custom Mods
6 items
Description
Mod Description

"In 2018, the British military began experiments to create super soldiers for her majesty's commandos.
The results were disappointing and the program mothballed along with its specimens. These specimens promptly escaped from a maximum-security garden shed into the Yorkshire country side.
Still wanted by HM Revenue and Customs, they survive as soldiers of fortune. If you have a problem... if no one else wants to help... or you're on a budget... maybe you can hire.
The Degenerates."

Degenerates OPTRE Customs

This pack contains reskins and Loadout adjustments tor the HMCS mod for the Degenerates 1-1 Campaigns. Current content includes:

- Degenerates HMCS Day
- Degenerates HMCS Night
- Bullet Sponge's Personal HMCS
- Bush Wookie's Personal HMCS
- Owlfluff's Personal HMCS
- PotatoHero's Personal HMCS
- Wrangler's Personal HMCS
- Zombie's Personal HMCS

Planned updates:

- Personal HMCS units for all remaining Degenerates members

Disclaimer

This mod requires the original HMCS as all parts barring the new textures and some scripting differences are dependant on the original mod.

Thanks

I would just like to use this part here to thank the original creator of the HMCS Addon, chkw30k, for making a mod that is actually possible to read and pull apart for reskinning purposes. It's modders like them that let me sleep at night :D

Credits
Seamless Floral Pattern Vectors by Vecteezy[www.vecteezy.com]
6 Comments
LEE O C 5 Nov, 2023 @ 2:09pm 
HMRC hahaha
Slay No More 25 Sep, 2023 @ 7:17pm 
Hey m8, I sent you a FR i had some questions about your mod. I recently got permission to modify it and was gonna pick your brain on some of the things you did here in your mod.
Kurokuma51 23 Mar, 2021 @ 11:12pm 
teach me your ways, i want to make skins for HMACS too
:steamsad:
Achsenzeit Attorney 17 Jan, 2021 @ 8:51pm 
Hmm that sounds like a lot of work. I mainly ask cause a friend of mine is working on a video series using the HMCS mod and was interested in 1-3 potential custom skins. As you are the only one who has figured it out, would you be interested in helping out? You would be credited for any work you did in the credits. If you are interested here is the first episode:
https://www.youtube.com/watch?v=UdPEt6_TTpM
CannonFodderMK4  [author] 17 Jan, 2021 @ 11:58am 
@The Tyranny of Videogames: Modding the HMCS Skin was a bit of a challenge initially as there are some factors to take into account, once you understand these it makes it really easy to modify.

First of all, the scripts are looking for a specific name when creating the unit, I have basically reproduced these scripts with the appropriate modifications to ensure that they work. In the original mod you must name the vehicle "HMCS_YourUnit" after inheriting from the "HMCS" class, I worked around this as I wanted my Units to fit my class naming theme by adjusting the "HQ.sqf" though this is not necessary.

Second if you want a specific default loadout you will need to modify the scripts to meet your needs as the original mod overrides the 3den pylons on spawn using these scripts.

I would suggest dePBOing both my mod and the original by chkw30k to compare them and see how I got each part to work.
Achsenzeit Attorney 16 Jan, 2021 @ 5:25pm 
Hello, sorry if this is a basic question, but how do you mod the HMCS mod skin? The mod comes with the init presets, but you are the first i have seen who has a full on additional units/+/skins and i am curious on how to do this myself?