Private Evans 498 Posted June 9, 2016 Hmmm I think they will go and replace as much as possible on the existing maps, since this is what every map maker would do if he gets the chance to use better resources :). Share this post Link to post Share on other sites
eggbeast 3673 Posted June 9, 2016 no, listen to the team mate, as sav and Dragon said, Razor is adding to the map, not doing mass replacement. it's too much work to do that. better to spread the goodness about. 2 Share this post Link to post Share on other sites
sgt_savage 586 Posted June 10, 2016 so now this is a payed mod well thats kinda screwing your donatores isint it Not at all we are receiving no commissions or anything from BIS... The only donations we have received was from kable whom bought royalty free models for us to use in the mod and for you the community to play with..... that's it. The reason we intend to use tanoa is Simply there's a lot of assets in this DLC we can use to make the unsung that much better.. I can't be any clearer than that. Look back a few years , how would the mod have played with just only Arma 2 content and not anything from OA? And for the record I don't even have the DLC yet and have to fork cash out to buy it just like everyone else ... Also, for those who asked for a lite version etc ... That's not gonna happen sorry .. too much work stuffing around with a side project when we are already stretched too thin trying to make the main project. SaV 6 Share this post Link to post Share on other sites
chas gate 23 Posted June 10, 2016 savge thank you for having the decnsy to answer me instead of turn it into a troll comment like egg and wild. agian thanks savage ill only aswer to you if one is needed or wanted since you can have a civil and decent talk Share this post Link to post Share on other sites
pharoah 65 Posted June 10, 2016 I think most peeps are getting Tanoa...even if they didn't get the other DLC (snipers, helicopters, etc). Moving to this platform, etc will put some offside but is the way to go...it will definitely make the maps look a heck of a lot better esp in the jungle. Share this post Link to post Share on other sites
n_icomach 312 Posted June 10, 2016 Hey guys! Im a new member to team working on 3d Art. Heres an example of some of my work http://imgur.com/a/sy64H . So coming into the team I have a Ithaca 37 ready to go, but im putting some love into the texture before sending it off. So as a community I need your help! Theres some fancy "Flair" I want to add to this weapon in the form of a "Snarky" quip on the side of the weapon. If you have a saying you think that would fit the weapon let me know, but please keep it in good taste. 5 Share this post Link to post Share on other sites
CannonSong 688 Posted June 10, 2016 "Snarky Text Here."Oh, you I like. :DHrm- off the top of my head:>An arrow pointing towards the barrel and the words "Diplomatic Solution">"Flower Power">"Elmer Fudd Special">"Accuracy through volume">"Saigon Fly-Swatter">"Smile for the Camera!">"Who needs sights?">"Weed-Whacker"Not that I've ever thought about what I'd write on a shotgun before or anything :ph34r: 1 Share this post Link to post Share on other sites
wildcatbridge 377 Posted June 10, 2016 12 gauge freedom spitting, vc killing, motherf**ker of death (censored for the sensitive) If that would fit. Share this post Link to post Share on other sites
sgt_savage 586 Posted June 11, 2016 " open up and say ahh " " Night Night Charlie " " Smoke this " :P Share this post Link to post Share on other sites
stephsen 79 Posted June 11, 2016 nice n_icomach , good to see you in the Unsung family. Share this post Link to post Share on other sites
Tyl3r99 41 Posted June 11, 2016 great progress, only gripe i have are the sounds are too quiet in combat. maybe give jarhead a call and get him to help out ;) Share this post Link to post Share on other sites
marceldev89 89 Posted June 11, 2016 Are the rocket (FFAR?) explosion sounds really load for anyone else? It's like full volume no matter the distance. I think it was with the "UNS_UH1C_M3_ARA" huey. Haven't seen anyone else reporting this so it might be something on my end. Share this post Link to post Share on other sites
eggbeast 3673 Posted June 11, 2016 yeah they are too loud. we have this in hand. 1 Share this post Link to post Share on other sites
pierremgi 4871 Posted June 12, 2016 Please note that Unsung Bravo is not compatible with ALFA. Civilians units apart, all name classes of units have changed, new or existing! So, scripted spawn of units for ALFA can't work on BRAVO, even for existing units. Furthermore, huts are <nullObject> on Bravo (most of them). So, paths from hut to hut for armed patrol or civilian life, but also weapons/items loot in houses are not compatible. Scripted mission on Alfa must be rewritten for Bravo... or not. Share this post Link to post Share on other sites
sgt_savage 586 Posted June 12, 2016 great progress, only gripe i have are the sounds are too quiet in combat. maybe give jarhead a call and get him to help out ;) <_< Share this post Link to post Share on other sites
eggbeast 3673 Posted June 12, 2016 Please note that Unsung Bravo is not compatible with ALFA. Civilians units apart, all name classes of units have changed, new or existing! So, scripted spawn of units for ALFA can't work on BRAVO, even for existing units. Furthermore, huts are <nullObject> on Bravo (most of them). So, paths from hut to hut for armed patrol or civilian life, but also weapons/items loot in houses are not compatible. Scripted mission on Alfa must be rewritten for Bravo... or not. yeah sorry about this Pierre. We did give everyone a heads-up about this at the beginning of bravo development and several times during the build. You can change your units over in a text editor. Just save-as your mission and deselect binarize mission files. then open the mission.sqm in notepad++ (free to download and much better than notepad, which breaks long lines of text intermittently) and search and replace each class using our classnames spreadsheet to choose new classes. . This will take you about a day and your mission will be working again. For all of my missions I have playable units and a couple of side-dependent units only in the mission.sqm, so that's an easy transition to make, say if i change my mission to brit forces, or US, or russian, etc. In the init.sqf for the mission i have arrays for units and vehicles, and then use scripts to createvehicle whatever units i want which use "unitarray1 select random (count unitarray1 - 1)" (that's shorthand, not working code, you egt the idea though) . this also allows you to randomise your mission more, and to quickly add or remove vehicle, helicopter, boat, tent, trap, soldier or weapon types in the mission. so when we bring out charlie, you just pop open the init.sqf and add the new charlie classes to each relevant array. 1 Share this post Link to post Share on other sites
domokun 515 Posted June 14, 2016 Thanks for very much for all your hard work. Now that Bravo has been released, I really hope that we see more missions, in particular COOP. In the meantime, here are some good photos from Nam that you might not have seen before: http://www.thevietnamslideproject.org/ Share this post Link to post Share on other sites
eggbeast 3673 Posted June 14, 2016 nice pics thx man Share this post Link to post Share on other sites
tacticalchubz 32 Posted June 14, 2016 loving this mod, the only real problem i'm getting is randomised facewear. anyone else or is it just me? 1 Share this post Link to post Share on other sites
irving_mainway 105 Posted June 14, 2016 Hey guys! Im a new member to team working on 3d Art. Heres an example of some of my work. So coming into the team I have a Ithaca 37 ready to go, but im putting some love into the texture before sending it off. So as a community I need your help! Theres some fancy "Flair" I want to add to this weapon in the form of a "Snarky" quip on the side of the weapon. If you have a saying you think that would fit the weapon let me know, but please keep it in good taste. If I could make a suggestion, one of my favorite books is "The Day Before Midnight" by Stephen Hunter (the guy who wrote "Point of Impact" which later became the movie "Shooter" with Marky Mark). One of the main characters is Walls, an illiterate Vietnam Vet and ex-Tunnel Rat who's recruited from prison to help a Delta Force unit break into an enemy-occupied nuclear missile silo through an abandoned mine-shaft. His weapon of choice was a sawed-off shotgun he called Mr. Twelve. Since Walls wasn't much good with letters maybe "Mr 12" would be better. Share this post Link to post Share on other sites
csj 0 Posted June 17, 2016 Hey Sav, still doing the Siagon Shimmy. Pics and vids look great guys. Share this post Link to post Share on other sites
R0adki11 3949 Posted June 17, 2016 Hey Sav, still doing the Siagon Shimmy. Pics and vids look great guys. Good to see you still around csj :) Share this post Link to post Share on other sites
eggbeast 3673 Posted June 17, 2016 yeah, he's like the unseen architect... almost everything in the mod has been crafted somewhere along the way by csj. legend! Share this post Link to post Share on other sites
cochise 10 Posted June 19, 2016 CSJ, I am sure I speak for a lot of people when I say that your "Hunter Killer" mod is sorely missed! Especially for an avid OH-6 fan like myself :)​ Share this post Link to post Share on other sites
Airwolf 50 Posted June 20, 2016 No armor values on the helmets yet? Share this post Link to post Share on other sites