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sgt_savage

The Unsung Vietnam Mod 3.0 WIP THREAD

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Well its a matter of preference I guess , what type of missions do you want to make ? That's the first question.

I started on a campaign written script back around 2.6 titled "Operation Copperhead" Centered around a SF recon team... but was too busy with the 2.6 release of the mod and didn't have a committed campaign team to play it out so it was shelved. It climaxed to an unexpected ending very moving. But alas its still sitting on my HDD waiting for someone to give it a go...

If you plan on doing this with 3.0 I'll jump on board and help with mission making

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I'm pretty sure someone has asked this before but, have you guys ever played around with explosive shock wave animations. I was tooling around with HIP and noticed they had little animations when rockets/bombs hit water. 

 

Here's a video that shows the animations: https://youtu.be/DaHVWgCY7sg

 

The animation activated when the rockets hit a certain amount of water. as I did hit areas with very deep areas where you were forced to swim, and the animation didn't activate. But of course in real life its caused by humidity and the bomb creating a bubble that makes the water droplets rapidly expand (I'm probably wrong). So you could possibly make the animation occur when it's foggy/raining. I'm not a modder so I might just be spewing shit saying that.

 

Here is a gfycat of the shock waves in real life: https://gfycat.com/HoarseUnfortunateCougar

 

Also like I've said before keep up the great work loving what I've seen in 2.6 and in 3.0

 

Edit:

Fuck me, I did more testing and it does do the burst with ankle deep water, so I removed that bit from the post.

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I see I have created a lot of anger over my question. I am aware that the unsung team is very busy working on the mod, and I am sorry if I came across as inconsiderate for all the hardwork the unsung team put into this mod. I was just seeing if it was a possibility if some of the gear could be made tan.

 

Since you guys are very busy with the bravo update, do you mind if I edit the models myself?

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we weren't angry, just the troll who stalks me got angry when we had a bit of a laugh at your expense.

no you may not edit our models

read the license

http://armanam.eu/downloads.html

Okay, fair enough. Thanks for the response.

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are you guys setting up everything with hidden selections?

 

could be useful for people who want to make reskin patches and stuff.

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not really no. vehicles have them but not units.

our mod is kinda a standalone game full modification so we never anticipate it running with other mods.

we don't expect people to modify it as that's prohibited in the license. unless they contact sav and add some value of course.

we have a growing team of contributors wit ha lot of talent, and a lot of goodwill with other modding groups and individuals.

so we're always open to sensible suggestions.

 

some pics from tonights test game:

 

pook getting some of his own flak back

pook1_zps9fdmy3w6.jpg

 

field-testing the M2 at 400m

m2_zpsszqvbjcr.jpg

 

demonstrating chieu hoi

prisoner1_zpshvpofhq5.jpg

 

dead dac cong commando

pris1_zpsnwlf2yu8.jpg

 

spooky village (the anim is a bis muck up, not ours)

m1131_zpsraff7bcf.jpg

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Is there going to be any AI pathfinding changes for maps?on da crong Alot of the time my squad AI get stuck in the village houses,  they cant move out and just stay there.
On a mission i am making, To the north west of the map there are villages ban khe and bahnar. the AI really gets stuck there, houses, bridges and rocks make them get stuck

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Looks great guys keep up the great work! Can't wait for the latest release as I have intentions of starting a Vietnam Milsim unit.

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Is there going to be any AI pathfinding changes for maps?on da crong Alot of the time my squad AI get stuck in the village houses,  they cant move out and just stay there.

On a mission i am making, To the north west of the map there are villages ban khe and bahnar. the AI really gets stuck there, houses, bridges and rocks make them get stuckAs

As we progress we will add AI paths in our buildings etc, but the model will need to be cracked open to add them . It will be on list of things to do , regarding the bridges its been an issue since OFP AI never liked them in all the arma series its something BIS will need to address. We might be able to run an AI path down the length but no guarantee its gonna work. But Alas we are talking around Delta time before we can look at this i would think.

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some last minute boat cargo slot improvements by jonesy

 

b7dmrWd.jpg

 

TK2KK4C.jpg

 

UykJJVF.jpg

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Todays updates for the test build:

- lots of little fixes

- AAA guns completed

- static gun supply crates added

- ammo crates updated with weapon backpacks

- adding SA2, shilka, sparka, etc and pooks SAM site system

- adding Bigstones 1gb of uniforms

- adding updated Doung island with new village

 

- working on UH-1C gunships

- working on plane rearm menu/ bayonet/knife/melee/refuel module

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You know because the uniforms have been massively decreased, is there another way to select individual ranks and battalions? Through patches or a seperate pbo?

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quick update on bravo content

## BRAVO ##

PLANES - 100%

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%
UH1C/F Iroquois Gunship - 90% (anims/ FFV/ lights/ guns/ effects/ slingload)

VEHICLES - 100%

Ural - 100%
Willys Jeep - 100%
M113 - 95% (add FFV)
Commando APC - 100% 
BTR40 - 100%
BTR152 - 100%

SAM AND AAA SYSTEM - 100%

SA-2 static launcher
KS-19 100mm
KS-12 80mm
ZU-23-4 Shilka
ZU-57-2 SPAAG
SNR-75 radar system (for SA-2)
SON-9 radar
PUAZO 6/60 rangefinder
PRV-11 height-finding radar
PU-12 radar
SON-50 radar (for S-60)

BOATS

Sampans - 100%
RIB - 100%
PBR - 100% 
NVA patrol boats - 95% (upgrade skins in progress)

WEAPONS - 100%

personal weapons and attachments with many variations of each - 100%
- 18 pistols /flashlights
- 15 SMGs
- 5 shotguns
- 15 rifles
- 14 assault rifles
- 8 LMGs
- 2 grenade launchers
- 5 rocket launchers
- 2 knives
- 24 grenades
- 20 custom mission items/ objectives
- custom items like fuelcan and siphon, inflatable life-raft, trap-kit, binoculars
- mines and traps

scopes, bipods, bayonets, suppressors - 100% (many placeholder models for bravo)
LAW and RPG - 100%
vehicle weapons - 100%
Aircraft weapons inc bombs: clusterbombs, mines, napalm, WP, frag, HE;
cannons and gunpods; 57/70/130mm rockets; racks and fuel tanks - 100%
Ammo crates - 100%
Static weapon supply crates and bags - 100%

STATICS - 100%

MGs
- M60
- M1919
- M2 x2
- PK x2
- MG42
- Dshk x5
- dshk bunker x2
- pk bunker x3
- pk tower x2
- M1, M2 (placeholder model), M30, M1941 Mortars
- Mk18 GMG
- SPG9, M18, M40 recoilless rifles
- M102, M114, D20, D30 cannons
- ZPU4, Zu23, Type 74, S60, Quad 50
- Searchlight (static reflectors dont work BIS!!!!)

UNITS - 100%

25 different unit types:

BLUFOR
- USMC early
- USMC late
- USMC Marine Force Recon
- US Army early
- US Army late
- LRRP
- SF early
- SF late
- CIDG
- USAF
- US Navy PBR
- US Motorized Infantry
- US Artillery units

INDEPENDENT
- ARVN
- New Zealand army

OPFOR
- VC local
- VC regional
- VC regional recon
- VC mainforce
- VC mainforce recon
- NVA early
- NVA recon early
- NVA late
- NVA recon late
- NVA Dac Cong commando

voices - 100%
DSAI - 100%
vests, headgear, uniforms, accessories - 100%

ISLANDS - 100% for bravo

Da Krong - 100%
Doung - 80% (will finish in charlie)

MODULES

Plane Rearm module - 30% (rewrite code)
Resources module (Bayonets etc) - 30% (rewrite code)

## CHARLIE ##

ISLANDS

finish Doung
Khe Sanh - 30%

new M2 60mm mortar model
new weapons models (BAR, K50M, MAS49-56, M16)
new jeep model
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
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, H-21, UH-1D/H slick, oh58 and oh6)
More planes (F4, Mig17, Mig19, Mig21, C123, O1)
SOG and SEAL units
more bunkers

MODULES

Radio - 50%
Support - 10% (rewrite)

## DELTA ##

new islands
more ships

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not sure im following you

I saw Shermanators video, and a lot of the uniforms had been removed (for example aircav and other battalions). So with Bravo will there be a way to get the aircav patches or whatever back on the uniform?

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Nearly there! :thumb:

 

Are there any plans to redo the CfgFactionClasses/CfgGroups so that they follow the BIS "standards"? That would make Unsung usable with ALiVE mod and a lot of other mods/scripts that depend on those classes.

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I saw Shermanators video, and a lot of the uniforms had been removed (for example aircav and other battalions). So with Bravo will there be a way to get the aircav patches or whatever back on the uniform?

he probably doesnt have the uns_uniforms pbo that is going to be in the final bravo release.

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Are there any plans to redo the CfgFactionClasses/CfgGroups so that they follow the BIS "standards"? That would make Unsung usable with ALiVE mod and a lot of other mods/scripts that depend on those classes.

afaik they do. can you provide some more detail about what we are doing wrong?

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welcome back huey C

huey1_zpsqbprmxa2.jpg

 

results of my first combat sortie

shot down by a very rare SA-7!

managed to autorotate the ship down just landing out of the water on the riverbank

but shot by the missile carrier.

 

huey2_zps0klz2uih.jpg

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afaik they do. can you provide some more detail about what we are doing wrong?

Here's a small bit of the config with a few comments about how things "should" be. Note that I'm basing all this on how things are configured in the alpha release.

class CfgGroups {
    class West {
        class UNSUNG { // Must match a faction in CfgFactionClasses, correct
            name = "UNSUNG WEST"; 
            class usarmyInfantry { // Must be Infantry, don't use custom group categories
                class army_platoonhqsectionone { 
                    faction = "UNSUNG"; // Should match the containing faction class (line 3), correct
                };  
            };
            class ususmcInfantry { // Must be Infantry and probably moved to it's own faction
            };
        };
    };
    class East {
        class UNSUNG { // Must match a faction in CfgFactionClasses, incorrect, since it's already defined in West 
            name = "UNSUNG";
            class nvaInfantry { // Must be Infantry, don't use custom group categories 
                class nva_companyhqsection { 
                    faction = "UNSUNGEAST"; // Should match the containing faction class (line 15), incorrect
                };
            };
            class vclocalInfantry { // Must be Infantry and probably moved to it's own faction
            };
        };
    };
};

For further info it's probably best to take a look at http://alivemod.com/wiki/index.php/Unit_Mod_Config_Standardisation.

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Check out this video by our good friend Sherminator , in it you will see all the new weapons, sounds and uniforms coming in 3.0b (bravo Release) 

* Note the missing weapon sounds in the video have already been fixed. 
And while compared to alpha there has been a reduction in uniforms as seen in this video, we will release them as an optional download uniform pack at the time or shortly after the bravo release.

Enjoy

 

 

 

 

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