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sgt_savage

The Unsung Vietnam War Mod 2.5 Released

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Yeah eggbeast. While you're at it, can you make a 15 mission campaign that is fully voiced? Say, about middle of May? I've got lots of free time then.........:yay:

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I'd rather have them sooner, actually, eggbeast. Be a dear and make me stuff. Chop chop.

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get your asses on the server then - so we can do some bayonet practice on you. better than stabbing cows :D

@CQ - you should try venturing onto the server and trying out the mission we're playing, it does everything you asked for and more.

@max - come on in and get your feet wet. we have a pet 6 foot leech called Amy just ready to give you a hug... :D

Edited by eggbeast

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And yet one more video of our last UNS mission, this time by DaOarge.

And IMHO the best of his screenshots with original comment:

file.php?id=46&t=1

Yeah, those were the 60ties!!

Seeing funny colors while dancing armed-to-the-teeth

through mother nature after inhaling some fancy smoke :)

:) - You can see this and much more on DaOarge's Arma Site

***

Great mod guys, I hope to see it it on ArmA3 too!

Cheers,

D.

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get your asses on the server then - so we can do some bayonet practice on you. better than stabbing cows :D

@CQ - you should try venturing onto the server and trying out the mission we're playing, it does everything you asked for and more.

@max - come on in and get your feet wet. we have a pet 6 foot leech called Amy just ready to give you a hug... :D

One problem, I don't know the server adrress. Thanks!

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@Eggbeast, the DSAI should be working , the AI will only speak if in Danger , safe or careless modes only. Also only units that are part of a group will work , not individual placed units.

Ok I been through the entire thread looking for bug reports and fixed all that I am able to. So far I fixed:

1. M48 commander not being able to fire from buttoned position

2. Added aiming crosshairs for UH1 gunship and UH1 green hornet- Can't fix the reflex sights sorry we need mlods and I can't model so..

3. Added volume to the files for the transistor radio- since some were complaining it wasn't loud enough :P

4. Added correct class name for Force Recon Marines.

I will upload fixes soon. Also I'm trying to find a reliable public server to upload 2.5 gig file in rar format since our Installer had some issues.

Edited by SGT_SAVAGE

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good stuff sav

one little request - take a look at the factions list for the civilians, as they don't work in alice module yet

here's what i've been toying with, but no luck so far. the civ faction ("UNSUNG_C") seems to fail in the alice module - i think it is not defined in the

class CfgFactionClasses

in your mod - do you even have one? can't seem to find it.

civs are defined in uns_east

anyway i've been trying to make a variation of your civs that respond to alice module, once i know how it works i can then help you fix your own classes, meantime if you or one of the guys wants to have a look, try it on this mission

http://www.gitsarma.gamingdeluxe.net/missions/cbtest7.us101_Cao_Bang.pbo

which has civs spawning in towns using my scripted house fix, BUT which only spawns russian civs...

anyway still planning to look it over, but this is where i got to so far with the diagnosis.

#define _ARMA_

class CfgPatches
{
class uns_east_fix
{
	units[] = {"uns_civilian_base2","uns_civilian5","uns_civilian6","uns_civilian7","uns_civilian8"};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {"CACharacters2","uns_east"};
};
};
class CfgFactionClasses
{
class UNSUNG_CIV
{
	displayName = "Vietnamese Civilian";
	priority = 100;
	side = 3;
};
};
class CfgVehicleClasses
{
class uns_civil
{
	displayName = "Vietnamese Civilian";
};
};
class CfgVehicles
{
class Man;
class CAManBase;
class Civilian;
class uns_civilian_base2: Civilian
{
	scope = 0;
	side = 3;
	faction = "UNSUNG_CIV";
	vehicleClass = "uns_civil";
	cost = 80000;
	model = "\uns_east\una_civilian1";
	facetype = "vc_face";
	identitytypes[] = {"Language_RU","UNS_Head_Viet"};
	nameSound = "veh_man";
	camouflage = 1.4;
	accuracy = 3.0;
	minFireTime = 2.5;
	weapons[] = {};
	magazines[] = {};
	respawnWeapons[] = {};
	respawnMagazines[] = {};
	threat[] = {1,0.5,0.1};
	class Wounds
	{
		tex[] = {};
		mat[] = {"uns_east\data\vc_hhl.rvmat","uns_east\data\vc_hhl_wound1.rvmat","uns_east\data\vc_hhl_wound2.rvmat","uns_east\data\civil_body.rvmat","uns_east\data\civil_wound1.rvmat","uns_east\data\civil_wound2.rvmat"};
	};
	languages[] = {"RU"};
	genericNames = "VietnameseMen";
};
class uns_civilian5: uns_civilian_base2
{
	scope = 2;
	vehicleClass = "uns_civil";
	displayName = "Civilian 5";
	nameSound = "veh_man";
	Picture = "\uns_east\icon\i_sleader_CA.paa";
	Icon = "\uns_east\icon\icon_officer_ca.paa";
	portrait = "\uns_east\icon\port_civilian1";
	cost = 600000;
	model = "\uns_east\uns_civilian1";
	canHideBodies = 0;
	canDeactivateMines = 0;
	attendent = 0;
	accuracy = 3.5;
	camouflage = 1.4;
	weapons[] = {};
	magazines[] = {};
};
class uns_civilian6: uns_civilian_base2
{
	scope = 2;
	vehicleClass = "uns_civil";
	displayName = "Civilian 6";
	nameSound = "veh_man";
	Picture = "\uns_east\icon\i_sleader_CA.paa";
	Icon = "\uns_east\icon\icon_officer_ca.paa";
	portrait = "\uns_east\icon\port_civilian2";
	cost = 600000;
	model = "\uns_east\uns_civilian2";
	canHideBodies = 0;
	canDeactivateMines = 0;
	attendent = 0;
	accuracy = 3.5;
	camouflage = 1.4;
	weapons[] = {};
	magazines[] = {};
};
class uns_civilian7: uns_civilian_base2
{
	scope = 2;
	vehicleClass = "uns_civil";
	displayName = "Civilian 7";
	nameSound = "veh_man";
	Picture = "\uns_east\icon\i_sleader_CA.paa";
	Icon = "\uns_east\icon\icon_officer_ca.paa";
	portrait = "\uns_east\icon\port_civilian3";
	cost = 600000;
	model = "\uns_east\uns_civilian3";
	canHideBodies = 0;
	canDeactivateMines = 0;
	attendent = 0;
	accuracy = 3.5;
	camouflage = 1.4;
	weapons[] = {};
	magazines[] = {};
};
class uns_civilian8: uns_civilian_base2
{
	scope = 2;
	vehicleClass = "uns_civil";
	displayName = "Civilian 8";
	nameSound = "veh_man";
	Picture = "\uns_east\icon\i_sleader_CA.paa";
	Icon = "\uns_east\icon\icon_officer_ca.paa";
	portrait = "\uns_east\icon\port_civilian4";
	cost = 600000;
	model = "\uns_east\uns_civilian4";
	canHideBodies = 0;
	canDeactivateMines = 0;
	attendent = 0;
	accuracy = 3.5;
	camouflage = 1.4;
	weapons[] = {};
	magazines[] = {};
};
};
class CfgGroups
{
class Civilian
{
	name = "$STR_CIVILIAN";
	class UNSUNG_C
	{
		name = "Vietnamese Civilians";
		class civilianInfantry
		{
			name = "Vietnamese Civilians";
			class civ_villageone
			{
				name = "Civilian Village 1 (x6)";
				faction = "UNSUNG_C";
				rarityGroup = 0;
				class Unit0
				{
					side = 3;
					vehicle = "uns_civilian5";
					rank = "SERGEANT";
					position[] = {0,5,0};
				};
				class Unit1
				{
					side = 3;
					vehicle = "uns_civilian7";
					rank = "PRIVATE";
					position[] = {3,0,0};
				};
				class Unit2
				{
					side = 3;
					vehicle = "uns_civilian6";
					rank = "PRIVATE";
					position[] = {5,0,0};
				};
				class Unit3
				{
					side = 3;
					vehicle = "uns_civilian8";
					rank = "CORPORAL";
					position[] = {7,0,0};
				};
				class Unit4
				{
					side = 3;
					vehicle = "uns_civilian5";
					rank = "PRIVATE";
					position[] = {9,0,0};
				};
				class Unit5
				{
					side = 3;
					vehicle = "uns_civilian6";
					rank = "CORPORAL";
					position[] = {11,0,0};
				};
			};
			class civ_villagetwo
			{
				name = "Civilian Village 2 (x12)";
				faction = "UNSUNG_C";
				rarityGroup = 0;
				class Unit0
				{
					side = 3;
					vehicle = "uns_civilian5";
					rank = "SERGEANT";
					position[] = {0,5,0};
				};
				class Unit1
				{
					side = 3;
					vehicle = "uns_civilian6";
					rank = "PRIVATE";
					position[] = {3,0,0};
				};
				class Unit2
				{
					side = 3;
					vehicle = "uns_civilian7";
					rank = "PRIVATE";
					position[] = {5,0,0};
				};
				class Unit3
				{
					side = 3;
					vehicle = "uns_civilian2";
					rank = "CORPORAL";
					position[] = {7,0,0};
				};
				class Unit4
				{
					side = 3;
					vehicle = "uns_civilian8";
					rank = "PRIVATE";
					position[] = {9,0,0};
				};
				class Unit5
				{
					side = 3;
					vehicle = "uns_civilian5";
					rank = "CORPORAL";
					position[] = {11,0,0};
				};
				class Unit6
				{
					side = 3;
					vehicle = "uns_civilian6";
					rank = "SERGEANT";
					position[] = {13,0,0};
				};
				class Unit7
				{
					side = 3;
					vehicle = "uns_civilian7";
					rank = "PRIVATE";
					position[] = {15,0,0};
				};
				class Unit8
				{
					side = 3;
					vehicle = "uns_civilian8";
					rank = "PRIVATE";
					position[] = {17,0,0};
				};
				class Unit9
				{
					side = 3;
					vehicle = "uns_civilian5";
					rank = "CORPORAL";
					position[] = {19,0,0};
				};
				class Unit10
				{
					side = 3;
					vehicle = "uns_civilian6";
					rank = "PRIVATE";
					position[] = {21,0,0};
				};
				class Unit11
				{
					side = 3;
					vehicle = "uns_civilian7";
					rank = "CORPORAL";
					position[] = {23,0,0};
				};
			};
		};
	};
};
};
class CfgFaces
{
class Default;
class nva_face;
class vc_face: nva_face{};
};

the topic i started is here

http://forums.bistudio.com/showthread.php?154131-developing-missions-with-Unsung-mod-and-ALICE-ambient-animals-modules

---------- Post added at 03:30 PM ---------- Previous post was at 03:25 PM ----------

i have also just perfected an add silencer feature for our mission - if you take the M3, the sten or the ingram or a stock makarov pistol you can screw on and off a silencer which comes as an item. this was in development anyway as i was bringing back the system, from arma3 to arma2 for our main evolution series.

it works pretty well. will upload links later.

now i've finished this, just want to get ALICE working with Vietnamese civs, then need to do a couple more days script porting from Arma3 to arma2 and i can make the cao bang evolution.

we've certainly tested out some more locations on the server - they rock. love the little cave entrances on the bombed hill in the west.

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@Eggbeast, the DSAI should be working , the AI will only speak if in Danger , safe or careless modes only. Also only units that are part of a group will work , not individual placed units.

Ok I been through the entire thread looking for bug reports and fixed all that I am able to. So far I fixed:

1. M48 commander not being able to fire from buttoned position

2. Added aiming crosshairs for UH1 gunship and UH1 green hornet- Can't fix the reflex sights sorry we need mlods and I can't model so..

3. Added volume to the files for the transistor radio- since some were complaining it wasn't loud enough :P

4. Added correct class name for Force Recon Marines.

I will upload fixes soon. Also I'm trying to find a reliable public server to upload 2.5 gig file in rar format since our Installer had some issues.

do not forget to release a patch

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Yeah mate in beer :P what donations?

@eggbeast what caves ?? I never seen that one :O theres another one I know of but can't explain where will have to show you ;)

Edited by SGT_SAVAGE

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Don't know if this has been reported but I got following error popping up.

Error in expression <[_this select 0] spawn Uns_radio_FNC_AddVehicle;>
 Error position: <Uns_radio_FNC_AddVehicle;>
 Error Undefined variable in expression: uns_radio_fnc_addvehicle

cheers

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Yeah mate in beer :P what donations?

@eggbeast what caves ?? I never seen that one :O theres another one I know of but can't explain where will have to show you ;)

the demolished hill in the mid west of cao bang has two towers on it, each one is accessible via a cave in the rockface with vines hanging over it etc

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We feel obligated to compensate you all for this fine vietnam gsme

Not necessary mate , Just want people to enjoy it and play the damn thing. So far the 2.5 release has been played more than any other release so its good to know.

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Don't know if this has been reported but I got following error popping up.

Error in expression <[_this select 0] spawn Uns_radio_FNC_AddVehicle;>
 Error position: <Uns_radio_FNC_AddVehicle;>
 Error Undefined variable in expression: uns_radio_fnc_addvehicle

cheers

Are they coming up in game or is it an RPT error?

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Well actually they show up only when show script error is enabled. When editing on missions for me it's a standard procedure. I would say RPT because it's only visible when show script errors is enabled.

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Have these updates been rolled out on the Six Updater? seems to be telling me there is a newer version available.

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Isn't that what the latest OA beta puts out on every undefined variable - so, unrelated to UNS?

I'm not running beta so therefore I exclude that the error is caused by a beta.

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I have a general question, even without using a modded suppression script, doesn't the AI in Unsung naturally get prone and act a bit suppressed under fire? Plus I notice they take cover behind trees and objects!

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I'm not sure what's causing this effect and since our vegetation guy is no longer around i don't think we can fix it

Edited by SGT_SAVAGE

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