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sgt_savage

The Unsung MOD (Vietnam War) Arma 2 Release

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I want to play NOW!! ;)

Well as I am waiting for new update, Im trying to find servers online. never find any.

Dont forget to optimize island for good FPS in new release.

Will you guys have PVP missions? What kind? big, small?

If there are any servers out there plz tell me about them, never find any public ones.

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I wonder: has anyone made a complete campaign with the unsung mod? I've searched, but didn't find anything about it...

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Dont forget to optimize island for good FPS in new release.

Ummm our Islands are optimized , it just that our islands are generally big and the foliage dense, I'm not going to go into discussion about changing video settings since I have said it here over and over again :P . There is no easy Fix for our islands. So that being said this release will have no impact on FPS on our islands.

I wonder: has anyone made a complete campaign with the unsung mod? I've searched, but didn't find anything about it...

There is a campaign in the works and will be in the next release :cool:

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Well I mean about upcoming maps.

As my self making maps I know how hard the Jungle can hit your FPS its hard to find a good balance where it looks good and also play good on the fps.

There is no problem to make a nice jungle island. harder to make it FPS friendly.

;)

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@Mr Pedersen i try to host Unsung atleast once a month. In fact i just came from a 6h session. If you watch out fore weekend activity on Armanam or wite you fellow swedes on Anrop.se you migth be abel to sniff out some sessions. And that ofcourse goes fore any one else that wants to play this mod but if not fluent in swedish the later site might be a bit hard;)

Any way i try to post on Armanam a bit in advance so any one that wants to join have a chance(a like to play MP wite other players). And i post the name of the session since i dont have a dedicated server.

@Uns hade a case today were one of the troops hade his ammo belt at his feets insted of his waste cant tell what unit exactly it was, but it was one the mission thats included in the mod on the small flooded village map(cant recall the name right now).

Cheers

Grip

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How you get the uns_f100b to drop bombs through AI script. I can get the planes to fly over but no bomb delivery.

Here is the script I am using:

;Note: You have to put an empty Heli-H on the map called "ASTarget", and you have to place a //marker called "Firedirection".

;If you want the Airstrike to hit a fixed position, just delete the

;setfire-part and put the "ASTarget" on the position that you want to hit. Hope it works...

_player = player;

setfire=true;

titleText ["Click on map to send coordinates","plain down"];

onMapSingleClick "ASTarget setPos _pos; setfire=false";

@!setfire;

"Firedirection" setmarkerpos getPos ASTarget;

onMapSingleClick "";

titleText ["", "plain down"];

;=========DEFINE=======================

_dropPosition = getpos ASTARGET;

~0.1

_dropPosX = _dropPosition select 0;

_dropPosY = _dropPosition select 1;

_dropPosZ = _dropPosition select 2;

~0.1

;Aircraft1

_planespawnpos = [_dropPosX -3000, _dropPosY, _dropPosZ + 200];

_pilotspawnpos = [_dropPosX -3000, _dropPosY, _dropPosZ + 200];

~1.1

;Aircraft2

_planespawnpos2 = [_dropPosX -3000, _dropPosY, _dropPosZ + 230];

_pilotspawnpos2 = [_dropPosX -3000, _dropPosY, _dropPosZ + 230];

;=========CREATE=======================

_PlaneG = creategroup WEST;

_PlaneG2 = creategroup WEST;

~0.1

_plane = createVehicle ["uns_f100b",_planespawnpos,[], 0, "FLY"];

_plane setPos [(getPos _plane select 0),(getPos _plane select 1),200];

_pilot = "uns_Pil1" createUnit [getMarkerPos "Firedirection", _PlaneG, "P1=this"];

_plane setDir (getdir _player);

_Plane setVelocity [220,0,0];

_PlaneG = [_plane,1] execvm "CA\Data\ParticleEffects\SCRIPTS\misc\aircraftvapour.sqf";

~0.5

_plane2 = createVehicle ["uns_f100b",_planespawnpos2,[], 0, "FLY"];

_plane2 setPos [(getPos _plane2 select 0),(getPos _plane2 select 1),230];

_pilot2 = "uns_Pil1" createUnit [getMarkerPos "Firedirection", _PlaneG2, "P2=this"];

_plane2 setDir (getdir _player);

_Plane2 setVelocity [220,0,0];

_PlaneG2 = [_plane2,1] execvm "CA\Data\ParticleEffects\SCRIPTS\misc\aircraftvapour.sqf";

~0.1

;Aircraft1

P1 moveinDriver _plane;

P1 setDamage 0;

P1 action ["gear_up", vehicle P1];

_plane setSpeedMode "FULL";

p1 setBehaviour "RED";

;Aircraft2

P2 moveinDriver _plane2;

P2 setDamage 0;

P2 action ["gear_up", vehicle P2];

_plane2 setSpeedMode "FULL";

p2 setBehaviour "RED";

~1

#CHECK

;hintsilent "Strafing with 30mm Anti-Personnel";

;Aircraft1

_plane setVehicleAmmo 1;

_plane fire "MK82";

;Aircraft2

_plane2 setVehicleAmmo 1;

_plane2 fire "MK82";

;Aircraft1

_plane flyinheight 140;

P1 doMove getPos ASTarget;

P1 doTarget ASTarget;

P1 doWatch ASTarget;

P1 setBehaviour "RED";

? (_plane distance ASTarget) < 1300 : goto "DROP"

;Aircraft2

_plane2 flyinheight 140;

P2 doMove getPos ASTarget;

P2 doTarget ASTarget;

P2 doWatch ASTarget;

P2 setBehaviour "RED";

? (_plane2 distance ASTarget) < 1300 : goto "DROP"

goto "CHECK"

;=========FIRE=======================

#DROP

_i = 0

;Aircraft1

_plane flyinheight 100;

;Aircraft2

_plane2 flyinheight 100;

#FIRE

_i=_i+1

;Aircraft1

_plane setVehicleAmmo 1;

_plane fire "Uns_BombLauncher";

;Aircraft2

_plane2 setVehicleAmmo 1;

_plane2 fire "Uns_BombLauncher";

;hintsilent "Bombs Dropped";

~3

;Aircraft1

;p1 action ["useWeapon",vehicle _plane,driver vehicle p1,1];

;Aircraft2

;p2 action ["useWeapon",vehicle _plane2,driver vehicle p2,1];

? _i <= 6 : goto "FIRE"

;=========FLY AWAY=======================

ASTarget setPos [0,0,0];

"Firedirection" setMarkerPos [0,0];

;Aircraft1

_plane setSpeedMode "FULL";

;Aircraft2

_plane2 setSpeedMode "FULL";

~5

P1 doMove getPos ASTarget;

P2 doMove getPos ASTarget;

#Check2

;Aircraft1

_plane flyinheight 200;

;Aircraft2

_plane2 flyinheight 200;

;Aircraft1

_plane setDamage 0;

_plane setVehicleAmmo 1;

_Plane setFuel 1;

P1 setDamage 0;

? (_plane distance Player) > 2500 : goto "ENDE"

;Aircraft2

_plane2 setDamage 0;

_plane2 setVehicleAmmo 1;

_Plane2 setFuel 1;

P2 setDamage 0;

? (_plane2 distance Player) > 2500 : goto "ENDE"

goto "Check2"

;=========DELETE========================

#ENDE

hintSilent "'F100' is returning to base - over";

;Aircraft1

deleteVehicle _plane;

deleteGroup _PlaneG;

deleteVehicle P1;

;Aircraft2

deleteVehicle _plane2;

deleteGroup _PlaneG2;

deleteVehicle P2;

exitWith

Plus I can get the uns_a1j to drop bomps but I would like to use the gau12 and rockets but I can't them too work either.

Thanks in advanced.

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Just out of interest, are there no asian faces in the Arma files? Sorta realized the NVA and VC are just white guys in rice-paddy hats. Looks quite humorous up close

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The PMC faces from the PMCLite patch added quite a few Asian faces. The key would just be to Config the units to only use a certain set of selections and choose'm randomly... I think. I have no idea but I know there are Asian faces.

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When our mod WW2- Hell in the pacifc is done. all my maps.

I have one of them that I think you guys maby want?

So what I could do is when the maps is done, I just could do some quick editing, tweaking so the map works with your mod.

So what do you guys think?

Here are some screens:

Burma:

http://dl.dropbox.com/u/15494574/burma01.jpg

http://dl.dropbox.com/u/15494574/burma02.jpg

http://dl.dropbox.com/u/15494574/burma03.jpg

http://dl.dropbox.com/u/15494574/burma04.jpg

http://dl.dropbox.com/u/15494574/burma05.jpg

http://dl.dropbox.com/u/15494574/burma06.jpg

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That's a beautiful map! Did you make that?

Think I'll be downloading Hell in the Pacific soon...

@Sigint: Hmm, yeah one of the main characters was wasn't he? Do you know what code I would need to use to use Asian faces or what?

or could this be incorporated into the next patch? If I figure it out I'll PM SGT. Savage the code to use.

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@ Mr Pedersen

Nice screens and the island is going to be good but I'd have this island to personally see to issue an opinion.

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Offcourse I send you a private message.

By the way how is the mod coming along?

Any News?

Media update?

We are all waiting!!

:D

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No media update :) no time, too busy working on the mod ;) Where are we at , well...

Columdrum has been busy going through our configs and cleaning em up removing errors restructuring our weapon boxes (all weapons now added to the ammo boxes)

Bigstone and Cj525 (aka Mod leader, chief , rag) are working on the khe Sanh map

Geloxo is continuing work on his Mekong map

I'm just about finished with the complete overhaul of weapon and vehicle sounds.

@ Mr Pedersen my apologies mate been busy will answer your PM shortly

anyway short n sweet back to work now :)

*We are looking for a camera/ cutscene maker for our campaigns and missions anyone interested please PM me

Edited by SGT_SAVAGE

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Hi guys,

I have a request. Can you guys add the Smith & Wesson Model 39 in silenced and non-silenced version? As the Navy SEALS used them during the war I thought that they should be in the mod.

http://en.wikipedia.org/wiki/Smith_%26_Wesson_Model_39

400px-S%26W39.jpg

Also, for people who are dying for SP missions, I'm currently working on a mission which is basically Firestorm except that it takes place at the main base in Lowlands. Yes, it will be almost as large as a "Siege Of Khe Sanh" scale. ;)

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Had some time to kill, so designed some logos. Don't have to use 'em if you don't want to.

Choose whichever and use them how you see fit. If you want a slight variation on one just ask.

UnsungModLogoCLEAR-1.jpg

--------------------------------------------------------------------------

UnsungModLogo6.jpg

--------------------------------------------------------------------------

UnsungModLogo5.jpg

--------------------------------------------------------------------------

UnsungModLogo4.jpg

--------------------------------------------------------------------------

UnsungModLogo3.jpg

--------------------------------------------------------------------------

UnsungModLogo2.jpg

--------------------------------------------------------------------------

UnsungModLogo1.jpg

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No media update :) no time, too busy working on the mod ;) Where are we at , well...

Columdrum has been busy going through our configs and cleaning em up removing errors restructuring our weapon boxes (all weapons now added to the ammo boxes)

Bigstone and Cj525 (aka Mod leader, chief , rag) are working on the khe Sanh map

Geloxo is continuing work on his Mekong map

I'm just about finished with the complete overhaul of weapon and vehicle sounds.

@ Mr Pedersen my apologies mate been busy will answer your PM shortly

anyway short n sweet back to work now :)

*We are looking for a camera/ cutscene maker for our campaigns and missions anyone interested please PM me

I hope to all content update release jan/feb 2012 year.

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I'm trying to convert a mission to the unsung mod, but I get those errors in the rpt:


"UPSMON started"
0:36:19.679 (0:00:03.526) cba_diagnostic - WC Array: [PlantationPos]
Error in expression <//	Correction for custom throw weapons i>
 Error position: <//	Correction for custom throw weapons i>
 Error Invalid number in expression
0:36:19.841 (0:00:03.670) cba_diagnostic - End Init.sqf
Suspending not allowed in this context
Error in expression <sleep 0.1;>
 Error position: <sleep 0.1;>
 Error Generic error in expression
Error in expression <//	Correction for custom throw weapons i>
 Error position: <//	Correction for custom throw weapons i>
 Error Invalid number in expression
Suspending not allowed in this context
Error in expression <sleep 0.1;>
 Error position: <sleep 0.1;>
 Error Generic error in expression
...

The sleep 0.1 comes from UPSMON and R3F Arty and Log, but no idea what the custom throw weapons is about. If it's of any help I can try to reproduce this with a minimal mission and post that.

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I'm trying to convert a mission to the unsung mod, but I get those errors in the rpt:


"UPSMON started"
0:36:19.679 (0:00:03.526) cba_diagnostic - WC Array: [PlantationPos]
Error in expression <//	Correction for custom throw weapons i>
 Error position: <//	Correction for custom throw weapons i>
 Error Invalid number in expression
0:36:19.841 (0:00:03.670) cba_diagnostic - End Init.sqf
Suspending not allowed in this context
Error in expression <sleep 0.1;>
 Error position: <sleep 0.1;>
 Error Generic error in expression
Error in expression <//	Correction for custom throw weapons i>
 Error position: <//	Correction for custom throw weapons i>
 Error Invalid number in expression
Suspending not allowed in this context
Error in expression <sleep 0.1;>
 Error position: <sleep 0.1;>
 Error Generic error in expression
...

The sleep 0.1 comes from UPSMON and R3F Arty and Log, but no idea what the custom throw weapons is about. If it's of any help I can try to reproduce this with a minimal mission and post that.

Its a known bug, caused by script to remove and readd the custom throw weapon. I that will be fixed on the next version.It shouldn't cause any problem anyways(except that you cant throw the UNS grenades obviously :P)

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Good to know it's being fixed! I've got another error in the rpt, which is probably caused by the on map mortar pieces:

Cannot load sound 'vehicles\gun_elevate.wss'

I use these two vehicles:

#define MORTARVC "Uns_2b14_82mmMortarVC"

#define MORTARUS "Uns_M252"

There's also a graphics glitch with the trees, there are white spots all over the place, but only at certain angles it seems:

example-trees.png

A preview on the mission is up at http://tspindler.de/arma/missions/uns-ch/.

[edit]

Also, are there any US repair, refuel and reammo vehicles? I'd like to use them for a maintenance shop at base. Right now I use the NVA truck and a MTVR...

[edit2]

Is there any chance to add larger icons for huts and buildings to the map? On the editor it's quite tough to find the location of the buildings and place a LZ accordingly.

Edited by TeTeT
wishlist item

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Good to know it's being fixed! I've got another error in the rpt, which is probably caused by the on map mortar pieces:

Cannot load sound 'vehicles\gun_elevate.wss'

I use these two vehicles:

#define MORTARVC "Uns_2b14_82mmMortarVC"

#define MORTARUS "Uns_M252"

There's also a graphics glitch with the trees, there are white spots all over the place, but only at certain angles it seems:

http://tspindler.de/arma/missions/uns-ch/example-trees.png do not quote images

A preview on the mission is up at http://tspindler.de/arma/missions/uns-ch/.

[edit]

Also, are there any US repair, refuel and reammo vehicles? I'd like to use them for a maintenance shop at base. Right now I use the NVA truck and a MTVR...

[edit2]

Is there any chance to add larger icons for huts and buildings to the map? On the editor it's quite tough to find the location of the buildings and place a LZ accordingly.

I have that tree problem on pretty much all Unsung maps apart from lowlands...

There are US Repair, Refuel and Reammo trucks in operation lowlands, don't know if that helps?

Edited by Foxhound
quoted image removed

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WinRar said that part 5 of 5 download was corrupted when I tryed to extract the rar file? It only managed to extract cjs_sea.pbo, cjs_sea.pbo.CSJ.bisign, uns_dong_ha.pbo an uns_dong_ha.pbo.UNS.bisign. So are these the only files in part 5 of 5 or should I redownload

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