hcpookie 3770 Posted July 17, 2016 Yes, that has been answered. Share this post Link to post Share on other sites
eggbeast 3673 Posted July 17, 2016 some pics from tonight's testing for charlie - took me ages to get the test mission to work - turned out Apex broke the standard BIS revive settings. who knew? don't mind the handanim/placement - that's not done yet. playin' with the new m1918A2 BAR it looks and feels heavy - very little recoil the new XM16E1 sniper weapon system trying the new K50m in the new foliage on Doung island 7 Share this post Link to post Share on other sites
Grunt170 4 Posted July 17, 2016 All Good Egg I will work with what i get given. As i have done so many times before, I would like to thank you and team for awesome work. I have not noticed any Issues with my missions. Bar the lighting and AI. I tested one of my missions not long after apex came out. seemed to work fine. the pop ups yeah they have been there ever since Mod came out. so im use to them now.lol. I look forward to the next mod update. Share this post Link to post Share on other sites
eggbeast 3673 Posted July 17, 2016 the popups were not there before apex though. BI changed some fundamental inheritances in weapons. loads of mods must be borked by this change. as for breaking revive, well i have no words for that. Share this post Link to post Share on other sites
scottb613 285 Posted July 17, 2016 Hi Folks, Man - that BAR looks great... Regards, Scott Sent from my iPad using Tapatalk Share this post Link to post Share on other sites
eggbeast 3673 Posted July 17, 2016 finally we're back on the test server. thank fuck 4 Share this post Link to post Share on other sites
mr pedersen 41 Posted July 17, 2016 Me love you long time! Good work! Share this post Link to post Share on other sites
bonchie 39 Posted July 17, 2016 Any tips for how you got your mission to work?Right now, when we advance it kicks us back out after the loading screen on our user made missions. We are trying to decide whether to suspend our session until Charlie comes out or if there's something we can do with our missions in the meantime to at least keep things going somewhat. Share this post Link to post Share on other sites
opendome 91 Posted July 17, 2016 Any tips for how you got your mission to work? Right now, when we advance it kicks us back out after the loading screen on our user made missions. We are trying to decide whether to suspend our session until Charlie comes out or if there's something we can do with our missions in the meantime to at least keep things going somewhat. Hello Bonchie! Which missing are you referring too? A mission you made yourself? Share this post Link to post Share on other sites
Gebb 2 Posted July 17, 2016 You guys certainly stay busy, thanks! Do all the Load Bearing Equipment (LBE) options have the same load capacity? It'd be great if the models with buttpacks and bandoliers had a higher capacity. As example, the bandoliers were/are used to carry and keep accessible a second basic load of ammo (7 mags). It's a small thing but would up the realism a notch if we could do that in game to make those models more than cosmetic. It's just a very minor realism issue and maybe not minor to implement, so certainly not something to prioritize. Thanks, PS- I don't know the first thing about modding but if anyone can point me in the right direction to learn how to modify capacities for Arma gear, I'll give it a try. 1 Share this post Link to post Share on other sites
bonchie 39 Posted July 17, 2016 Hello Bonchie! Which missing are you referring too? A mission you made yourself? We make our own missions. But it's all made with just the Unsung Bravo mod-pack. Since Apex's release, our missions are kicking us back to the choose mission screen when we try to load them. Share this post Link to post Share on other sites
eggbeast 3673 Posted July 17, 2016 it's not unsung mate - that is what threw me too. it was Apex fucking up BIS' own revive system. Open your description.ext and rem out the revive options or find a thread in here describing how to modify revive to work with Apex. (and please share it!) Share this post Link to post Share on other sites
eggbeast 3673 Posted July 17, 2016 Do all the Load Bearing Equipment (LBE) options have the same load capacity? It'd be great if the models with buttpacks and bandoliers had a higher capacity. As example, the bandoliers were/are used to carry and keep accessible a second basic load of ammo (7 mags). It's a small thing but would up the realism a notch if we could do that in game to make those models more than cosmetic. It's just a very minor realism issue and maybe not minor to implement, so certainly not something to prioritize. we need to work on this for all of our kit - i will talk to razorback about it. it would be a sensible move yes 2 Share this post Link to post Share on other sites
bonchie 39 Posted July 17, 2016 it's not unsung mate - that is what threw me too. it was Apex fucking up BIS' own revive system. Open your description.ext and rem out the revive options or find a thread in here describing how to modify revive to work with Apex. (and please share it!) Makes sense. We have a template we use that has a description.ext that predates apex. So that's probably it. We'll do some testing and see if it fixes our issues. I'll let you guys know. Share this post Link to post Share on other sites
bonchie 39 Posted July 17, 2016 See this thread: https://forums.bistudio.com/topic/192490-no-entry-binconfigbincfgweaponssingle/ This was what was wrong with our missions. It has to do with BIS changing the weapon's config or something with apex. So mods that use custom weapons will give that error and kick you back to the lobby.BUT if you try to load the mission a 2nd time (do not stop the server, just re-select the mission and go), it'll work. We can confirm this workaround works.As for the revive system causing issues, that's likely as well, but our missions use AIS wounding system and we had already stripped out the BI revive language so that wasn't a variable for us. Share this post Link to post Share on other sites
eggbeast 3673 Posted July 17, 2016 good to know ty charlie beta version already has those weapon popup errors fixed - that's one of the reasons we're moving it forward so fast. Share this post Link to post Share on other sites
Grunt170 4 Posted July 18, 2016 I have a request. Could you Please put the M60 back to its original sound and fire rate. The Fire rate is to high,no recoil,the sound is not an M60.I know this from first hand experience. The M60 is one of the Iconic weapons of Vietnam along with the M16 and AK47 and RPD. I want to hear that Pig squeal. the sound of the pig is why i came to your Mod to start making missions. You had real weapons sounds. It is why i dropped that other Vietnam group. Please please please Grunt Share this post Link to post Share on other sites
bonchie 39 Posted July 19, 2016 I think some of those sounds were placeholders and they are continuing to redo the weapons for Charlie. Share this post Link to post Share on other sites
sgt_savage 586 Posted July 19, 2016 I have a request. Could you Please put the M60 back to its original sound and fire rate. The Fire rate is to high,no recoil,the sound is not an M60.I know this from first hand experience. The M60 is one of the Iconic weapons of Vietnam along with the M16 and AK47 and RPD. I want to hear that Pig squeal. the sound of the pig is why i came to your Mod to start making missions. You had real weapons sounds. It is why i dropped that other Vietnam group. Please please please Grunt It is the same file , its using Vanilla tails to simulate cracking. I will get around to making a custom tail for all weapons as we progress. But its pretty much gonna be how it is now. All the gun sounds have been recorded from real sources where possible. Share this post Link to post Share on other sites
sgt_savage 586 Posted July 19, 2016 ... Double post :P Share this post Link to post Share on other sites
irishboy1690 10 Posted July 19, 2016 you should ask the guy who made the HLC m60 and the M14 to donate them. #forthecause Share this post Link to post Share on other sites
scottb613 285 Posted July 20, 2016 Hi Folks, I do like the M14 - only rifle I was qualified on while in the military... I use it quite a bit in Unsung... Never did get to shoot the 16 or variants... Regards, Scott Sent from my iPad using Tapatalk Share this post Link to post Share on other sites
NakedSquirrel 24 Posted July 21, 2016 It is the same file , its using Vanilla tails to simulate cracking. I will get around to making a custom tail for all weapons as we progress. But its pretty much gonna be how it is now. All the gun sounds have been recorded from real sources where possible. The M60 is missing it's full auto sound when AI fire it. It sounds like they are shooting one round at a time, but they are actually shooting a 4 burst. I don't know if ARMA 3 requires an additional sound file for burst/full auto. It worked fine in alpha, but the sound is clipped or missing with bravo release. Share this post Link to post Share on other sites
Bormann2 16 Posted July 21, 2016 The M60 is missing it's full auto sound when AI fire it. It sounds like they are shooting one round at a time, but they are actually shooting a 4 burst. I don't know if ARMA 3 requires an additional sound file for burst/full auto. It worked fine in alpha, but the sound is clipped or missing with bravo release. I think it would require soundBurst = 0; in config. Now it's probably set to 1, which means there will be no sound with each shot Share this post Link to post Share on other sites
Wiki 1558 Posted July 21, 2016 Not able to use my PC atm, so can't test it. Have the problems between Unsung and Eden been fixed or not yet? Thanks. Share this post Link to post Share on other sites