delta99 34 Posted May 19, 2013 (edited) Dumb question but are there any missions that come with this MOD? Nice touch on the bunkers at Arty Hill. I had to crack a cold one and enjoy the view in more ways than one!!!! Edited May 19, 2013 by Delta99 Added Arty Hill comment Share this post Link to post Share on other sites
eggbeast 3673 Posted May 19, 2013 well this is a much older version of my mission code - update due soon - but i've made it compatible with unsung 2.5 it doesnt have the new plane loads and the bayonet and knife etc or the trap system in it, but hey ho enjoy for now http://www.gitsarma.gamingdeluxe.net/missions/GITSEvolutionSEAv5.CSJ_SEA.pbo requires: unsung 2.5 + SEA map (part of unsung) Share this post Link to post Share on other sites
icebreakr 3157 Posted May 19, 2013 A new Unsung 2.5+ coop campaign is coming soon, its played on remote island of Bantanam on East Lingor. It featues 7 missions with a story, multiplayer coop. Fixing couple of things this week, I'll let you know. Share this post Link to post Share on other sites
delta99 34 Posted May 19, 2013 A new Unsung 2.5+ coop campaign is coming soon, its played on remote island of Bantanam on East Lingor. It featues 7 missions with a story, multiplayer coop. Fixing couple of things this week, I'll let you know. I see that in the changelog for Lingo. Looking forward to it. Share this post Link to post Share on other sites
crazyquick 10 Posted May 19, 2013 (edited) Is there any one else here who often has issues with weapons firing? Often the weapons will shoot fine and then all of a sudden they no longer respond to the primary fire button key. Only after repeated presses does the gun refire. I notice this usually occurs only in certain maps. Any one else have any ideas? Well it seems the followign addons are gicing this ERROR with Unsung: SLX_aidodge, SLX_animdeath, SLX_anim_idle, ALX_cloud, SLX_findcover, SLX_netcode, SLX_ragdoll, SLX_shout, SLX_wounds.... Anyone else use SLX mod with unsung? Thanks Edited May 19, 2013 by crazyquick Share this post Link to post Share on other sites
sgt_savage 586 Posted May 19, 2013 Its probably you machine lagging out. The sound process sometimes skips but that's due to all the different sounds playing at once or scripts starting. I had it once or twice not really an issue but haven't had an issue where the gun won't fire Share this post Link to post Share on other sites
crazyquick 10 Posted May 19, 2013 key. Only after repeated presses does the gun refire, and only for a short while. The SLX_wounds pbo is what seems to cause this. Without the SLX Wounds mod there is no issue.. So im not sure what about the slx mod would cause this? ---------- Post added at 16:51 ---------- Previous post was at 16:50 ---------- Its probably you machine lagging out. The sound process sometimes skips but that's due to all the different sounds playing at once or scripts starting. I had it once or twice not really an issue but haven't had an issue where the gun won't fire yeah its not only sound, but the actual weapon wont fire, its something with the SLX_wounds mod, so yeah I guess its not as if something is defective with Unsung. Thanks Share this post Link to post Share on other sites
Itsarclight 1 Posted May 19, 2013 Anyone feel like flying? We have a new video on our channel! :cool: Don't forget to like and subscribe! /Arclight Share this post Link to post Share on other sites
eggbeast 3673 Posted May 19, 2013 ok i've finished your new missilebox. this is what it contains: //cannon _vec addMagazine "Uns_600Rnd_Skyraider_4x20mm_HEI"; _vec addMagazine "Uns_1200Rnd_Skyraider_4x20mm_HEI"; _vec addMagazine "Uns_600Rnd_Skyraider_4x20mm"; _vec addMagazine "Uns_1200Rnd_Skyraider_4x20mm"; _vec addweapon "Uns_M2_4x20mm"; _vec addMagazine "Uns_1200Rnd_Skyraider_4x20mm"; _vec addweapon "Uns_Skyraider4x20mm"; _vec addMagazine "4000Rnd_762x51_M134"; _vec addweapon "uns_M134"; _vec addMagazine "uns_200Rnd_23mm_GP9"; _vec addMagazine "uns_400Rnd_23mm_GP9"; _vec addMagazine "uns_600Rnd_23mm_GP9"; _vec addMagazine "uns_800Rnd_23mm_GP9"; _vec addMagazine "520Rnd_23mm_GSh23L"; _vec addweapon "uns_GP9"; _vec addMagazine "uns_80rnd_37mm_n37"; _vec addMagazine "uns_160rnd_37mm_n37"; _vec addMagazine "uns_40rnd_37mm_n37"; _vec addweapon "uns_N37"; _vec addMagazine "uns_240rnd_23mm_nr23"; _vec addMagazine "uns_160Rnd_23mm_nr23"; _vec addweapon "uns_nr23"; //new _vec addMagazine "uns_515Rnd_M61_HEI"; _vec addMagazine "uns_1030Rnd_M61_HEI"; _vec addMagazine "uns_1545Rnd_M61_HEI"; _vec addMagazine "uns_2060Rnd_M61_HEI"; _vec addMagazine "uns_515Rnd_M61"; _vec addMagazine "uns_1030Rnd_M61"; _vec addMagazine "uns_1545Rnd_M61"; _vec addMagazine "uns_2060Rnd_M61"; _vec addweapon "uns_M61A1"; _vec addMagazine "300Rnd_25mm_GAU12"; _vec addweapon "GAU12"; _vec addMagazine "1350Rnd_30mmAP_A10"; _vec addweapon "GAU8"; _vec addMagazine "uns_350Rnd_30mmAP_A10"; _vec addMagazine "uns_650Rnd_30mmAP_A10"; _vec addMagazine "uns_950Rnd_30mmAP_A10"; _vec addMagazine "uns_1350Rnd_30mmAP_A10"; _vec addweapon "uns_GAU8"; //rockets _vec addMagazine "uns_8Rnd_WP_FFAR"; _vec addMagazine "uns_14Rnd_WP_FFAR"; _vec addMagazine "uns_28Rnd_WP_FFAR"; _vec addMagazine "uns_8Rnd_WP_FFAR"; _vec addweapon "uns_WPLauncher"; _vec addMagazine "uns_16Rnd_57mm"; _vec addMagazine "64Rnd_57mm"; _vec addMagazine "128Rnd_57mm"; _vec addMagazine "192Rnd_57mm"; _vec addMagazine "uns_32Rnd_57mm"; _vec addweapon "uns_57mmLauncher"; _vec addMagazine "uns_28Rnd_FFAR"; _vec addMagazine "uns_38Rnd_FFAR"; _vec addMagazine "uns_56Rnd_FFAR"; _vec addMagazine "uns_76Rnd_FFAR"; _vec addMagazine "uns_84Rnd_FFAR"; _vec addMagazine "uns_114Rnd_FFAR"; _vec addMagazine "14Rnd_FFAR"; _vec addMagazine "38Rnd_FFAR"; _vec addMagazine "uns_36Rnd_FFAR"; _vec addweapon "Uns_FFARLauncher"; _vec addMagazine "uns_28Rnd_FFARL"; _vec addMagazine "uns_38Rnd_FFARL"; _vec addMagazine "uns_56Rnd_FFARL"; _vec addMagazine "uns_76Rnd_FFARL"; _vec addMagazine "uns_84Rnd_FFARL"; _vec addMagazine "uns_114Rnd_FFARL"; _vec addweapon "Uns_FFARL_Launcher"; _vec addMagazine "38Rnd_FFAR"; _vec addweapon "FFARLauncher"; //AAM //Uns_AIM9F _vec addMagazine "uns_AIM9Ex1"; _vec addMagazine "uns_AIM9Ex2"; _vec addMagazine "uns_AIM9Ex3"; _vec addMagazine "uns_AIM9Ex4"; _vec addMagazine "uns_AIM9Ex5"; _vec addMagazine "uns_AIM9Ex6"; _vec addMagazine "uns_AIM9Ex7"; _vec addMagazine "uns_AIM9Ex8"; _vec addMagazine "uns_AIM9Ex9"; _vec addMagazine "uns_AIM9Ex10"; _vec addMagazine "uns_AIM9Ex11"; _vec addMagazine "uns_AIM9Ex12"; _vec addweapon "uns_AIM9ELauncher"; //2 _vec addMagazine "A7Uns_AIM9_mag"; _vec addweapon "A7uns_AIM9Launcher"; //4 _vec addMagazine "Uns_AIM9_mag"; _vec addweapon "uns_AIM9Launcher"; _vec addMagazine "uns_AIM9Fx1"; _vec addMagazine "uns_AIM9Fx2"; _vec addMagazine "uns_AIM9Fx3"; _vec addMagazine "uns_AIM9Fx4"; _vec addMagazine "uns_AIM9Fx5"; _vec addMagazine "uns_AIM9Fx6"; _vec addMagazine "uns_AIM9Fx7"; _vec addMagazine "uns_AIM9Fx8"; _vec addMagazine "uns_AIM9Fx9"; _vec addMagazine "uns_AIM9Fx10"; _vec addMagazine "uns_AIM9Fx11"; _vec addMagazine "uns_AIM9Fx12"; _vec addweapon "uns_AIM9FLauncher"; _vec addMagazine "uns_AIM7Ex1"; _vec addMagazine "uns_AIM7Ex2"; _vec addMagazine "uns_AIM7Ex3"; _vec addMagazine "uns_AIM7Ex4"; _vec addMagazine "uns_AIM7Ex5"; _vec addMagazine "uns_AIM7Ex6"; _vec addMagazine "uns_AIM7Ex7"; _vec addMagazine "uns_AIM7Ex8"; _vec addMagazine "uns_AIM7Ex9"; _vec addMagazine "uns_AIM7Ex10"; _vec addMagazine "uns_AIM7Ex11"; _vec addMagazine "uns_AIM7Ex12"; _vec addweapon "uns_AIM7ELauncher"; //4 _vec addMagazine "Uns_AIM7_mag"; _vec addweapon "uns_AIM7Launcher"; _vec addMagazine "uns_R60x1"; _vec addMagazine "uns_R60x2"; _vec addMagazine "uns_R60x3"; _vec addMagazine "uns_R60x4"; _vec addMagazine "uns_R60x5"; _vec addMagazine "uns_R60x6"; _vec addMagazine "uns_R60x7"; _vec addMagazine "uns_R60x8"; _vec addMagazine "uns_R60x9"; _vec addMagazine "uns_R60x10"; _vec addMagazine "uns_R60x11"; _vec addMagazine "uns_R60x12"; _vec addweapon "uns_R60_Launcher"; //6 _vec addMagazine "R60_mag"; _vec addweapon "R60Launcher"; _vec addMagazine "uns_K13x1"; _vec addMagazine "uns_K13x2"; _vec addMagazine "uns_K13x3"; _vec addMagazine "uns_K13x4"; _vec addMagazine "uns_K13x5"; _vec addMagazine "uns_K13x6"; _vec addMagazine "uns_K13x7"; _vec addMagazine "uns_K13x8"; _vec addMagazine "uns_K13x9"; _vec addMagazine "uns_K13x10"; _vec addMagazine "uns_K13x11"; _vec addMagazine "uns_K13x12"; //2 _vec addMagazine "uns_K13_mag"; _vec addweapon "uns_K13Launcher"; //AGM //new //M_Maverick_AT _vec addMagazine "uns_AGM65Dx1"; _vec addMagazine "uns_AGM65Dx2"; _vec addMagazine "uns_AGM65Dx3"; _vec addMagazine "uns_AGM65Dx4"; _vec addMagazine "uns_AGM65Dx5"; _vec addMagazine "uns_AGM65Dx6"; _vec addMagazine "uns_AGM65Dx7"; _vec addMagazine "uns_AGM65Dx8"; _vec addMagazine "uns_AGM65Dx9"; _vec addMagazine "uns_AGM65Dx10"; _vec addMagazine "uns_AGM65Dx11"; _vec addMagazine "uns_AGM65Dx12"; _vec addweapon "uns_AGM65D_Launcher"; //M_Shrike_AT _vec addMagazine "uns_AGM45x1"; _vec addMagazine "uns_AGM45x2"; _vec addMagazine "uns_AGM45x3"; _vec addMagazine "uns_AGM45x4"; _vec addMagazine "uns_AGM45x5"; _vec addMagazine "uns_AGM45x6"; _vec addMagazine "uns_AGM45x7"; _vec addMagazine "uns_AGM45x8"; _vec addMagazine "uns_AGM45x9"; _vec addMagazine "uns_AGM45x10"; _vec addMagazine "uns_AGM45x11"; _vec addMagazine "uns_AGM45x12"; _vec addweapon "uns_AGM45_Launcher"; //M_Bullpup_AT _vec addMagazine "uns_AGM12x1"; _vec addMagazine "uns_AGM12x2"; _vec addMagazine "uns_AGM12x3"; _vec addMagazine "uns_AGM12x4"; _vec addMagazine "uns_AGM12x5"; _vec addMagazine "uns_AGM12x6"; _vec addMagazine "uns_AGM12x7"; _vec addMagazine "uns_AGM12x8"; _vec addMagazine "uns_AGM12x9"; _vec addMagazine "uns_AGM12x10"; _vec addMagazine "uns_AGM12x11"; _vec addMagazine "uns_AGM12x12"; _vec addweapon "uns_AGM12_Launcher"; //BMB _vec addMagazine "F4uns_6Rnd_MK82Snake"; _vec addweapon "uns_MK82SnakeLauncher"; _vec addMagazine "A7uns_6Rnd_MK82Snake"; _vec addweapon "A7uns_MK82SnakeLauncher"; _vec addMagazine "A7uns_6Rnd_MK82"; _vec addweapon "A7uns_MK82BombLauncher"; //Uns_Mk81Bomb _vec addMagazine "Uns_1Rnd_Mk81"; _vec addMagazine "Uns_2Rnd_Mk81"; _vec addMagazine "Uns_3Rnd_Mk81"; _vec addMagazine "Uns_4Rnd_Mk81"; _vec addMagazine "Uns_5Rnd_Mk81"; _vec addMagazine "Uns_6Rnd_Mk81"; _vec addMagazine "Uns_7Rnd_Mk81"; _vec addMagazine "Uns_8Rnd_Mk81"; _vec addMagazine "Uns_9Rnd_Mk81"; _vec addMagazine "Uns_10Rnd_Mk81"; _vec addMagazine "Uns_11Rnd_Mk81"; _vec addMagazine "Uns_12Rnd_Mk81"; _vec addweapon "Uns_BombLauncher"; _vec addweapon "Uns_Mk81Launcher"; //uns_MK82 _vec addMagazine "Uns_1Rnd_Mk82b"; _vec addMagazine "Uns_2Rnd_Mk82b"; _vec addMagazine "Uns_3Rnd_Mk82b"; _vec addMagazine "Uns_4Rnd_Mk82b"; _vec addMagazine "Uns_5Rnd_Mk82b"; _vec addMagazine "Uns_6Rnd_Mk82b"; _vec addMagazine "Uns_7Rnd_Mk82b"; _vec addMagazine "Uns_8Rnd_Mk82b"; _vec addMagazine "Uns_9Rnd_Mk82b"; _vec addMagazine "Uns_10Rnd_Mk82b"; _vec addMagazine "Uns_11Rnd_Mk82b"; _vec addMagazine "Uns_12Rnd_Mk82b"; _vec addweapon "Uns_Mk82bLauncher"; //Uns_Mk82Bomb _vec addMagazine "Uns_1Rnd_Mk82"; _vec addMagazine "Uns_2Rnd_Mk82"; _vec addMagazine "Uns_3Rnd_Mk82"; _vec addMagazine "Uns_4Rnd_Mk82"; _vec addMagazine "Uns_5Rnd_Mk82"; _vec addMagazine "Uns_6Rnd_Mk82"; _vec addMagazine "Uns_7Rnd_Mk82"; _vec addMagazine "Uns_8Rnd_Mk82"; _vec addMagazine "Uns_9Rnd_Mk82"; _vec addMagazine "Uns_10Rnd_Mk82"; _vec addMagazine "Uns_11Rnd_Mk82"; _vec addMagazine "Uns_12Rnd_Mk82"; _vec addweapon "Uns_Mk82Launcher"; //uns_Mk82Snake _vec addMagazine "Uns_1Rnd_Mk82_snake"; _vec addMagazine "Uns_2Rnd_Mk82_snake"; _vec addMagazine "Uns_3Rnd_Mk82_snake"; _vec addMagazine "Uns_4Rnd_Mk82_snake"; _vec addMagazine "Uns_5Rnd_Mk82_snake"; _vec addMagazine "Uns_6Rnd_Mk82_snake"; _vec addMagazine "Uns_7Rnd_Mk82_snake"; _vec addMagazine "Uns_8Rnd_Mk82_snake"; _vec addMagazine "Uns_9Rnd_Mk82_snake"; _vec addMagazine "Uns_10Rnd_Mk82_snake"; _vec addMagazine "Uns_11Rnd_Mk82_snake"; _vec addMagazine "Uns_12Rnd_Mk82_snake"; _vec addweapon "uns_MK82SnakeLauncher"; //Uns_Mk83Bomb _vec addMagazine "Uns_1Rnd_Mk83"; _vec addMagazine "Uns_2Rnd_Mk83"; _vec addMagazine "Uns_3Rnd_Mk83"; _vec addMagazine "Uns_4Rnd_Mk83"; _vec addMagazine "Uns_5Rnd_Mk83"; _vec addMagazine "Uns_6Rnd_Mk83"; _vec addMagazine "Uns_7Rnd_Mk83"; _vec addMagazine "Uns_8Rnd_Mk83"; _vec addMagazine "Uns_9Rnd_Mk83"; _vec addMagazine "Uns_10Rnd_Mk83"; _vec addMagazine "Uns_11Rnd_Mk83"; _vec addMagazine "Uns_12Rnd_Mk83"; _vec addweapon "Uns_Mk83Launcher"; //Uns_Mk84Bomb _vec addMagazine "Uns_1Rnd_Mk84"; _vec addMagazine "Uns_2Rnd_Mk84"; _vec addMagazine "Uns_3Rnd_Mk84"; _vec addMagazine "Uns_4Rnd_Mk84"; _vec addMagazine "Uns_5Rnd_Mk84"; _vec addMagazine "Uns_6Rnd_Mk84"; _vec addMagazine "Uns_7Rnd_Mk84"; _vec addMagazine "Uns_8Rnd_Mk84"; _vec addMagazine "Uns_9Rnd_Mk84"; _vec addMagazine "Uns_10Rnd_Mk84"; _vec addMagazine "Uns_11Rnd_Mk84"; _vec addMagazine "Uns_12Rnd_Mk84"; _vec addweapon "Uns_Mk84Launcher"; _vec addMagazine "Uns_1Rnd_fab250"; _vec addMagazine "Uns_2Rnd_fab250"; _vec addMagazine "Uns_3Rnd_fab250"; _vec addMagazine "Uns_4Rnd_fab250"; _vec addMagazine "Uns_5Rnd_fab250"; _vec addMagazine "Uns_6Rnd_fab250"; _vec addMagazine "Uns_7Rnd_fab250"; _vec addMagazine "Uns_8Rnd_fab250"; //new _vec addMagazine "Uns_9Rnd_fab250"; _vec addMagazine "Uns_10Rnd_fab250"; _vec addMagazine "Uns_11Rnd_fab250"; _vec addMagazine "Uns_12Rnd_fab250"; _vec addweapon "Uns_BombLauncher_fab"; _vec addweapon "Uns_BombLauncher_fab250"; _vec addMagazine "Uns_1Rnd_fab500"; _vec addMagazine "Uns_2Rnd_fab500"; _vec addMagazine "Uns_3Rnd_fab500"; _vec addMagazine "Uns_4Rnd_fab500"; _vec addMagazine "Uns_5Rnd_fab500"; _vec addMagazine "Uns_6Rnd_fab500"; _vec addMagazine "Uns_7Rnd_fab500"; _vec addMagazine "Uns_8Rnd_fab500"; _vec addMagazine "Uns_9Rnd_fab500"; _vec addMagazine "Uns_10Rnd_fab500"; _vec addMagazine "Uns_11Rnd_fab500"; _vec addMagazine "Uns_12Rnd_fab500"; _vec addweapon "Uns_BombLauncher_fab500"; //LGB //Uns_Napalm _vec addMagazine "Uns_1Rnd_Napalm"; _vec addMagazine "Uns_2Rnd_Napalm"; _vec addMagazine "Uns_3Rnd_Napalm"; _vec addMagazine "Uns_4Rnd_Napalm"; _vec addMagazine "Uns_5Rnd_Napalm"; _vec addMagazine "Uns_6Rnd_Napalm"; _vec addMagazine "Uns_7Rnd_Napalm"; _vec addMagazine "Uns_8Rnd_Napalm"; _vec addMagazine "Uns_9Rnd_Napalm"; _vec addMagazine "Uns_10Rnd_Napalm"; _vec addMagazine "Uns_11Rnd_Napalm"; _vec addMagazine "Uns_12Rnd_Napalm"; _vec addweapon "Uns_NapalmLauncher"; _vec addMagazine "Uns_8Rnd_Napalm_blu1"; _vec addweapon "Uns_Napalm_blu1_Launcher"; //uns_Napalm_blu1 _vec addMagazine "Uns_1Rnd_Napalm_Blu1"; _vec addMagazine "Uns_2Rnd_Napalm_Blu1"; _vec addMagazine "Uns_3Rnd_Napalm_Blu1"; _vec addMagazine "Uns_4Rnd_Napalm_Blu1"; _vec addMagazine "Uns_5Rnd_Napalm_Blu1"; _vec addMagazine "Uns_6Rnd_Napalm_Blu1"; _vec addMagazine "Uns_7Rnd_Napalm_Blu1"; _vec addMagazine "Uns_8Rnd_Napalm_Blu1"; //stock _vec addMagazine "Uns_9Rnd_Napalm_Blu1"; _vec addMagazine "Uns_10Rnd_Napalm_Blu1"; _vec addMagazine "Uns_11Rnd_Napalm_Blu1"; _vec addMagazine "Uns_12Rnd_Napalm_Blu1"; _vec addweapon "Uns_Napalm_blu1_Launcher"; //Uns_GBU8Bomb _vec addMagazine "Uns_1Rnd_GBU8"; _vec addMagazine "Uns_2Rnd_GBU8"; _vec addMagazine "Uns_3Rnd_GBU8"; _vec addMagazine "Uns_4Rnd_GBU8"; _vec addMagazine "Uns_5Rnd_GBU8"; _vec addMagazine "Uns_6Rnd_GBU8"; _vec addMagazine "Uns_7Rnd_GBU8"; _vec addMagazine "Uns_8Rnd_GBU8"; _vec addMagazine "Uns_9Rnd_GBU8"; _vec addMagazine "Uns_10Rnd_GBU8"; _vec addMagazine "Uns_11Rnd_GBU8"; _vec addMagazine "Uns_12Rnd_GBU8"; _vec addweapon "Uns_GBU8Launcher"; //new _vec addMagazine "Uns_1Rnd_kab250"; _vec addMagazine "Uns_2Rnd_kab250"; _vec addMagazine "Uns_3Rnd_kab250"; _vec addMagazine "Uns_4Rnd_kab250"; _vec addMagazine "Uns_5Rnd_kab250"; _vec addMagazine "Uns_6Rnd_kab250"; _vec addMagazine "Uns_7Rnd_kab250"; _vec addMagazine "Uns_8Rnd_kab250"; _vec addMagazine "Uns_9Rnd_kab250"; _vec addMagazine "Uns_10Rnd_kab250"; _vec addMagazine "Uns_11Rnd_kab250"; _vec addMagazine "Uns_12Rnd_kab250"; _vec addweapon "Uns_BombLauncher_kab250"; //make _vec addMagazine "Uns_1Rnd_kab500"; _vec addMagazine "Uns_2Rnd_kab500"; _vec addMagazine "Uns_3Rnd_kab500"; _vec addMagazine "Uns_4Rnd_kab500"; _vec addMagazine "Uns_5Rnd_kab500"; _vec addMagazine "Uns_6Rnd_kab500"; _vec addMagazine "Uns_7Rnd_kab500"; _vec addMagazine "Uns_8Rnd_kab500"; _vec addMagazine "Uns_9Rnd_kab500"; _vec addMagazine "Uns_10Rnd_kab500"; _vec addMagazine "Uns_11Rnd_kab500"; _vec addMagazine "Uns_12Rnd_kab500"; _vec addweapon "Uns_BombLauncher_kab500"; //make //fuel _vec addMagazine "A7uns_1Rnd_Fuel"; _vec addMagazine "A7uns_1Rnd_FuelNavy"; _vec addweapon "A7unsFuelauncher"; _vec addMagazine "F4uns_1Rnd_Fuel"; _vec addMagazine "F4uns_1Rnd_FuelNavy"; _vec addweapon "uns_F4Fuelauncher"; _vec addMagazine "uns_mig17_Fueltank"; _vec addweapon "uns_mig17_Fuelauncher"; _vec addMagazine "Mig21_1Rnd_Fuel"; _vec addweapon "Mig21Fuelauncher"; obviously we're missing a few models, so i've improvised for now i'm also adding a few configged planes separately - for you to try this out and decide what to do / as courtesy to the plane owners. i've added laser designation to the shrike, bullpup, maverick and gbu8 etc and a backseat gunner laser designator - will be interesting to see if you can fly slow enough to target and kill with these things. 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Wiki 1558 Posted May 19, 2013 Good but I think laser designator is not a good idea as there was not in Nam Share this post Link to post Share on other sites
eggbeast 3673 Posted May 19, 2013 wiki you have mistaken my intent. i have not laser enabled anything other than the rear gunner seat in the F4: I have modeled the Bullpup missile which is manually guided by TV. Having a backseat gunner in the F4 using a laser designator to move the locked and launched missile to the target will simulate this guidance system really well. https://en.wikipedia.org/wiki/Bullpup_missile I have also added the earlier Maverick variants... which were either electro-optical guidance (A,B) or later IR seeking (D). Again the laser in the backseat will mimic this guidance system. http://en.wikipedia.org/wiki/AGM65 lastly the GBU 8 was used in vietnam: again i have added laser-seeking to this to mimic the guidance system for the F4. see ref on GBU-8 electro-optically guided Glide bomb at link below http://en.wikipedia.org/wiki/LTV_A-7_Corsair_II ---------- Post added 05-20-2013 at 12:12 AM ---------- Previous post was 05-19-2013 at 11:19 PM ---------- sav have pm'd you link for the files and demo mission Share this post Link to post Share on other sites
Itsarclight 1 Posted May 20, 2013 Adding a laserdesignator to the F4 will simulate a TV guided missile pretty well! As long as the pilot manages to aim at the target, this should be very realistic and fun. Good work as always Eggbeast. /Arclight Share this post Link to post Share on other sites
crazyquick 10 Posted May 20, 2013 (edited) Well the problem of weapons not firing in SLX_Wounds with unsung vietnam mod can be solved by either scripting or removing the SLX_Wounds_Damaged.sqf file from the SLX_wounds pbo. Its located in slx_wounds\f\SLX_Wounds_Damaged.sqf Specifically, delete this line: // drop secondary weapon so it can be destroyed; if((damage _unit==1)&&((secondaryWeapon _unit)!=""))then{ _2ndOnly=True; ["_armHit"] call SLX_Wounds_Func; Edited May 20, 2013 by crazyquick Share this post Link to post Share on other sites
eggbeast 3673 Posted May 20, 2013 slight problem - the laser spot does not move like it does in the cobra cockpit. There is another option - we could see if we can use the manual fly by wire system that GDT developed for the hellfire. I'll get in touch with them although I think they only speak german. Share this post Link to post Share on other sites
GqchatarN 10 Posted May 20, 2013 Ehm.. okey, I have a problem. I installed the mod, and now i can't play high command(?) What the fuck. Even when I disable the mod I can't do it. So i uninstalled everything and tried again in vanilla, and high command worked. So then I installed the mod again, and all of a sudden I can't play high command again! Am I doing something wrong? How do i fix this, because I would love to play high command with this mod! /Simon Share this post Link to post Share on other sites
crazyquick 10 Posted May 20, 2013 Well the problem of weapons not firing in SLX_Wounds with unsung vietnam mod can be solved by either scripting or removing the SLX_Wounds_Damaged.sqf file from the SLX_wounds pbo. Its located in slx_wounds\f\SLX_Wounds_Damaged.sqfSpecifically, delete this line: // drop secondary weapon so it can be destroyed; if((damage _unit==1)&&((secondaryWeapon _unit)!=""))then{ _2ndOnly=True; ["_armHit"] call SLX_Wounds_Func; Guys I'd like to edit this line so that the weapons won't jam. Any ideas on how to edit it? Share this post Link to post Share on other sites
nettrucker 142 Posted May 20, 2013 Ehm.. okey, I have a problem. I installed the mod, and now i can't play high command(?) What the fuck. Even when I disable the mod I can't do it. So i uninstalled everything and tried again in vanilla, and high command worked. So then I installed the mod again, and all of a sudden I can't play high command again! Am I doing something wrong? How do i fix this, because I would love to play high command with this mod! /Simon I've just tested the High command module in Unsung. No problem to run it with the UNSUNG Mod so I deduct from this that it is not something related with the MOD. Tested ArmA CO latest official patch MODs Unsung - CBA No problems to run High command I don't know how familiar you are with the setup of High command . . . are you sure your setup is OK? Just asking. Please try to check the setup. You need the functions module, High command - commander module and the High command subordinate module. Every squad leader to be subordinate must be synced with subordinate module. The player as High commander must be synced with the high command - commander module. You need to sync also the subordinate modules with the commander module. SYNC is F5. If you have all done this than I'm also on my wits end here, but as I said I just tested it and it works. cheers:) Share this post Link to post Share on other sites
GqchatarN 10 Posted May 20, 2013 text Yeah I've followed some guides on youtube and it works when I'm haven't installed Unsung! But what is this "functions module" you're talking about? It works for me without that in vanilla, maybe thats where the problem is? I'm currently reinstalling everything to see if it works after that! Thanks for your answer! //Simon Share this post Link to post Share on other sites
nettrucker 142 Posted May 20, 2013 I removed the functions module and it works also perfectly without it. A bit difficult to understand what is not working. I'm placing the functions module also for other purposes but as I said it works perfectly without. Share this post Link to post Share on other sites
GqchatarN 10 Posted May 20, 2013 Okey, I've reinstalled everything now and it works! :D Don't know what i did wrong! But it works! Thanks for all the help nettrucker! Share this post Link to post Share on other sites
Wiki 1558 Posted May 20, 2013 Last mission almost finished. Campaign should be available in few hours. 8 missions, not very long at all, but I tried to create an atmosphere in each of them. Oh, BTW, you're never the leader in infantry missions. Share this post Link to post Share on other sites
Itsarclight 1 Posted May 21, 2013 Looking forward to it Wiki! /Arclight Share this post Link to post Share on other sites
Wiki 1558 Posted May 21, 2013 my campaign is available!!! see here http://forums.bistudio.com/showthread.php?132351-Wiki-s-Creations Share this post Link to post Share on other sites
crazyquick 10 Posted May 22, 2013 Do any of you unsung players use a first aid mod that puts injured ppl on ground to be dragged /treated? Apparently Slx_wounds mod doesn't work with unsung. Share this post Link to post Share on other sites
eggbeast 3673 Posted May 22, 2013 yes we use norrins revive - it's a parameter in evolution (not enabled at the moment, but when we have a serious game - lots of clan members playing - then we enable it). however be warned that the later versions of revive interfere somewhat with the respawn logic of your mission so if you have a detailed player management process going on you need to work it into the mission carefully. Share this post Link to post Share on other sites