hcpookie 3770 Posted May 19, 2016 It is a mystery that will be answered soon. Share this post Link to post Share on other sites
Wiki 1558 Posted May 19, 2016 Currently watching "Platoon". It makes me eager to play on Unsung :P Share this post Link to post Share on other sites
eggbeast 3684 Posted May 19, 2016 we are NOT using ACE for about the 50th time eh... we may include some ACE scripts for the wounding / med stuff, but we certainly do not expect people to use ACE with this mod. we have made so many scripts and eventhandlers that ACE would break, so it is not recommended.. i explained i was using scripts i wrote 3 years ago, why ask me if i am using ACE scripts for the same thing? btw we have one of the original creators of ACE i n the unsung team so I'm certainly not bashing it! the flashlight is included, but so far i cannot get it to work without adding a second flashlight to it as a siderail attachment - and i could not put in a "lens-only" model, only a stock flashlight model. i will eventually fix this, but you'll have to be patient. we felt it was more of a priority to get the stuff in game, so you have the correct classnames to build missions with, and a flashlight to see with, later comes the finessing. 1 Share this post Link to post Share on other sites
chas gate 23 Posted May 20, 2016 Well i know im probly going to get called dumb for this idea but here. Take the flash light and make it a item you can use via a menu like ace. im not saying use ace im saying make a menu like ace were you can take the flash light out and have a option or way to turn on the light via this menu. the reason i suggest this is the fact you sayed you a ace member on your team who might be able to do this. so let it rip Share this post Link to post Share on other sites
sgt_savage 586 Posted May 20, 2016 The shape of things to come ;) 5 Share this post Link to post Share on other sites
irving_mainway 105 Posted May 20, 2016 The shape of things to come ;) Please tell me we're going to get to see a Virgil Cole style Tigerstriped flight helmet? Cole is one of the most bad-ass characters in what is probably my personal favorite Nam movie. The air war over Southeast Asia has been a fascinating topic that I've often read about. Arguably one of the most insane and ill-throughout misadventures in the history of warfare. Flight of the Intruder - Iron Hand https://www.youtube.com/watch?v=nf8kBmMzr4I Share this post Link to post Share on other sites
danno1991 24 Posted May 20, 2016 Quick question will this mod come with the music from the era for use with triggers like previouse iterations have Share this post Link to post Share on other sites
hcpookie 3770 Posted May 20, 2016 Well soon you'll be able to explore the air war in a way unique to Arma. The AAA and SAM activity have been configured in such a way as to provide as realistic an experience as we can develop at present. If you have explored my modern pook_SAM pack you'll already be familiar with most of it. The SA2 and AAA performance has been improved since the pook_SAM pack was released, so that should be even more fun. I am working on a few SP scenarios that let players perform dedicated Wild Weasel missions. There will be a few of them, just for familiarization purposes mostly, since the engagement process for ARM missiles is a custom action task. This accurately provides BVR engagement of the enemy radar array. Hopefully I'll be done in time for the Bravo release :) I have no idea if there are multiple pilot helmets. There is around 1gb (!!!) of "extra" uniform content so perhaps one of the other guys on the team could answer more definitely... something to look into :) 2 Share this post Link to post Share on other sites
eggbeast 3684 Posted May 20, 2016 weapon bags life-raft with FFV and flare gun (raft can be carried in pack, or auto-spawns if you have pilots Bauer Life Preserver vest on and hit the water) 4 Share this post Link to post Share on other sites
hcpookie 3770 Posted May 20, 2016 when you try to carry an m113 under the choctaw, it pulls the nose down so bad you end up speeding into a death dive... That's interesting. I have been striving to add the sling load memory points to all the vehicles, so if a large enough choppa is used they should in theory be able to transport so long as the weight is within limits. Things like tanks and the M113 engineer vehicle are too heavy to lift by anything but the largest choppas anyway, in theory. Share this post Link to post Share on other sites
hcpookie 3770 Posted May 20, 2016 FYI I Just fixed that shadow bug on the raft 3D model... Share this post Link to post Share on other sites
eggbeast 3684 Posted May 20, 2016 thanks! i think the cargoview has not got any water hiding - so the driver sees a nice clean raft, and the cargo guys see a couple of inches of water in the bottom. Share this post Link to post Share on other sites
eggbeast 3684 Posted May 21, 2016 Huey action: and Thud fun 5 Share this post Link to post Share on other sites
chas gate 23 Posted May 21, 2016 Example, using this light:asd = "#lightpoint" createVehicle position player;asd setLightBrightness 0.3;asd setLightAmbient[ 1.0, 1.0, 1.0];asd setLightColor [1.0, 1.0, 1.0];asd lightAttachObject [player, [0, 0, 0]];How I can make this light to iluminate the way I'm facing instead sticking to me? LIKE THIS My pvp missions, something you have never seen! ok here dose this help if so good its for flash lights not my w That [0, 0, 0] part after lightAttachObject is the relative position to the player. I think if you set it to something like [0, 5, 0], the light spot should always be 5m in front of the player. (Or perhaps -5 instead of 5, I can't test right now.)The problem is it won't raise or lower if you look up or down, and it won't be blocked by walls, similar to normal lights. LIKE THIS ork Share this post Link to post Share on other sites
flanders25 1116 Posted May 21, 2016 John1 must be excited for the raft, hes wanted one for awhile. :P Great work guys. Share this post Link to post Share on other sites
chas gate 23 Posted May 21, 2016 Will the raft have a engine or will it flow on a current or is it stationary. also is the raft able to be roped by a chopper and carryed away Share this post Link to post Share on other sites
eggbeast 3684 Posted May 21, 2016 ok we're gonna be another week or two BIS broke all the markers - meaning it's popup city! they seem to THIS WEEK have removed all of the A2 markers used in my test mission and the mod, and pooks sam stuff Also the animations for the bayonet/ knife code are all missing and need porting. I may have found a friend who can help. pooks beautiful tree cleanup script was failing in MP tests last night, so he's working on that I'm away this week so cannot be here to build the mod for final testing after Tuesday til Sat, so it's unlikely we can test this week properly with no new builds after Tue. I also have RSI kicking in on my mouse-hand :( and need to rest it for a few days lol 1 Share this post Link to post Share on other sites
john111 76 Posted May 21, 2016 Whenever you are ready....will be waiting,antisipating. 1 Share this post Link to post Share on other sites
opendome 91 Posted May 21, 2016 The shape of things to come ;) Willem Dafoe confirmed! Share this post Link to post Share on other sites
pierremgi 4900 Posted May 21, 2016 Sure! Too many servers kick you because you don't want to use ACE. When I write a mission, first I'm in the public released version of Arma (never the dev one), second I'm trying to limit at iddle the dependencies. I'm fond of Unsung and be sure I'll use all possible vehicles of B when released, instead of any other mods, if not necessary. My question is: What mods, except Unsung of course, players fond of Viet Nam missions are ready to use for a MP scenario? I'd like to write for these players. Share this post Link to post Share on other sites
eggbeast 3684 Posted May 21, 2016 well we have a guy helping us to make our stuff work with ACE, so ACE communities will be pleased with this news! 6 Share this post Link to post Share on other sites
Moon_chilD 200 Posted May 21, 2016 I'm for sure. :3 Share this post Link to post Share on other sites
hcpookie 3770 Posted May 21, 2016 It should be understood that this is a process, so Egg's statement should NOT be taken to mean 100% absolute-perfect interoperability. "work in progress" ;) Share this post Link to post Share on other sites
eggbeast 3684 Posted May 21, 2016 yeah we're exploring the requirements to be compatible. Share this post Link to post Share on other sites
Wiki 1558 Posted May 21, 2016 Question: The UH-1C can carry troops, right? Or is it just a gunship only? Share this post Link to post Share on other sites