Gr1ggs 14 Posted September 10, 2014 I think something wrong with new UH-1 gunship flight models it's behavior look like H-6 or even antsy, anyway behavior of UH-1 with and without guns differ. Share this post Link to post Share on other sites
axtros 10 Posted September 10, 2014 Is a pity that there is no US NAVY A-1 Skyraider, because this variant it's got a big role in Vietnam war. And if it has been done this plane (with USAF texture), than maybe there would be no problem the retextured. I say ... maybe. :) Thanks for the answer. Share this post Link to post Share on other sites
eggbeast 3673 Posted September 10, 2014 we're a little short in the art department... Share this post Link to post Share on other sites
spockvf101 1 Posted September 11, 2014 A Navy A-1 Skyraider paint is on my list of things to do... Share this post Link to post Share on other sites
Elena 2 Posted September 14, 2014 Hi, Haven't played A2 in a while (a year, almost) so i don't remeber much from @UNS - last version i played was 2.4, and decided to come back for some Vietnam action. I'm about to download the Unsung again, and since it'll take a couple of Hours, i was wondering about a few things i'll just ask here. a) Does this release contain any Navy Seal kind of Units, or any Special Force Units that could be used as such? (Like, boonie hats and blue jeans kind of clothing?) b) Does this release contain any aircraft carrier, or do you use a third-party-mod, if so, which ones? (I'm asking because in the changelog, it says Navy Airplanes auto-initialize folded wings if spawned on one.) Share this post Link to post Share on other sites
nettrucker 142 Posted September 14, 2014 Hello everyone I just released a new update of Operation Wayne Grey on armaholic http://www.armaholic.com/page.php?id=20837 This version has been converted to UNSUNG 2.6 and is fully voice acted now. In case you are into single player give it a go. Thanks to all the UNSUNG team cheers Share this post Link to post Share on other sites
eggbeast 3673 Posted September 14, 2014 (edited) a) Does this release contain any Navy Seal kind of Units, or any Special Force Units that could be used as such? (Like, boonie hats and blue jeans kind of clothing?)b) Does this release contain any aircraft carrier, or do you use a third-party-mod, if so, which ones? (I'm asking because in the changelog, it says Navy Airplanes auto-initialize folded wings if spawned on one.) classnames are here http://www.gitsarma.gamingdeluxe.net/missions/unsung_classnames.xlsx we have LRRP, Marine Force Recon and 5th and 7th SFG units with boonie hats. no jeans though we included the Nimitz in this pack, with permission, although in my missions i call it the Coral Sea, but hey ho. Edited September 14, 2014 by eggbeast Share this post Link to post Share on other sites
presidenthill 10 Posted September 19, 2014 Hi I was wondering where I could find the technical faction names of the Unsung factions? I'm creating an MSO in Unsung atm and I need the names of the factions that would go into a .sqf file. Thanks. Share this post Link to post Share on other sites
eggbeast 3673 Posted September 19, 2014 factions are class CfgFactionClasses { class UNSUNG_W { displayName = "U.S. (UNSUNG)"; priority = 1; side = 1; }; class UNSUNG_E { displayName = "N.V.A. (UNSUNG)"; priority = 1; side = 0; }; class UNSUNG_EV { displayName = "V.C. (UNSUNG)"; priority = 1; side = 0; }; class UNSUNG_G { displayName = "A.R.V.N. (UNSUNG)"; priority = 1; side = 2; }; class UNSUNG_C { displayName = "Vietnamese (UNSUNG)"; priority = 1; side = 3; }; }; the men are in these vehicle classes if it helps class aa_uns_men_civ//uns_civilinf { displayName = "Men"; priority = -1; }; class aa_uns_men_ARVNinf//uns_men_ARVNinf { displayName = "Men (ARVN 81st Ranger Group '69)"; }; class aa_uns_men_VNAF { displayName = "Men (VNAF 219th Helicopter Squadron '69)"; }; class aa_uns_men_ARVNci_inf//uns_men_ARVNci_inf { displayName = "Men (Civil Defence)"; }; class aa_uns_men_CIDG//uns_cidginf1 { displayName = "Men (ARVN CIDG Montagnards '65)"; priority = -1; }; class aa_uns_men_ARVNrangers//uns_cidginf2 //not used { displayName = "Men ()"; priority = -1; }; class aa_uns_men_army_inf1//uns_armyinf1 { displayName = "Men (US 25th Infantry Division '68)"; priority = -1; }; class aa_uns_men_army_inf2//uns_armyinf2 { displayName = "Men (US 1st Infantry Division '65)"; priority = -1; }; class aa_uns_men_army_SF1//uns_sfinf1 { displayName = "Men (US 5th Special Forces Group '65)"; priority = -1; }; class aa_uns_men_army_SF2//uns_sfinf2 { displayName = "Men (US 7th Special Forces Group '69)"; priority = -1; }; class aa_uns_men_army_LRRP1//uns_lrrpinf1 { displayName = "Men (US 173rd Airborne Brigade LRRPs '66)"; priority = -1; }; class aa_uns_men_army_LRRP2//uns_lrrpinf2 //not used { displayName = "Men (US 75th Ranger Regiment LRRP '69)"; priority = -1; }; class aa_uns_men_USMC1//uns_usmcinf1 { displayName = "Men (USMC 3rd Battalion, 4th Marines '65)"; priority = -1; }; class aa_uns_men_USMC2//uns_usmcinf2 { displayName = "Men (USMC 2nd Battalion, 7th Marines '68)"; priority = -1; }; class aa_uns_men_USMC3//uns_MFRinf1 { displayName = "Men (USMC 3rd Force Reconnaissance Company MFR's '69)"; priority = -1; }; class aa_uns_men_army_crew1//UNS_tank_Crew { displayName = "Men (US 2nd Mechanized Infantry)"; priority = -1; }; class aa_uns_men_army_crew2//UNS_veh_Crew { displayName = "Men (US 6th Transportation Battalion)"; priority = -1; }; class aa_uns_men_army_crew3//uns_USaircrew { displayName = "Men (US Aircrew)"; priority = -1; }; class aa_uns_men_army_crew4//UNS_MRFcrew { displayName = "Men (USN Riverine Patrol Force TF-116)"; priority = -1; }; class aa_uns_men_army_crew5//uns_armyarty { displayName = "Men (US 25th Inf. Div. Artillery)"; priority = -1; }; class aa_uns_men_NVA_1crew2 { displayName = "Men (NVA 203rd Armored Regiment)"; priority = -1; }; class aa_uns_men_NVA_1crew3 { displayName = "Men (NVA 559th Transport Group)"; priority = -1; }; class aa_uns_men_NVA_1crew1//uns_vpafpil { displayName = "Men (Aircrew)"; priority = -1; }; class aa_uns_men_vc_local//uns_men_vc_local { displayName = "Men (VC Village Guerillas)"; priority = -1; }; class aa_uns_men_vc_regional { displayName = "Men (8th VC Battalion, 6th Regiment Regional Force)"; priority = -1; }; class aa_uns_men_vc_recon { displayName = "Men (4th VC Battalion, 12th Regiment Regional Recon Force)"; priority = -1; }; class aa_uns_men_vc_mainforce { displayName = "Men (40th VC Battalion, 1st Regiment Main Force)"; priority = -1; }; class aa_uns_men_NVA_65 { displayName = "Men (8th Battalion, 66th Regiment PAVN '65)"; priority = -1; }; class aa_uns_men_NVA_65_recon { displayName = "Men (4th Battalion, 21st Regiment Recon PAVN '65)"; priority = -1; }; class aa_uns_men_NVA_68 { displayName = "Men (324th battalion, 812th Regiment PAVN '68)"; priority = -1; }; class aa_uns_men_NVA_daccong { displayName = "Men (2nd battalion, 246th Regiment Dac Cong)"; priority = -1; }; class aa_uns_men_NVA_daccong_recon { displayName = "Men (2nd battalion, 246th Regiment Dac Cong)"; priority = -1; }; Share this post Link to post Share on other sites
presidenthill 10 Posted September 20, 2014 Thanks for the quick reply :) Now my mission will allow for blasting gooks in the jungle in place of taki insurgents. XD Share this post Link to post Share on other sites
SavageCDN 231 Posted September 25, 2014 Has anyone created an UNSUNG MSO version in the past? PresidentHill is having problems getting units (groups) to spawn in his custom MSO mission... before I take a look at it I thought I'd throw out the question just to confirm it's possible. Share this post Link to post Share on other sites
eggbeast 3673 Posted September 25, 2014 no idea how it works but happy to help if you can explain the problem. Share this post Link to post Share on other sites
SavageCDN 231 Posted September 25, 2014 Thanks eggbeast... MSO (and Arma 3 @ALiVE for that matter) require proper group configs (according to BIS 'standards') in order for a faction to work within the mission ie: to spawn enemy groups. Usually if you can go into the editor, press F2 and place predefined groups then there are no problems for MSO. I'm going to take a look at this guy's mission but I thought perhaps if UNS doesn't have group configs defined then this might be the source of the problem he is having. Share this post Link to post Share on other sites
eggbeast 3673 Posted September 25, 2014 ah well we did define groups for many units and vehicles. i wrote them for the vehicles and even boats, choppers and planes. sav wrote them for the man units I think. Share this post Link to post Share on other sites
SavageCDN 231 Posted September 26, 2014 OK great thanks for the info :) Share this post Link to post Share on other sites
raptor 6 actual 13 Posted September 28, 2014 Has anyone created an UNSUNG MSO version in the past? PresidentHill is having problems getting units (groups) to spawn in his custom MSO mission... before I take a look at it I thought I'd throw out the question just to confirm it's possible. Yeah, my friend and I created a MSO, gave it to Wolffy, and DevilDogGamer. We still have it on our HD I believe if you'd like it. Just PM me, and I'll talk to my friend this morning or the next for you. Share this post Link to post Share on other sites
SavageCDN 231 Posted September 29, 2014 ^ thanks for the offer Raptor6 - PM sent Share this post Link to post Share on other sites
Roach_ 52 Posted October 1, 2014 Hey there, incredible mod you guys. I don't know if it's been said already but I've been messing around with traps in the editor, and I've noticed that only the player detonates them? I put some around, then me and an AI unit in my team, and I seem to be the only one to be able to detonate them. Just thought I'd report this. But really, can't wait for the next update, this mod is awesome. Share this post Link to post Share on other sites
eggbeast 3673 Posted October 1, 2014 well that's odd as we hear AI triggering them often can you make a repro mission and post it? Share this post Link to post Share on other sites
hcpookie 3770 Posted October 1, 2014 Yeah its always humorous to be on a MP map and hear the bad guys screaming on their own traps :) Share this post Link to post Share on other sites
Roach_ 52 Posted October 2, 2014 well that's odd as we hear AI triggering them oftencan you make a repro mission and post it? Well, really, it's just going into the mission editor, being any kind of unit that can place traps and placing a couple, then having any kind of AI unit walk over them and nothing happens. The unit can be on top of a big punji trap (for example) as much as it wants, and as soon as you switch to that unit the trap goes off. Share this post Link to post Share on other sites
eggbeast 3673 Posted October 2, 2014 ok and what happens if you pbo that mission (use export) and then run it in MP, on a LAN server? it's odd cos we've never experienced this. you are running CBA and ACR lite right? Share this post Link to post Share on other sites
Roach_ 52 Posted October 2, 2014 ok and what happens if you pbo that mission (use export) and then run it in MP, on a LAN server?it's odd cos we've never experienced this. you are running CBA and ACR lite right? I am running both. Further testing has shown that single units or single units that later have been grouped can trigger the traps. But I spawned a group with a waypoint passing through several traps and they don't trigger them. But I still can do the MP thing if you wanna. ---------- Post added at 23:46 ---------- Previous post was at 23:37 ---------- Also, I've come across this, not sure if it's been reported yet though. Seems to be only with that US Special Forces uniform, haven't tested them all though. Share this post Link to post Share on other sites
Stagler 39 Posted October 3, 2014 The problem will be that all texture files need to have _co, _nohq, _smdi at the end of them. Its not sufficient to have a texture just called uniform.paa. It has to have the suffix. Share this post Link to post Share on other sites
von knudenberg 0 Posted October 3, 2014 Also, I've come across this, not sure if it's been reported yet though.Seems to be only with that US Special Forces uniform, haven't tested them all though. Yes, there are known problems with some of the models and their textures. While some have been fixed already, some are being worked on at the moment. Rest of the fixes and optimized models will be included in the next patch. Share this post Link to post Share on other sites