showmaker 10 Posted March 1, 2014 jear could be that we replace/delet objects and classnames...I had the same problem with my missions from the older versions to 2.5 but...even if!? the missions are easy to fix... Share this post Link to post Share on other sites
eggbeast 3673 Posted March 1, 2014 (edited) we've pretty much edited every pbo in the new unsung, and made a big-ass spreadsheet of classnames ready for you to repair/ convert missions with. what i would say is, where you can, use arrays in the init like westarmor1 = ["uns_m113", uns_m163"]; then in scripts in your mission that spawn units etc call them like this _maxA = (count westarmor1)-1; _tank1 = createVehicle [(westarmor1 select round random _maxA), _pos, [], 0, "NONE"]; instead of say _tank1 = createVehicle ["uns_m113", _pos, [], 0, "NONE"]; then its really easy to manage your mission content - just open the spreadsheet on release day and replace all your array content with new stuff i do the same with infantry units like this EGG_EVO_east1 = ["uns_men_vc_regional_MED","uns_men_vc_regional_COM","uns_men_vc_regional_off","uns_men_vc_regional_nco","uns_men_vc_regional_RF1","uns_men_vc_regional_RF2","uns_men_vc_regional_RF3","uns_men_vc_regional_RF4","uns_men_vc_regional_RF5","uns_men_vc_regional_AS1","uns_men_vc_regional_AS2","uns_men_vc_regional_AS3","uns_men_vc_regional_AS4","uns_men_vc_regional_MRK","uns_men_vc_regional_LMG","uns_men_vc_regional_HMG","uns_men_vc_regional_RTO","uns_men_vc_regional_SAP","uns_men_vc_regional_TRI","uns_men_vc_regional_MGS","uns_men_vc_regional_MTS","uns_men_vc_regional_AT","uns_men_vc_regional_Roff","uns_men_vc_regional_Rmed","uns_men_vc_regional_Ra1","uns_men_vc_regional_Ra2","uns_men_vc_regional_Rmrk","uns_men_vc_regional_Rmg"]; but anyway, we haven't deleted much so you should not get much of this "cannot load this mission as it relies on downloadable content that has been deleted: uns_tracked" in this case just open your mission.sqm in notepad++ or wordpad and find requiredaddons list at top entry "uns_tracked", and delete it although, we do have an uns_tracked in uns 2.6 so don't follow this advice prematurely! it is quite simple to fix this stuff - just post up any probs and we'll sort you out, come the day. we have scope 1'd some older content so it should still work, but when you click on it in editor it will default to whatever starts the vehicleclass list for that item, so beware editing like that. better to open scripts / mission.sqm and search and replace class by class if you can manage it. Edited March 1, 2014 by eggbeast Share this post Link to post Share on other sites
sgt_savage 586 Posted March 1, 2014 What we might do is release the classnames list and supporting how to documentation a week ahead of release so those mission makers among you can have it ready on release day :) Share this post Link to post Share on other sites
LordBolder 10 Posted March 2, 2014 @eggbeast thanks for the info. yer I've been trying to make sore the scripts "easily" editable cos i figured some class names would change. idn y i didn't think of deleting the uns_tracked from the mission.sqf What we might do is release the classnames list and supporting how to documentation a week ahead of release so those mission makers among you can have it ready on release day :) ^^This would be awesome and much appreciated as you said so we can have the missions ready to go release day. Share this post Link to post Share on other sites
showmaker 10 Posted March 3, 2014 en route to hill 137 on mekong delta...under constuction...so we hav'n large hill to take...there will be only one way up and all around broken trees, stones, barbe wires and bomb craters: Share this post Link to post Share on other sites
dr@gon 118 Posted March 3, 2014 OMG what an interesting looking map. I hope someday soon there will be maps like this in Arma3. Share this post Link to post Share on other sites
showmaker 10 Posted March 4, 2014 OMG what an interesting looking map. I hope someday soon there will be maps like this in Arma3.[/quoteThanks a lot :-) Share this post Link to post Share on other sites
eggbeast 3673 Posted March 4, 2014 there will be as we're planning to migrate this merry lot to A3 in due course. hopefully BIS will have fixed everything by the summer eh? Share this post Link to post Share on other sites
foestus 1 Posted March 4, 2014 there will be as we're planning to migrate this merry lot to A3 in due course. hopefully BIS will have fixed everything by the summer eh? Please stop teasing, i barely endure the waiting for 2.6, please DO NOT START with 3.0 :butbut: Share this post Link to post Share on other sites
showmaker 10 Posted March 5, 2014 (edited) some new ideas for better looking rice paddies... [/img] [/img] [/img] Edited March 5, 2014 by showmaker Share this post Link to post Share on other sites
Kommiekat 11 Posted March 6, 2014 some new ideas for better looking rice paddies... I don't want to discredit your work in any way. I'm glad you're thinking about this item as it has caused problems trying to navigate them but................. I've been living in Asia for 25 years and never have I seen them made of stone. They will use the soil that is currently present on the spot. On the other hand, some modern rice fields I've lived near are squared off by roads. https://www.google.co.th/search?q=Modern+day+Japanese+rice+fields&rlz=1C1CHMO_enTH564TH565&espv=210&es_sm=122&source=lnms&tbm=isch&sa=X&ei=JPMXU_LQAYm5iQf524GgDg&ved=0CAkQ_AUoAQ&biw=1350&bih=622#facrc=_&imgdii=_&imgrc=Xvj9ArYOX-5LGM%253A%3BB35nO2Grk9iTNM%3Bhttp%253A%252F%252Fwww.kosharehistory.org%252Fcalendar%252Fimages%252Fricefield.jpg%3Bhttp%253A%252F%252Fwww.kosharehistory.org%252Fcalendar%252Fdaythree.html%3B1500%3B1125 Share this post Link to post Share on other sites
Sgt.Spoetnik 10 Posted March 6, 2014 great job guys,cant wait to take that hill in a hamburger hill style attack, hope to see bunkers up there ;) . looks amazing Share this post Link to post Share on other sites
showmaker 10 Posted March 6, 2014 @Kommiekat...i know what u mean man but the problem is to build rice paddies in visitor...the stairs are no problem but to fill with water...and the stonewall object i useed are atm the only good working object i can use...when u have better ideas for an object i can use...tell me...i am everytime open for good ideas...the last month i watch a lot of videos and checked out pictures...the mekong delta area is more flat....so i think we dont need rice field stairs...sry 4 my english...i do my best :-) thank u! ---------- Post added at 17:50 ---------- Previous post was at 17:44 ---------- @Sgt.Spoetnik...u can place the bunkers later over the mission editor. I was thinking about to place them in visitor but then u can not change the direction later...better way is the mission editor:-) Share this post Link to post Share on other sites
sgt_savage 586 Posted March 8, 2014 2.6 RELEASE WIP REPORT #2 Well , you seen bits n pieces what we been working on. And while it may seem a little quiet on our end with WIP updates trust me when I say the machine is running full steam. I'm not gonna go into much detail but here are some pics of some of new equipment that will comming be in 2.6 New Huey variants Pookies Mig-19 Farmer will come with 4 different camo schemes which are randomised each time you fly ;) New bushes camo Feature by pookie , can be removed on the fly by getting out of the tank and using the option menu T55 http://i156.photobucket.com/albums/t8/sgt_savage_01/arma2oa2014-3-8-22-32-11-742_zps31e0869d.jpg (106 kB) T34 http://i156.photobucket.com/albums/t8/sgt_savage_01/arma2oa2014-3-8-22-34-8-978_zpsd912bb0a.jpg (111 kB) New S60 AAA gun , model by pookie New m113 variants with animated rear ramp and top hatch: ACAV (WIP) ZIPPO (WIP) No its not a huge vacuum nozzle , it shoots fire baby !! http://i156.photobucket.com/albums/t8/sgt_savage_01/arma2oa2014-3-8-22-28-26-221_zpsf2e4e35a.jpg (103 kB) You gonna need this too with all those new Migs flyin around M163 VADS http://i156.photobucket.com/albums/t8/sgt_savage_01/arma2oa2014-3-8-22-26-27-547_zps9101df6f.jpg (116 kB) Sav Share this post Link to post Share on other sites
amx225 1 Posted March 8, 2014 (edited) Will the new jets in the mod feature/carry smart weapons since they had made their combat debut in vietnam war. Edited March 9, 2014 by Amx225 Share this post Link to post Share on other sites
sgt_savage 586 Posted March 9, 2014 Yes the Bullpup, first gen maverick and HOBOS will be in 2.6 Share this post Link to post Share on other sites
RUNWARRIOR 10 Posted March 9, 2014 Hi I want to ask if the release of version 2.6 will attend a CH-46? The model for this helicopter is very beautiful and I hope she will be in version 2.6. Share this post Link to post Share on other sites
showmaker 10 Posted March 9, 2014 wow *.* cool new stuff! great job ;) Share this post Link to post Share on other sites
eggbeast 3673 Posted March 9, 2014 we have a ch46 yes, and a 34, 47, 53 Share this post Link to post Share on other sites
AIF_Infantrymen 264 Posted March 9, 2014 mmmm I can her I was 19 start in my head...oh I meen ride of the Valkyries P.S look up I was only 19 very famous song in Australia Share this post Link to post Share on other sites
amx225 1 Posted March 9, 2014 (edited) While the target tab lock system in jets is used to detect air/ground targets in radar HUD,is it possible to configure freefall Mk82 or FAB-250 to be inaccurate like unguided rockets to make air missions realistic in the mod. Edited March 11, 2014 by Amx225 Share this post Link to post Share on other sites
eggbeast 3673 Posted March 10, 2014 this is the case Share this post Link to post Share on other sites
geloxo 2 Posted March 10, 2014 About the hueys would it be possible to have an unarmed version of the uh1C (only door guns)? That was a typical ship for special forces insertions or for small troops transport. Share this post Link to post Share on other sites
eggbeast 3673 Posted March 10, 2014 sorry we only have a D and a H with doorguns only. Share this post Link to post Share on other sites
sgt_savage 586 Posted March 10, 2014 This time around as Egg said no.. However we hope to expand the fleet further to include a thumper , heavy hog etc in A3 Share this post Link to post Share on other sites