Jump to content
sgt_savage

The Unsung Vietnam Mod 3.0 WIP THREAD

Recommended Posts

further work on the 3/4 ton truck

- added tools

- added working jerry can

- added working spare tyre

- fixed dashboard anims

still tons to do.

 

QnlSe8C.jpg

  • Like 8

Share this post


Link to post
Share on other sites

first stab at artillery and AAA gun crews - thanks to Howells for the ssh40 helmet model

OiNlHs0.jpg

 

  • Like 6

Share this post


Link to post
Share on other sites

Looks really awesome!

 

Pardon me if it was asked before, but when does the next update is planned for release? I am really looking forward for it!

Share this post


Link to post
Share on other sites

In case you aren`t aware, it is considered spam on the forums to ask for a release date, so it`s always best not to ;)

 

...and yes. It is awesome :)

 

  • Like 1

Share this post


Link to post
Share on other sites
28 minutes ago, flyingpig said:

In case you aren`t aware, it is considered spam on the forums to ask for a release date, so it`s always best not to ;)

 

...and yes. It is awesome :)

 

Okay, sorry about that :down:

  • Like 1

Share this post


Link to post
Share on other sites

well asking once is ok, so long as everyone else reads this before asking again lol

 

Echo is scheduled for May 2017.

 

  • Like 2

Share this post


Link to post
Share on other sites
10 hours ago, eggbeast said:

well asking once is ok, so long as everyone else reads this before asking again lol

 

Echo is scheduled for May 2017.

 

oh it's 4 mounth from now :O I can't wait!!

I wondered if there's any chance that you will release a hotfix for the AI flight behavior. 

They're terribly awful.

Share this post


Link to post
Share on other sites
4 hours ago, SoOCoOL said:

oh it's 4 mounth from now :O I can't wait!!

I wondered if there's any chance that you will release a hotfix for the AI flight behavior. 

They're terribly awful.

Please clarify why they are awful?

Share this post


Link to post
Share on other sites
2 hours ago, R0adki11 said:

Please clarify why they are awful?

They don't fly correctly. Going very very high, sometimes flying in circles, even if you use flyInHeight.

In the vanilla, it's perfectly ok.

Share this post


Link to post
Share on other sites

we left in a test speedvalue in the huey config. which is what causes it.

well re patch, if something comes up that requires a patch, then all of the changes to date will be released together, but i don't see this as likely, as a release knocks our team out of the modding loop for about 2 weeks.

 

Share this post


Link to post
Share on other sites

todays triumphs:

 

Tetet has added air-air refueling to many of our planes

He is also working on an AC130, thanks to DUST Sabre and others for their source files

Added HK33 / T223 rifle for SEALs

 

  • Like 5

Share this post


Link to post
Share on other sites

pic of T223

oJfosL4.jpg

 

change made to NI Arms HK33 (thanks to Toadie2k and his team for sharing it with us)

thanks also to wld427 for prompting me to use the models i forgot i actually had! and for advice on the real weapon characteristics

thanks to vilas for his original hk33 from his west weapons pack

 

- updated texture to older fire selector pattern (thanks to vilas)

- fixed small issues with connectivity of parts in weapon

- animated trigger

- added new bullets to mag, and extended it to 40 round size

- added small rock motion to mag reload anim

- created separate mag model

- removed redundant mounts etc,

- realigned muzzle flash

- new config

- rebuilt geometry

 

so we can now make SEALs like this guy

t233.jpg

  • Like 9

Share this post


Link to post
Share on other sites

just had this made by Howells - a Schermuly, or star cluster in yank-speak

BmA31Ogg.png

 

gonna make it a single use handheld rocket launcher, with flare spawning at top of its arc

1*F4GiZDFKZ6-H9YmGHqpPIw.jpeg

 

  • Like 2

Share this post


Link to post
Share on other sites
1 hour ago, eggbeast said:

gonna make it a single use handheld rocket launcher, with flare spawning at top of its arc

Why not just make it fire the 40mm flare round from vanilla A3, or a roiund inherited from it?  Saves from having to script the spawning of a flare

  • Like 1

Share this post


Link to post
Share on other sites

well i want the fired fx you see in the pic above, so it cant be a grenade launcher, has to be a rocket launcher.

 

 

  • Like 3

Share this post


Link to post
Share on other sites

still a bit of work to do (missing face to fix, and cylinder forward movement)

but we're getting there...

 

the real mccoy

 

yes there will be a suppressed version (for you vietcong 2 fans out there)

  • Like 2

Share this post


Link to post
Share on other sites

Ok a little nostalgia for you all , I few old vids on my channel I forgot about. Starting from arma 1 and progressing thru arma 2. As you can see we have came a long way to what you see & hear today .. :P

 

Arma 1 :

 

 

Arma 2 Alpha:

 

 

Arma 2 V2.0

 

 

Arma 2 V2.5

 

 

  • Like 6

Share this post


Link to post
Share on other sites

some pics from the test range today:

first look in game at some of the new kit

 

StG44, m17 gas mask, ERDL SEAL beret and LRP heavy pack - thanks to Shermanator for donating for the stg44!

RRlp39p.jpg

 

M1919A6 (thanks to Hellesten and the lads at the 506th for donating for this)

eZYRlzW.jpg

 

M1895 suppressed revolver (thanks to imager6 and suds420 for their kind donations for these new pistol models)

WA0fF8I.jpg

 

M127a1 star cluster - thanks to Howells for making it for us

wS3mzje.jpg

 

Madsen M50 (thanks to imager6 and suds420 for their kind donations for this model)

mHRcE68.jpg

 

 

 

 

  • Like 8

Share this post


Link to post
Share on other sites

SOG signal flare working

we desperately need help with RTM / hand animation

 

 

 

  • Like 4

Share this post


Link to post
Share on other sites

nice work brother.... you have officially done something no one else has done.... 

  • Like 1

Share this post


Link to post
Share on other sites

hehe thanks man. not sure that's always such a good thing, right? like the guy who cooked and ate his twin sisters and his dog...

still needs a good rtm to fix it up properly.

I'm using the rpg rtm to show it in my hand, but really it needs a custom launcher hand anim, and a custom launcher reloadmag anim, and if i had my way, a custom firing anim that doesnt just pull the trigger, but takes off the top cap, adds it to the bottom and then smacks it.

.

atm i'm using modelspecial so the flare stacks on your ruck, but it goes weird when held "loaded" until you fire and then it looks ok again.

I think i'm gonna have to use isselected to hide the wrongly placed version (that works on your back, but not in your hand) and then unhide the other version when you switch to it.

the downside is that BOTH copies unhide when you put the weapon on the ground, as i guess isselected becomes null and not 0 or 1.

 

Share this post


Link to post
Share on other sites

ok here's how it's gonna be - a little better with the hiddenselections version

 

sits on your pack, then sits in your main hand, cap hidden when fired.

works great!

 

huge thanks to Vilas for teaching me how to make a new handanim - i owe u big time buddy, unsung owes you for teaching us this essential skill.

q2ulcKS.jpg

 

 

  • Like 5

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×