eggbeast 3685 Posted May 3, 2016 we will repaint them at some point -hopefully soon. like the PBRs. ok the RPG's are all working properly again. Now just need to look at the LAW: 1. closed, unselected model must sit across shoulders 2. open selected model must animate open, tube, sights, endcap etc 3. eye position behind working sight 4. rocket fired - mag hide 5. add and test EH on class man to dispose of it so far i cannot get any of the fancy new animationsources to work on any weapon whatsoever. so this animation may be punted into charlie I am thinking of rolling back to the old LAW (worse model) as it at least has the sight working but we need documentation - how the heck to use some of the new animationsources on weapons, and particularly launchers... it's a massive time-suck to experiment without any clue whether the stuff even works in the engine. Share this post Link to post Share on other sites
eggbeast 3685 Posted May 4, 2016 tons of little but important fixes today: - M132 turn-in fixed - PBR added clutter / radar - patrol boats added sounds / clutter / radar - XM706 fixed 50cal version that would not move/ added muzzle fx and anims - fixed RPGs - fixed LAW / disposable / optics / added rocket to empty tube - fixed the zpu4 firing mode and sound - upgraded the zpu and zu23 fx on BTR40 - shell eject and muzzles look cool now- fixed the mag hide when changing mags on the zu and zpu- fixed the m113 m60 gun aim - was way off - fixed m134 sounds / added burst modes 3 Share this post Link to post Share on other sites
eggbeast 3685 Posted May 4, 2016 my to do list - pre-release of bravo: - Script pack (resources, plane re-arm, satchels, dozer) - Static weapons - Huey - M40 jeep turret / getout death bug 2 Share this post Link to post Share on other sites
eggbeast 3685 Posted May 4, 2016 a bit of intel about vietnamese naval warfare during the war. http://milmag.com/2009/02/operation-34a-and-the-nasty-class-pt-boats-and-the-crews-that-manned-them-during-the-vietnam-war/ loads of inspiring pics for any budding boat builders out there http://www.warboats.org/StonerFiles/TonkinCombatants/GulfofTonkinCombatants.htm Share this post Link to post Share on other sites
icmspectre 32 Posted May 4, 2016 Is there only gonna be the UH-1HB in Bravo? Are the H's and C's coming with Charlie? Share this post Link to post Share on other sites
eggbeast 3685 Posted May 4, 2016 that's right. you have the H34, H13 and UH1-B - all the early war stuff. later will be the CH46, CH47, CH47 gunsagogo, CH53, CH54, uh1D/H, uh1C, oh58, and oh6 Share this post Link to post Share on other sites
icmspectre 32 Posted May 4, 2016 that's right. you have the H34, H13 and UH1-B - all the early war stuff. later will be the CH46, CH47, CH47 gunsagogo, CH53, CH54, uh1D/H, uh1C, oh58, and oh6 Sexy sexy sexyEdit; Will there be a few different skins for the UH-1B in the Bravo release? Share this post Link to post Share on other sites
chas gate 23 Posted May 4, 2016 Will the mission you guys made be updated on update or will it come later? Share this post Link to post Share on other sites
eggbeast 3685 Posted May 4, 2016 ## BRAVO ## PLANES O2 Skymaster - 100% AC47 Spooky - 100% A1J Skyraider - 100% A3b Skywarrior - 100% A4C Skyhawk - 100% A4E Skyhawk - 100% A6 Intruder - 100% A7D Corsair - 100% A7E Corsair - 100% C1a Trader - 100% E2 Hawkeye - 100% F100 Supersabre - 100% F105D Thunderchief - 100% F105F Thunderchief - 100% HELICOPTERS H-13 Sioux - 100% H-34 Choctaw - 100% UH1B Iroquois Gunship - 60% (retex / anims/ pilots/ configs/ lights/ guns/ effects) VEHICLES Ural - 100% Willys Jeep - 95% (M40 jeep needs getout death fix) M113 - 95% (add FFV) Commando APC - 100% BTR40 - 100% BTR152- 100% SAM and AAA - 95% (mp tests) BOATS Sampans - 100% RIB - 100% PBR - 100% NVA patrol boats - 100% WEAPONS personal weapons and attachments - 100% scopes - 100% LAW and RPG - 100% vehicle weapons - 90% (config cannons, AA guns) Aircraft weapons inc bombs: clusterbombs, mines, napalm, WP, frag, HE; cannons and gunpods; 57/70/130mm rockets; racks and fuel tanks - 95% (some clustermines dont detonate) STATICS about 25 types - 50% (config, mem points, anims, crews, tex paths, icons, etc) MG's 100% - M60 - M1919 - M2 x2 - PK x2 - MG42 - Dshk x5 - dshk bunker x2 - pk bunker x3 TO DO: - mk18 - mortars x3 (81,82,105mm) - SPG x3 (SPG9, M18, M40) - Arty x4 (M102, M114, D20, D30) - AAA x5 (zpu, zu, type74, S60, Quad 50) UNITS 12 different unit types - 100% voices - 100% DSAI - 100% vests, headgear, uniforms, accessories - 100% ISLANDS Da Krong - 100% Doung - 70% MODULES Plane Rearm module - 30% (rewrite code) Resources module (Bayonets etc) - 30% (rewrite code) ## CHARLIE ## ISLANDS Khe Sanh - 30% M2 60mm mortar Rifle grenades M113A1 - add physx, fix configs/fns/ memory points for weapons, Turn in/out, FFV O1 Bird Dog - unbinned conversion, lights, weapons, proxies, reskin Bike / Motorbike - config, physx, driver PBR upgrade - M60 turret, wreck, cover variants AC47 Spooky upgrade - 3x turret tracers/ reskin planned C1a Trader upgrade - twin turret tracers E2 Hawkeye radar fn NVA patrol boats - upgrade skins personal weapons and attachments - tweak aiming, anims belt-fed MGs - fix belt anims UGLs - sight anims and points civs Traps Tanks (M48, M60, M551, PT76, T34, OT34, T54, T55, TO55, MTLB, new jeep) More helicopters (CH46, CH47, CH47 gunsagogo, CH53, CH54, uh1D/H, uh1C, oh58, and oh6) More planes (F4, Mig17, Mig19, Mig21, C123, O1) SOG and SEAL units MODULES Radio - 50% Support - 10% (rewrite) ## DELTA ## new islands more ships more bunkers 6 Share this post Link to post Share on other sites
john111 76 Posted May 5, 2016 I have 2 tips for you: ArmsCore has a great FX for the Heavy Hog guns.That`s a real show.Maybe you could ask to have it. Tip 2: If you want to disable the Ai`s possiblity to see the mines,maybe add a cube with a tank IR-Smoke screen that is non-transparent to AI`s,on top of it,mine inside. That way ,they may not see it (?). Share this post Link to post Share on other sites
markocro 66 Posted May 5, 2016 did you figure out how to make 3 turret tracers on that plane? Share this post Link to post Share on other sites
eggbeast 3685 Posted May 5, 2016 nope I have a couple of threads asking for help on various bugs or issues: Grenade sounds https://forums.bistudio.com/topic/190471-unexpected-behaviour-changing-grenade-sounds/ GL anims and scope zeroing https://forums.bistudio.com/topic/189871-weapon-zeroing-function-how-does-it-actually-work/ Plane turret tracers https://forums.bistudio.com/topic/189864-twin-tracers-in-an-airplane-turret-is-it-possible/ Share this post Link to post Share on other sites
eggbeast 3685 Posted May 5, 2016 working on static weapons today thanks to pook and ryan we have a lot of models ready to go, i am just re-homing and renaming them and finessing (e.g. missing mem points etc) some models need importing, but i think only one needs debinning, so i may leave it out. process map (completion %): - vec configs --- 50% - wep configs --- 80% - model integrity (textures, rvmats, memory points, anims) --- 80% - model.cfg --- 60% - icons/ pics --- 80% - sounds --- 80% - scripts --- 80% - backpacks and supply crates --- 10% DONE "uns_m2_low","uns_m2_high", "uns_m1919_low","uns_m60_low", "uns_dshk_high_NVA","uns_dshk_high_VC", "uns_dshk_low_NVA","uns_dshk_low_VC", "uns_dshk_armoured_NVA","uns_dshk_armoured_VC", "uns_dshk_twin_NVA","uns_dshk_twin_VC", "uns_dshk_bunker_open_NVA","uns_dshk_bunker_open_VC", "uns_dshk_bunker_closed_NVA","uns_dshk_bunker_closed_VC", "uns_dshk_twin_bunker_open_NVA","uns_dshk_twin_bunker_open_VC", "uns_dshk_twin_bunker_closed_NVA","uns_dshk_twin_bunker_closed_VC", "uns_pk_low_NVA","uns_pk_low_VC", "uns_pk_high_NVA","uns_pk_high_VC", "uns_pk_bunker_low_NVA","uns_pk_bunker_low_VC", "uns_pk_tower_NVA","uns_pk_tower_VC", "uns_mg42_low_NVA","uns_mg42_low_VC", "uns_US_SearchLight","uns_NVA_SearchLight", TO DO "uns_pk_nest", "uns_US_MK18_TriPod", "uns_SPG9_NVA","uns_Type36_VC", //mortars //m40 //wheeled dshk //s60 //type74 //zu23 //zpu4 //d30 //d20 //m102 //m114 2 Share this post Link to post Share on other sites
mrkibblesworth 20 Posted May 5, 2016 I am seriously impressed by the amount of effort/love, you guys have put into this mod for the past 3-4 months. Every screenshot or just reading the progress reports shows so much progress. Everyday i'll visit the forums just to see what you guys have made/done, I wish all of you the best of luck in the future. Keep up the amazing work. 1 Share this post Link to post Share on other sites
hcpookie 3770 Posted May 5, 2016 Which one needs debinning? Share this post Link to post Share on other sites
eggbeast 3685 Posted May 5, 2016 the wheeled dshk from vilas (not the armored wheeled one we have) we have his m60 tripod, and when that's fully working im going to add it to the centre pintle of the pbr. also for charlie i'm hoping to make a lot more staticweapon emplacements like the bunkers you made in 2.6, using mg42 / pk / m60 / zu23 / zpu4/ mortars and spgs, etc. watchtowers, log and leaf bunkers, sandbag emplacements, AAA platforms, all kinds of stuff, Share this post Link to post Share on other sites
hcpookie 3770 Posted May 5, 2016 OK let me see if I have an unbinned copy of that on my computer. I have a thought about the statics.... take the sniper trees. Since I made those with a proxy-placed tree visual, we could imitate my random clutter placement format like on the M113. For example: 1. In the model, make a series of proxies, each pointing to a different tree model. 2. Name each one as "tree1", "tree2", "tree3", etc. until you get bored. :) Given 1x per tree, I wonder how many appropriate jungle tree models are available. 20 perhaps? 3. Animate-hide all of them, just like the M113 clutter animations. 4. Copy the M113 INIT script, so that the INIT script of the sniper tree will animate-unhide using the same MP-compatible scripting format. Presto, using ONE sniper tree to place in the editor, the INIT script will randomly select one tree from the proxies. Now no one, including the mission maker, will know which exact tree will be used for sniper trees! Evil? :) We could do a few based on different tree heights, as the newest tree uses that shorter tree. When the new terrain is released, we could pile on more trees. This might be able to be applied to some of the other static bunkers so long as their "interface" is the same... e.g. all the prone bunkers being in the same vein. 2 Share this post Link to post Share on other sites
hcpookie 3770 Posted May 5, 2016 A thought - you could animate-hide the armored one's bullet shield (include Geo and FireGEO in the named selection) and have another variation. Perhaps even randomize the hide on INIT. Would add even more variation... for that matter, add some bushes to the shield for better hiding :D Egg - check your PM ;) Share this post Link to post Share on other sites
eggbeast 3685 Posted May 5, 2016 thanks mate yeah i've been thinking von knudenbergs DP28 is possibly the best weapon model ever placed in arma. I'd like to add it as a static weapon to various things, log bunkers, truck roofs, cars etc... we can at least put them into the lying down low bunker you made with the pk in it and in the default BIS sandbag pk bunker, with some added plants on it. remember this? they had them mounted on T26 tanks like this Share this post Link to post Share on other sites
hcpookie 3770 Posted May 6, 2016 The ammo box bunker - that would be an easy build for someone :) Share this post Link to post Share on other sites
scottdog62 9 Posted May 6, 2016 We gotta get some more solid missions out for this mod 1 Share this post Link to post Share on other sites
eggbeast 3685 Posted May 6, 2016 The ammo box bunker - that would be an easy build for someone :) yeah, it's not unlike your S60. with the motorbike and tank pics I was indicating that the gun is used in a bracket system regularly, so i will definitely add it to an open top ural cab roof. we have a ton of vc bunkers that hardly ever get seen, so can add it to that and hey presto - a whole new asset! also some of the A1 sandbag bunkers (the ones where you had to lean to see out of the firing ports in sahrani) will benefit from a lowered floor and adding some m60's to the firing ports for base defence. No more setposasl for the static weapons ... Share this post Link to post Share on other sites
VileBeggar 36 Posted May 6, 2016 We gotta get some more solid missions out for this mod I have wanted to do a RWO mission for UNSUNG for some time...Waiting for next release :) Share this post Link to post Share on other sites
Wiki 1558 Posted May 6, 2016 I have wanted to do a RWO mission for UNSUNG for some time...Waiting for next release :) Good news! What RWO are you thinking about? Share this post Link to post Share on other sites