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The Unsung Vietnam War Mod 3.0F - Foxtrot Released !!!

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you can look it up in cfgammo in the config viewer

i think it's a uns_ m47 wp etc

 

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4 hours ago, eggbeast said:

you can look it up in cfgammo in the config viewer

i think it's a uns_ m47 wp etc

 

Thanks, I found it, it's "Uns_M47WPbomb".

 

I've been meaning to check out your mod for a couple of years now, I just downloaded it last week, I'm loving it, great job. 

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I'm having so much fun with this mod, the PBRs, the Hueys, the Loachs,, and my God, the Skyraiders. The Skyraider is the best CAS aircraft in all of Arma 3. 

 

Thanks to the mod team for all your hard work. 

 

 

I was so inspired, and decided to create a mission using the mod.

 

If anyone is interested, the mission can be found here.

 

https://steamcommunity.com/sharedfiles/filedetails/?id=1733455427

 

9uVZw2g.jpg

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Hello i was wondering if the EAM-2B life raft is deployable and if so how do you deploy it? 

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On 5/7/2019 at 9:27 PM, stburr91 said:

I'm having so much fun with this mod, the PBRs, the Hueys, the Loachs,, and my God, the Skyraiders. The Skyraider is the best CAS aircraft in all of Arma 3. 

 

Thanks to the mod team for all your hard work. 

 

 

I was so inspired, and decided to create a mission using the mod.

 

If anyone is interested, the mission can be found here.

 

https://steamcommunity.com/sharedfiles/filedetails/?id=1733455427

 

Very good mission.

Everyone interested in vietnam war should try this one.

 

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10 hours ago, Wiki said:

 

Very good mission.

Everyone interested in vietnam war should try this one.

 

@stburr91 any chance of a COOP version?

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I just wanted to say thanks for the addition of the M274 Mule. As a kid I'd see them driving near my neighbourhood, some of them even had the M40 on the back. 

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6 hours ago, FallujahMedic -FM- said:

some of them even had the M40 on the back. 

 

Soon™ 🙂

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11 hours ago, domokun said:

@stburr91 any chance of a COOP version?

 

Sorry no plans for a COOP version, the mission design really isn't suited for COOP.

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I have a question regarding AI and the "radio chatters" , is it possible to have one AI unit play any of the radio chatters available with the unsung radios with a script command (like with a playSound3D or say3D command) ?

I know it's possible to manually activate the radio of an AI unit while in-game, but I would have liked to make it activated/play the sound without needing the player to do it in-game, for "immersion" purposes. I browsed through the config viewer in cfgSounds and tried a bunch of different sound files from Unsung but could'nt find those radio chatters, specifically the "transport channel chatter" and/or the "support channel chatter". 

Anyway, still having some great times with this amazing mod.

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On 5/19/2019 at 12:03 PM, praising said:

I have a question regarding AI and the "radio chatters" , is it possible to have one AI unit play any of the radio chatters available with the unsung radios with a script command (like with a playSound3D or say3D command) ?

I know it's possible to manually activate the radio of an AI unit while in-game, but I would have liked to make it activated/play the sound without needing the player to do it in-game, for "immersion" purposes. I browsed through the config viewer in cfgSounds and tried a bunch of different sound files from Unsung but could'nt find those radio chatters, specifically the "transport channel chatter" and/or the "support channel chatter". 

Anyway, still having some great times with this amazing mod.

 

This code is untested, but may work (or some variation of it). Name the unit with the radio 'radioUnit' and place this script in the Init Box of the unit, or in init.sqf:

 

[] spawn {
	private _radio = [radioUnit] call uns_radio2_fnc_createRadio;
	// WestGeneric, EastGeneric, West, East
	_radio setVariable ["_radioType", "WestGeneric"];
	// For West: 0 = westGround, 1 = westAir, 2 = westGeneric
	// For East: 0 = eastGround, 2 = eastGeneric
	_radio setVariable ["_radioChannel", 2];
	[_radio] spawn uns_radio2_fnc_playback;
};

Good luck, if you need more help with it, please reach out on our Unsung discord or via direct message on this forum.

 

TeTeT

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Thanks for the help @TeTeT  , I tried it and  the code worked pretty much right off the bat. It does exactly what I was looking for! I tested it with an empty vehicle as "radioUnit" too, just to see, and it worked aswell.

Those radio chatters and sounds always were a great feature of the mod, I love them!

Again, thank you for helping me, you just made my day !

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Had an amazing time playing with this mod with my group these past couple of weeks, just one quick question: is there any way to disarm/disable the punji traps etc.? I've tried adding trap kits, defusal kits and toolkits to the units but noone seems to be able to disarm the tripwire punji traps.

 

Edit: nevermind, apparently it WAS possible to defuse it using the ace-menu if I just crawl very close to it and look at the center of it.

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dangerous game that! glad you're enjoying it

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On 6/1/2019 at 9:34 AM, eggbeast said:

dangerous game that! glad you're enjoying it

Dangerous indeed, had a 50/50 success-rate on disabling the traps last mission, (well, both were disabled I suppose, just that one was disabled with a defusal kit and the other by a brave soldiers body, oh well, we managed to patch him up).

Just wanted to say we're all loving the mod, this is the first time we've been playing it properly and we're having a blast, love all the little details and functions such as setting huts on fire, punji traps, music in vehicles etc. Good times. Good job!

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Can they easily be destroyed with explosives like normal mines?

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How to deliver CAS to a friendly airborne team, hopelessly outnumbered, and under serious threat of being overrun.

Well done Raptor, and Eagle for the constant support to 3 hard-pressed squads from Delta.

https://www.youtube.com/watch?v=GJguppg2rgg

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