scottdog62 9 Posted February 3, 2017 Hey guys, Anyone help me with finding the class name for the SAM AA missile? looked everywhere but couldn't find it Share this post Link to post Share on other sites
hcpookie 3770 Posted February 3, 2017 The classnames can be found here: /** S-75 "Divina" (SA-2) Static SAM Launcher **/ pook_SA2_static_NVA 1 Share this post Link to post Share on other sites
scottdog62 9 Posted February 3, 2017 I'm trying to spawn a missile in mid air using a script, but the SA-2 missile won't spawn. Share this post Link to post Share on other sites
hcpookie 3770 Posted February 3, 2017 Not sure if you can do it but you might try to spawn this class: POOK_S75_AA 1 Share this post Link to post Share on other sites
scottdog62 9 Posted February 3, 2017 That works, thanks 1 Share this post Link to post Share on other sites
eggbeast 3673 Posted February 3, 2017 ok flare updated - realistic 5 sec flight time and 300m deploy height - aligned hands with new rtm - added new sounds 1 Share this post Link to post Share on other sites
eggbeast 3673 Posted February 3, 2017 m2 carbine sawn-off sidearm has new handanim 5 Share this post Link to post Share on other sites
fathersarge 46 Posted February 6, 2017 Apologies for posting any suggestions for this mod. The team is too small to do anything like that. 1 Share this post Link to post Share on other sites
scottdog62 9 Posted February 7, 2017 Working on a single player campaign. Heres a video of an intro for one of the missions. 2 Share this post Link to post Share on other sites
eggbeast 3673 Posted February 7, 2017 @fathersarge, thanks for feeding back. it's unlikely we would implement many of your suggestions - the team is small, and we don't build the mod for one players design aesthetic. The brake is configured to the crouch key btw, Share this post Link to post Share on other sites
fathersarge 46 Posted February 8, 2017 5 hours ago, eggbeast said: @fathersarge, thanks for feeding back. it's unlikely we would implement many of your suggestions - the team is small, and we don't build the mod for one players design aesthetic. The brake is configured to the crouch key btw, Wow, that's quite the response. Share this post Link to post Share on other sites
R0adki11 3945 Posted February 8, 2017 8 hours ago, fathersarge said: Wow, that's quite the response. Care to clarify what you mean by your response? At the end of the day it is a mods decision to choose which direction they go in. Share this post Link to post Share on other sites
Cullin 15 Posted February 8, 2017 Fathersarge had great suggestions and I'm with him. Just suggestions. It's up to mod makers if they want/have time any for any of that. Clearly he is not the only one who would like those awesome features for this mod. 1 Share this post Link to post Share on other sites
eggbeast 3673 Posted February 8, 2017 sorry if i was short, i was tired. we don't plan to swap the rockets to the pilot because the pods are able to be dynamically configured by the gunner using the special unsung module. the pilot door on the uh1 is borked from debinning and cannot be opened, etc etc. there are many reasons we do the things we do. in terms of making suggestions maybe dont write us a page of wants. maybe ask if something is possible, one at a time. you may benefit from a less tired response then. 6 Share this post Link to post Share on other sites
eggbeast 3673 Posted February 10, 2017 M37 gun truck with 30cal, more variants to come. Needs a texture makeover and some nice decals - any volunteers please pm me. original M37 truck from unsung in arma 1 or ofp i think m1919 from vilas jerry can from BI New seat, armour plate and tools from Ramamarines' armoured jeep, and our new jeep donated by Kable. Note working side lights 8 Share this post Link to post Share on other sites
eggbeast 3673 Posted February 10, 2017 M37 gun truck with 30cal progress: fixed turret movement fixed geometry on doors, you can now hide behind it added armor values to armor plate tweaked shadow and geo lods added damage and destruct rvmats for the jeep textures used in m37 animated muzzle flash hidden clutter on damage event 1 Share this post Link to post Share on other sites
eggbeast 3673 Posted February 10, 2017 M37 truck progress: added decals to bumpers and random logo to side panels of gun truck 3 Share this post Link to post Share on other sites
eggbeast 3673 Posted February 10, 2017 ok well, thanks to a very generous donation by imager6 (his second amazingly generous donation to unsung), we can bring you these lovely replacement weapons: a soviet SKS by thegameartisan and a winchester model 70 sniper rifle by 3d_molier international. We would like to offer A BIG THANK YOU to Imager6 for making his donation today that enabled these purchases for you all to use. 8 Share this post Link to post Share on other sites
8LacK5naK3 192 Posted February 10, 2017 SeKSy. Always did love the SKS, and that one sure does look top quality. The Winchester model (although definitely not my sort of thing) is lovely too. The grain and sheen on that thing is fantastic. Thank you, Imager6. 1 Share this post Link to post Share on other sites
domokun 515 Posted February 10, 2017 Holy shit. That's the most realistic looking firearm I've ever seen in arma. Share this post Link to post Share on other sites
TeTeT 1520 Posted February 10, 2017 42 minutes ago, domokun said: Holy shit. That's the most realistic looking firearm I've ever seen in arma. These are renders, not arma3 screenshots... But agreed, they look great. 2 Share this post Link to post Share on other sites
eggbeast 3673 Posted February 11, 2017 yeah arma will wash all the lovely detail right out of them, but we'll see what we can do to keep them pimped Share this post Link to post Share on other sites
Chaingunfighter 103 Posted February 11, 2017 How useful would something like an M50 Reising or M1941 Johnson model be to the team? Very few of them even made it into the Korean War, but they were occasionally supplied to guerrilla groups in the 1950s/60s (see Cuba) As far as I know none were actually used in Vietnam, but as generic guerrilla weapons they might fit. 3 Share this post Link to post Share on other sites
eggbeast 3673 Posted February 11, 2017 Let me do some research re cia insurgents kit and ill get back to u, appreciate the offer thanks Share this post Link to post Share on other sites
drdetroit 77 Posted February 12, 2017 Hi guys, great looking mod, however I have a couple of questions; I play SP only in ARMA3 (about 300-hours or so - Steam version) and wondering how to get this mod to work with SP missions I downloaded from the main page? I'm able to enter the game only as MP host (can't get into the game via SP missions tab on ARMA main screen - I get an error message about missing files or something when I try to start Unsung), but as expected as the host, I'm all by myself and can't seem to get the SP missions loaded. where do the SP mission files go that I DLed from page-1 of this thread? No readme with the files so I assume they go into the C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Missions folder - but that don't seem to work. do I always have to start Unsung as Host server even if SP only? once I get the SP missions properly installed, how to enter the SP mission as host (assuming I have to play as host regardless if SP only play). Sorry for the basic questions. I have looked for these answers in the forums but all seem to pertain to MP exclusively. I do have many many mods installed but generally via Steam Workshop - easy to install and remove that way. But no idea about non Steam mission install paths. Thanks in advance and thanks for the fantastic work. Very much appreciated. Good day, DrDetroit Share this post Link to post Share on other sites