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sgt_savage

The Unsung Vietnam War Mod 3.0b - BRAVO Released !!!

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tried to register on forums but no email, so can someone post this on the bug thread please.

 

My findings. 

some of the US bunkers and other buildings have no texture (possibly some others too)
the weapon sounds are very faint from a distance and just hear the bullet snaps. (had 2 groups fighting but i hardly could hear any gunshots for some reason.)

lighting on foilage changes when you zoom in and out. (goes darker then lighter)


 

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so in the   missions CO-22 how do you use the u menu arty it always tells me i need a radio but idk what it means  also agian loving bravo

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so in the   missions CO-22 how do you use the u menu arty and support it always tells me i need a radio but idk what it means  also agian loving bravo

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Where can I find the place to rebind the key for the afterburner on jets?

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done. anyone else missing one? we've been geting a few russian porn-bots, so making it hard to activate.

Im in the same boat :P Tried making an account a few days ago but never got an activation email

 

Thanks!

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Where's everybody playing? I see the EZ company and Elite Warriors servers on and not passworded, other than that nothing pops in the server list. Any address? PvP action?

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Nice work on the release. But have have noticed the UH-1D Slick doesn't appear to be in Zeus though it is in the editor, hope your get it fixed soon.

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Us in the 506th just had an awesome fun mission. 

 

Unfortunately for Zeus Operators, it was annoying for the Vietnamese Voices to come through global. Is there a way to fix the bug?

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Where's everybody playing? I see the EZ company and Elite Warriors servers on and not passworded, other than that nothing pops in the server list. Any address? PvP action?

I think the UNSUNG team said theyd try and have a public server up tonight :D

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So apparently I have run into the same problem my friend was having, I don't know why but now I get an error with Unsung and Alive. The error states that Unsung doesn't have any defined roles for Arma to use, by this it means that nothing is defined as infantry, tanks, or static weapons. Because of this Alive can't spawn in Unsung units because they don't count as a faction yet. I really wish it was possible to quick patch this, but as I understand everything takes time and effort. Hopefully this bug gets resolved sooner than everyone expects.

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This mod is truly a great work! So many units, vehicles, that gives ideas for scripting some missions.

I just have a little problem with the new version of the map. With Unsung Alfa, I was able to spawn weapons randomly in houses (huts). Since Bravo, there is very few "houses". Most of the huts (95% perhaps) are not houses. (cursorTarget returns <objnull>; typeOf cursorObject returns ""; nearestObject [player, house] is often empty (> 50m)).

 

Did I miss a file or a complementary addon? or is it scheduled to be upgraded?

Sorry for my English. Thanks

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nice mod :D anyone can tell me where I can find the class names? wiki? like to use with ALiVE

 

cheers

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nice mod :D anyone can tell me where I can find the class names? wiki? like to use with ALiVE

 

cheers

You can use the config browser in the editor to find class/faction names. It won't work properly with ALiVE for now though because the CfgGroups isn't compatible with ALiVE (and other similar mods) yet. You'll have to wait until someone creates a custom faction mapping for ALiVE (http://alivemod.com/wiki/index.php/Declaring_Faction_Mappings) or the CfgGroups itself is updated. As far as I know the Unsung team is aware of it and it's somewhere on the roadmap.

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You can use the config browser in the editor to find class/faction names. It won't work properly with ALiVE for now though because the CfgGroups isn't compatible with ALiVE (and other similar mods) yet. You'll have to wait until someone creates a custom faction mapping for ALiVE (http://alivemod.com/wiki/index.php/Declaring_Faction_Mappings) or the CfgGroups itself is updated. As far as I know the Unsung team is aware of it and it's somewhere on the roadmap.

Thanks for the heads up :)

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Alive and ace will be included in charlie in the late autumn, meanwhile, like all good soldiers, you must adapt!

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I've tried to add mortars to the BIS arty module and they wont fire anything , distance is always invalid , no matter how close or far i put them... don't know if it's  a bug or not.

Meanwhile i've tried some of my weapons , some of them are obviously accurate for the time frame... look awesome!

EA6FD40FE7410F5CEB3FC9C7A44AD36FDF8DE211

5E1CBB0D5BDACE217C09979629B07B2653673221

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is there a problem with your forum sending the activation email ? iv tried twice and still nothing.

good work on the mod though :)

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Anyone else having issues with AI heli pilots just gaining altitude and mot moving anywhere?

Trying to set it up in ALiVE as i had it in alpha by just using the support modules so we can have helis etc but they dont follow orders. They just fly upwards. Thanks

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Anyone else having issues with AI heli pilots just gaining altitude and mot moving anywhere?

Trying to set it up in ALiVE as i had it in alpha by just using the support modules so we can have helis etc but they dont follow orders. They just fly upwards. Thanks

Only with uh1s for me now...

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yeah as explained before, we didn't do a huge amount of testing with AI.

BIS changed the flight model just before release so the focus was on making the buggers feel half-decent to fly.

don't fret about it. it will get sorted in the autumn.

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