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sgt_savage

The Unsung Vietnam War Mod 2.5 Released

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does anybody no of a way to implement food and drink and making fires to cook and setting up camp etc into a unsung mission? just really like the idea of this in a dynamic mission, where there are multiple patrols etc random event and so on. thought the idea of having to wry about food and drink while out in the jungle, having to set up camp etc??

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you can do this in dayZ.

I have ported in a version of the refueling ability for my nam missions - you can transport and use jerrycans and siphon fuel from a full tank (e.g. captured or found vehicle) for refueling an empty vehicle (e.g. respawned destroyed friendly vehicle). this uses the same logic system that rocket developed for dayZ - using cursortarget to determine what is in front of you, and what actions you get. this system would allow for you to gut and animal and then run code to place steaks on its body etc. BUT the steaks in dayZ are copyrighted models made by rocket and his team, AND they require a separate mod.

Eating the steak requires a right click action option which is also a custom ui (user interface) code.

and lastly, saving the state of your player as he disconnects requires offline resources like sql server databases, otherwise you could just exit and reconnect when you were hungry.

so basically, i don't think it's straightforward at all.

I could add in the ability to spawn a tent and a fireplace easily enough. you can already knife an animal in my mission.

the only bit to add would be to take steaks and cook food etc

BUT the main system for managing hydration and hunger is a whole other thing.

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hey sav

you probably know this already, but here's what i found when implementing the ammo crates for evolution:

some of these may not be supposed to load, others might be hangovers from older unsung

items that failed to load into ammo crate (with errors):

// _vec AddWeaponCargo ["uns_mp40",5];

// _vec addMagazineCargo ["uns_mp40mag",20];

// _vec addMagazineCargo ["uns_mp40mag_T",20];

// _vec addMagazineCargo ["uns_trap_Magazine",20];

no weapon for these and failed to load as mags

// _vec addMagazineCargo ["uns_m576buck",20];

// _vec addMagazineCargo ["uns_m576vest",20];

// _vec addMagazineCargo ["uns_m576gren",20];

// _vec addMagazineCargo ["uns_hp35mag",20];

// _vec addMagazineCargo ["uns_44mag",20];

// _vec addMagazineCargo ["uns_garandmag",20];

// _vec addMagazineCargo ["uns_garandmag_T",20];

// _vec addMagazineCargo ["uns_springfieldmag",20];

// _vec addMagazineCargo ["uns_springfieldmag_T",20];

//loads but is not used as "uns_m63amag" is used by the weapon

// _vec addMagazineCargo ["uns_m63mag",20];

oh and remember i was talking about the vulcan?

the stock m168 cannon has the following code:

dispersion = 0.06;

 class M168: CannonCore
{
 scope = 1;
 cursor = "Vehicle_W_MG";
 cursorAim = "\ca\Weapons\Data\clear_empty";
 cursorSize = 1;
 flashSize = 1.2;
 displayName = "$STR_DN_M61";
 nameSound = "cannon";
 ballisticsComputer = 1;
 magazines[] = {"2100Rnd_20mm_M168"};
 canLock = 2;
 modes[] = {"manual","close","short","medium","far"};
 class manual: CannonCore
 {
  displayName = "$STR_DN_M61";
  autoFire = 1;
  sound[] = {"\Ca\sounds\Weapons\cannon\m197",10,1,1200};
  reloadTime = 0.00270614;
  dispersion = 0.06;
  multiplier = 6;
  showToPlayer = 1;
  burst = 1;
  aiRateOfFire = 0.5;
  aiRateOfFireDistance = 50;
  minRange = 1;
  minRangeProbab = 0.01;
  midRange = 2;
  midRangeProbab = 0.01;
  maxRange = 3;
  maxRangeProbab = 0.01;
 };
 class close: manual
 {
  showToPlayer = 0;
  soundBurst = 0;
  burst = 10;
  aiRateOfFire = 0.5;
  aiRateOfFireDistance = 50;
  minRange = 0;
  minRangeProbab = 0.05;
  midRange = 200;
  midRangeProbab = 0.58;
  maxRange = 500;
  maxRangeProbab = 0.04;
 };
 class short: close
 {
  burst = 8;
  aiRateOfFire = 2;
  aiRateOfFireDistance = 300;
  minRange = 300;
  minRangeProbab = 0.05;
  midRange = 600;
  midRangeProbab = 0.58;
  maxRange = 800;
  maxRangeProbab = 0.04;
 };
 class medium: close
 {
  burst = 4;
  aiRateOfFire = 3;
  aiRateOfFireDistance = 600;
  minRange = 600;
  minRangeProbab = 0.05;
  midRange = 800;
  midRangeProbab = 0.58;
  maxRange = 1000;
  maxRangeProbab = 0.04;
 };
 class far: close
 {
  burst = 5;
  aiRateOfFire = 5;
  aiRateOfFireDistance = 1000;
  minRange = 900;
  minRangeProbab = 0.05;
  midRange = 1000;
  midRangeProbab = 0.4;
  maxRange = 1200;
  maxRangeProbab = 0.01;
 };
};

the much better PRACS vulcan has these values

dispersion = 0.001;

	class PRACS_M168: CannonCore
{
	scope = 1;
	cursor = "Vehicle_W_MG";
	cursorAim = "\ca\Weapons\Data\clear_empty";
	cursorSize = 1;
	flashSize = 1.2;
	displayName = "M-168 Vulcan";
	nameSound = "cannon";
	ballisticsComputer = 1;
	magazines[] = {"2100Rnd_20mm_M168"};
	canLock = 2;
	modes[] = {"manual","close","short","medium","far"};
	class manual: CannonCore
	{
		displayName = "M-168 Vulcan";
		autoFire = 1;
		sound[] = {"\Ca\sounds\Weapons\cannon\m197",10.0,1,1200};
		reloadTime = 0.06;
		dispersion = 0.001;
		multiplier = 6;
		showToPlayer = 1;
		burst = 1;
		aiRateOfFire = 0.5;
		aiRateOfFireDistance = 50;
		minRange = 1;
		minRangeProbab = 0.01;
		midRange = 2;
		midRangeProbab = 0.01;
		maxRange = 3;
		maxRangeProbab = 0.01;
	};
	class close: manual
	{
		showToPlayer = 0;
		soundBurst = 0;
		burst = 10;
		aiRateOfFire = 0.5;
		aiRateOfFireDistance = 50;
		minRange = 0;
		minRangeProbab = 0.05;
		midRange = 200;
		midRangeProbab = 0.58;
		maxRange = 500;
		maxRangeProbab = 0.04;
	};
	class short: close
	{
		burst = 8;
		aiRateOfFire = 2;
		aiRateOfFireDistance = 300;
		minRange = 300;
		minRangeProbab = 0.05;
		midRange = 600;
		midRangeProbab = 0.58;
		maxRange = 800;
		maxRangeProbab = 0.04;
	};
	class medium: close
	{
		burst = 4;
		aiRateOfFire = 3;
		aiRateOfFireDistance = 600;
		minRange = 600;
		minRangeProbab = 0.05;
		midRange = 800;
		midRangeProbab = 0.58;
		maxRange = 1000;
		maxRangeProbab = 0.04;
	};
	class far: close
	{
		burst = 5;
		aiRateOfFire = 5;
		aiRateOfFireDistance = 1000;
		minRange = 900;
		minRangeProbab = 0.05;
		midRange = 1000;
		midRangeProbab = 0.4;
		maxRange = 1200;
		maxRangeProbab = 0.01;
	};
};

making a patched cannon in your vulcan config would be a good move - this would improve the vulcan no end, as it is too dangerous to use anywhere near friendly units at present (like a sawn-off shotgun with 30mm HE pellets)

hope it helps

Edited by eggbeast

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M79 smoke - Will look into it.

Feel free to copy/paste the M79 smoke grenade config info from my Grenade Launchers mod:

http://forums.bistudio.com/showthread.php?134330-RG-6-and-Heavy-Grenadier-units

Also, an observation. In the vids I watched, the PBR's weapons aren't fully animated... yet. You could copy/paste the turrets and config from my PBR's so the guns are fully animated (e.g. animated belts, reload animations, etc)

http://forums.bistudio.com/showthread.php?130623-Ships-Naval-Mines-and-Naval-Objects

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great offer hcp. your boats are the very best.

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I have a problem:

the copilot seat in the slick is set as commander (when I order a guy to board as commander, he takes the copilot seat).

but when I use the command "moveincommander", the guy remains outside.

any way to fix it?

BTW, whell will you release the hotfix for the external view for choppers?

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I had a look in the configs for the Slick I can't see why that's happening. However, the external view fix will be in the next patch.

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Some loading screens from my Nam Memories campaign:

714982image.jpg

758841image.jpg

911493image.jpg

502033image.jpg

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I notice when placing huey gunships in maps, the AI will only fire the m60 on the side, but the pilot does fire the main cannons. Anyone else notice this?

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Yeah. Perhaps it is because 'manual fire' is available for Huey pilots?

I guess that should be removed, unless it has some special benefit that I am not aware of at the moment.

@Dimitri_Harkov - Finally was able to fix the turn out animation on m113 , now works correctly.

Cheers! :)

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Not sure what to do with this of we remove the manual fire the player will not be able to fire the guns? I don't know of any work around. Anyone?

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Possible it needs the "modes" settings - like the default MG configs - that let the AI properly use the weapons. Just spitballing here...

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Nice pics Wiki . . . looking forward to your campaign.

Cheers

Yup, same for me :)

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You can give the fixed weapons to the pilot. I've never seen how the AI reacts when it has the choice of many machineguns. Possibly it just uses the first one, the most accurate one, or the 'cheapest' one?

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I meant to say the huey gunships DONT fire cannons. But isnt there a script so that when they fly around they will only shoot cannons?

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remove the magazines for the other weapons in their init would be a way for them to ONLY use one kind of gun.

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Look at this from CA_Weapons:

class PKT: MGun

modes[] = {"manual","close","short","medium","far"};

class manual: MGun

class close: manual

class short: close

class medium: close

class far: close

The ONLY thing the player sees is "class manual". All other fire modes have this:

showToPlayer = 0;

... which means only AI can use it.

In each of these settings, there are distances and tweaks to the accuracy and rate of fire so that the AI isn't Terminator-accurate at long distances. There are other considerations but you get what I mean. SO applying this to the chopper, I suspect you can get away with this by putting the same settings into the rockets' config. Use something like the S5 config as a starting point.

To help the test, remove all other weapons for the pilot. That way you will know what happens with ONLY rockets. That SHOULD make the AI perform in a way similar that the Su-25 will rocket. You'll obviously need to set the distances differently so that it doesn't behave EXACTLY like the Su25 and fly out 2 km to line up for a rocket run :)

THis is one of the rocket configs:

class 57mmLauncher: RocketPods {

magazines[] = {"192Rnd_57mm","128Rnd_57mm","64Rnd_57mm"};

modes[] = {"Far_AI","Burst"};

class Far_AI: RocketPods

{

displayName = "$STR_DN_57MMLAUNCHER_SINGLE";

minRange = 50;

minRangeProbab = 0.15;

midRange = 600;

midRangeProbab = 0.25;

maxRange = 2500;

maxRangeProbab = 0.05;

reloadTime = 0.08;

sound[] = {"\ca\Sounds\weapons\cannon\S_5",31.622776,1,1000};

soundFly[] = {"\ca\Sounds\weapons\cannon\rocket_fly_x2",1.0,1.2,800};

burst = 2;

autoFire = 0;

showToPlayer = 0;

};

class Burst: RocketPods

{

displayName = "$STR_DN_57MMLAUNCHER_BURST";

burst = 2;

reloadTime = 0.08;

autoFire = 1;

sound[] = {"\ca\Sounds\weapons\cannon\S_5",31.622776,1,1000};

soundFly[] = {"\ca\Sounds\weapons\cannon\rocket_fly_x2",1.0,1.2,800};

soundContinuous = 0;

minRange = 250;

minRangeProbab = 0.25;

midRange = 400;

midRangeProbab = 0.5;

maxRange = 600;

maxRangeProbab = 0.1;

};

};

Again, the ranges need to be seriously tweaked so the helicopters won't simulate the Su25 distance issue. That *MAY* do the trick.

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We are discussing the idea within the team to come up with a solution. Its something I too find to be a great addition to have the attack helicopter group engage enemy with guns.

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I was thinking that you could do with an uns_missilebox for your aircraft, for folks like me that like to rearm them with different loadouts

the current one looks like this:

//cannon
		_vec addMagazine "4000Rnd_762x51_M134";
		_vec addweapon "uns_M134";

		_vec addMagazine "uns_40rnd_37mm_n37";
		_vec addweapon "uns_N37";

		_vec addMagazine "uns_160Rnd_23mm_nr23";
		_vec addweapon "uns_nr23";

		_vec addMagazine "Uns_1200Rnd_Skyraider_4x20mm";
		_vec addweapon "Uns_Skyraider4x20mm";

		_vec addMagazine "300Rnd_25mm_GAU12";
		_vec addweapon "GAU12";

		_vec addMagazine "1350Rnd_30mmAP_A10";
		_vec addweapon "GAU8";

//rockets
		_vec addMagazine "uns_8Rnd_WP_FFAR";
		_vec addweapon "uns_WPLauncher";

		_vec addMagazine "uns_57mmLauncher";
		_vec addweapon "uns_32Rnd_57mm";

		_vec addMagazine "14Rnd_FFAR";
		_vec addMagazine "38Rnd_FFAR";
		_vec addMagazine "uns_36Rnd_FFAR";
		_vec addweapon "Uns_FFARLauncher";

		_vec addMagazine "38Rnd_FFAR";
		_vec addweapon "FFARLauncher";

//AAM

//2			_vec addMagazine "A7Uns_AIM9_mag";
		_vec addweapon "A7uns_AIM9Launcher";

//4
		_vec addMagazine "Uns_AIM9_mag";
		_vec addweapon "uns_AIM9Launcher";

//4
		_vec addMagazine "Uns_AIM7_mag";
		_vec addweapon "uns_AIM7Launcher";

		_vec addMagazine "R60_mag";
		_vec addweapon "R60Launcher";

//AGM
		_vec addMagazine "uns_K13_mag";
		_vec addweapon "uns_K13Launcher";

//BMB
		_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";
		_vec addweapon "Uns_BombLauncher_fab";

		_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";

		_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 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_BombLauncher";

//LGB
		_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";

//fuel
		_vec addMagazine "A7uns_1Rnd_Fuel";
		_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";

and the planes you use have pylons of e.g.: 1,2,4,5,6,8,11,14

you could do a lot with this, e.g. making new mags for each weapon that provide for different loadouts:

"uns_40rnd_37mm_n37"

"uns_60rnd_37mm_n37"

"uns_80rnd_37mm_n37"

"uns_100rnd_37mm_n37"

"uns_120rnd_37mm_n37"

for more cannon for the mig and

"1350Rnd_30mmAP_A10"

"950Rnd_30mmAP_A10"

"650Rnd_30mmAP_A10"

"350Rnd_30mmAP_A10"

for less ammo for the F4

"Uns_AIM9_mag" == 4 sidewinder E

"Uns_1rnd_AIM9_mag"

"Uns_2rnd_AIM9_mag"

"Uns_4rnd_AIM9_mag"

"Uns_5rnd_AIM9_mag"

"Uns_6rnd_AIM9_mag"

"Uns_8rnd_AIM9_mag"

"Uns_11rnd_AIM9_mag"

"Uns_12rnd_AIM9_mag"

this would enable the planes to take the weapons really cleanly onto their pylons

a good example is in your uns_weap config

class CfgMagazines
{
class Default;
class CA_Magazine;
class VehicleMagazine;
class CA_LauncherMagazine;

class Uns_1Rnd_Napalm: VehicleMagazine
{
	displayName = "Napalm";
	ammo = "Uns_Napalm";
	initSpeed = 0;
	maxLeadSpeed = 1000;
	sound[] = {"","db0",1};
	reloadSound[] = {"",0.000316228,1};
	count = 1;
	nameSound = "cannon";
};
class Uns_2Rnd_Napalm: Uns_1Rnd_Napalm
{
	count = 2;
};
class Uns_3Rnd_Napalm: Uns_1Rnd_Napalm
{
	count = 3;
};
class Uns_4Rnd_Napalm: Uns_1Rnd_Napalm
{
	count = 4;
};
class Uns_5Rnd_Napalm: Uns_1Rnd_Napalm
{
	count = 5;
};
class Uns_6Rnd_Napalm: Uns_1Rnd_Napalm
{
	count = 6;
};
class Uns_7Rnd_Napalm: Uns_1Rnd_Napalm
{
	count = 7;
};
class Uns_8Rnd_Napalm: Uns_1Rnd_Napalm
{
	count = 8;
};
class Uns_9Rnd_Napalm: Uns_1Rnd_Napalm
{
	count = 9;
};
class Uns_10Rnd_Napalm: Uns_1Rnd_Napalm
{
	count = 10;
};
class Uns_11Rnd_Napalm: Uns_1Rnd_Napalm
{
	count = 11;
};
class Uns_12Rnd_Napalm: Uns_1Rnd_Napalm
{
	count = 12;
};

this means i can rearm your planes (with my cockpit script) with napalm onto the right number of pylons for each type of plane

but most of your other weapons have only one mag size

I guess this may be a bit cheeky but

Can I write you a uns_missilebox with the full range of options? would make my life a lot easier lol.

It will also help massively if you ever decide to vary the loadouts on your planes yourselves.

I can give you a set of configged variants too if you want them, like F4_CAP, A7_CAS, F100_CAS etc.

understand if you think they're ok as is, just hard to reloadthem with weapons for different strike missions without a fuller missilebox.

it's about an hours work to take the listed weapons and add the magazines.

Edited by eggbeast

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As long as it doesn't interfere or break something with the rest of the mod. I think it could be cool to customise your loadout.

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ok great i'll make you a pbo to include, which simply creates new magazines.

for a later release, once you've seen the joy of it, i can do custom loadout configs for people who dont want to change anything manually in the game.

can we get anyone to model anything like this?

AGM's used in nam on e.g. F4/A4

http://en.wikipedia.org/wiki/AGM-45_Shrike

http://en.wikipedia.org/wiki/AGM-12_Bullpup

http://en.wikipedia.org/wiki/AGM-62_Walleye

http://en.wikipedia.org/wiki/AGM-78_Standard_ARM

+ the maverick (AGM65)

rockets in nam for AA and AG use

http://en.wikipedia.org/wiki/Zuni_%28rocket%29

bombs used in nam on similar planes

http://en.wikipedia.org/wiki/CBU-100_Cluster_Bomb

GBU8 TV glide bomb

AAM used on F4

http://en.wikipedia.org/wiki/AIM-4_Falcon

http://en.wikipedia.org/wiki/Python_%28missile%29

cannons could also do with a little development

the F4 and A7 have a 20mm vulcan cannon, rather than the 30mm Avenger

http://en.wikipedia.org/wiki/M61_Vulcan

the mig21 has a 23mm i think, not a 30mm

the F100 has a 20mm rather than a 25mm

http://en.wikipedia.org/wiki/M39_cannon

I can make all these changes in my cockpit script easily enough, and i'll make the cannons in the ammobox config, to put on with my script (not touching the pbos) but also ready to go onto any new configged loadouts - this latter work (which i'm not proposing now, just flagging as a possibility) would need consent from the plane authors.

I'm going to add mavericks as they were in service in vietnam.

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ok ive made you a M61A1 vulcan for the US aircraft, added some mavericks and sorted the mag count for all of the AAM, AGM, bombs and rockets.

will package up and test later tonight

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really happy to see that many people waiting for unsung campaign.

however mine won't be long, it's more several short missions than a real storyline campaign.

I just wanted to make something that does feel like Nam.

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