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Posts posted by Oddball-47 Ronin
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On 8/27/2020 at 1:37 PM, The Real Bunc said:Hey @Oddball-47 Ronin I haven't been on much for the last couple of months ( just had to get on with some other things). Great to see someone else incorporating my script into a mission. Il grab it from Steam and have a go.
Thanks to Aussie battler as well for error spotting. I'll check that and sort it sometime soon. Thanks for the positive comments about the script as well.
Edit: Oddball - I ve just read your blurb on steam - I'm blushing.
Bah, no need to blush, Bunc. This truly is a really neat script and is a perfect fit for "Unsung". Sadly, for me, I've only been able to play the
mission once in a group. My tiny band of warriors has either grown bored with Arma or are just so caught up in other things and real
life, that we've not played it but once, and that was two weeks or so ago.
Again, my thanks to you and Accuracythruvolume. I really had a wonderful time getting back into the editor and stumbling myway through making a mission with it.
Best regards, Odd- 1
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Hi Ranger, thanks man. I invested WAY too many hours into it with the editor and had to
compromise a bit in a number of places due to Arma's AI becoming brain dead when itcomes to water. But, I'm happy with the end product. I think it'll play out nicely in
a group setting.
Our first and only time playing it with five of us, Russ, an old Marine captain
got shoved into the leader slot because the rest of us are slackers. He was
too devious for me and wound up bypassing several enemy patrols I hadlaid out enroute to the first objective. I've addressed that with a few additional
small patrols and have re-worded the mission briefings such that "Bridges/crossings
will be used whenever possible as swimming across a river with 60 pounds of
gear on one's back may result in drowning casualties."
This allows me to "funnel" movements to a certain degree and should increase
the "pucker factor" a bit.Have fun with it and holler if you come across any "uh ohs" or have any ideas
on how to make it better.
Best regards, Odd -
Hi The Real Bunc, et al.
I've just finished up what I hope will be a bug free "final version" of a "Nam mission in which the DynamicCamo Script
plays a HUGE part. I just wanted to take a moment to thank you once again for the script, Bunc and also
a big thanks to "accuracythruvolume" whose posts showed me how to implement it in a multiplayer environment
with respawns. Salute to you both!Mission thread can be found here: https://forums.bohemia.net/forums/topic/230509-mp-coop-1-7-silent-thunder-v31-part-1/
Steam Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2207137151&searchtext=unsungBest regards, Odd
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Silent Thunder: Part 1 (v3.14)
A 47 Ronin Production
Steam Workshop Link: Part 1: https://steamcommunity.com/sharedfiles/filedetails/?id=2207137151&searchtext=unsung
Steam Workshop Link: Part 2: https://steamcommunity.com/sharedfiles/filedetails/?id=2242238919
Multiplayer Coop: recommended 4-6 players - 8 slots total
Requirements:
Apex DLC :http:// https://store.steampowered.com/app/395180/Arma_3_Apex/
Unsung Vietnam War: https://steamcommunity.com/sharedfiles/filedetails/?id=943001311
CBA_A3 :https://steamcommunity.com/sharedfiles/filedetails/?id=450814997
3den Enhanced:http:// https://steamcommunity.com/sharedfiles/filedetails/?id=623475643
Metis Nature:http:// https://steamcommunity.com/sharedfiles/filedetails/?id=1951690856
Task Force Radio: https://steamcommunity.com/sharedfiles/filedetails/?id=620019431
ARMSCor 3.5.4 :https://steamcommunity.com/sharedfiles/filedetails/?id=714598902
Eden Extended Objects:http:// https://steamcommunity.com/sharedfiles/filedetails/?id=882231372Overview
July, 1965, Rung Sat Province, Vietnam.
You are part of a Military Assistance Command, Vietnam – Studies and Observations Group (MACV-SOG) team which has been tasked with locating the routes/trails which VC/NVA
forces are using to bring down weapons and equipment from the North and which are being stockpiled in the Rung Sat Province of Vietnam, specifically, the Doung Island area.Mission features:
(1) "The Real Bunc's" DynamicCamo Script; a work of pure genius and which
works marvelously within the mission. Move about slowly and quietly, stayin'
crouched and low, you'll be all puckered up when in the dense jungle, you
spot a VC patrol mere yards from your position; oblivious to your presence.
Wait 'til they move on, and continue your patrol.
You can read about it here:https://forums.bohemia.net/forums/topic/223202-release-dynamiccamo-script/
A big thanks to The Real Bunc for his script and to "accuracythruvolume"
who adapted it for use in multiplayer!(2) Progressive respawn points: As you progress along the map, a number
of respawn points are generated. So, if you suffer an "uh oh" and get
shot to hell and die, you'll have the option to respawn at one or more
points on the map, dependent upon your progress.(3) A virtual arsenal located near "Captain Slaughter's CP" on Base Mike.
Choose from a astounding amount of uniforms, gear, weapons of the Vietnam era.
(4) Highly immersive soundtrack which lends itself well to the eerie movement through the waterways and jungle.(5) Over 200 sound effect triggers; some positional such as VC/NVA voices, birds
squawking, flapping, monkeys hollerin'...well, you get the idea. Hearin' voices
on your left? Maybe on the right? Oh dang, they're close!(6) Runnin' low on weapons/ammo? You'll probably come across some small
enemy stashes if you do a good job of your recon patrol. If not, well, you
can always strip some gear off any enemy you were forced to gun down.(5) On call artillery fire support, helicopter transport and helicopter supply drops.
(7) Random enemy patrol script ensures replayability. The majority of patrols
begin within and patrol in random fashion within designated "zones". They never
begin at the same point, nor patrol in the "paths" each time you fire up the mission.(8) And, thanks to Sergeant Dennenboom, an "official" end to the mission.
Mission Notes:
You'll want to set your music and effects sliders to 50 percent (ideal for me).
Of course if you want to tone it down or jack it up, that's entirely up to you.Read the briefing and check the map out to get a feel for what you need to do and how you
want to go about it. The basic Situation, Mission, and Execution briefs are contained
in that. As well, there is a "Credits" section listing all the fine gentlemen whose
tutorials I have watched, scripts I have used and to all of them, I give my sincere
thanks.Issues I have come across:
You and your team begin the mission in a "Huey" enroute to Base Mike. It's a rather
"interesting ride". (I can say no more.) The other night, playing on our server,
not everone in the group started in the chopper. We backed out of the server,
restarted the mission and all worked well; all of us were in it fine.Basic thrust of the mission:
It's a pure recon mission. Well...mainly. Your job is not to pile up dead NVA/VC
bodies, but to patrol the designated area, attempting to locate paths/supply routes,
evading patrols when able to and there's some flash traffic which comes in to
Captain Slaughter's CP which once read, may add an additional bit of tension
to your mission/plan.Have fun and feel free to holler if you run across any issues, or have a comment(s)
or even a complaint. I'm quite open to continue working on it. Actually, this
particular mission is "Part 1" of what will be a Two or Three Part "series".(Odd hollers to the projectionist: "Orville, run the credits now like a good lad!")
My thanks to:
Kronsky for his Urban Patrol Script:
https://forums.bohemia.net/forums/topic/139280-urban-patrol-script/
?tab=comments#comment-2262058<br/>Nemesis for his NRE Earplugs Script:
https://www.armaholic.com/page.php?id=28896Grumpy Old Man for his GOM Ambient AA script:
http://www.armaholic.com/page.php?id=31927Alias for his Ambient Light script:
https://www.youtube.com/watch?v=g5oZjJo5wbc
And for all the other fun and wonderful scripts he has worked
up over the years.Gunter Severloh for his kind words to an editing dweeb and for
what I call The _Encyclopedia_ of Scripting Guides And Tutorials
https://forums.bohemia.net/forums/topic/229245-scripting-guides-
tutorials-compilation-list/Killzone Kid for all his helpful videos and tutorials on YouTube:
https://www.youtube.com/user/killzonekidtv/videos
And on his website:http://killzonekid.com/category/games/arma-3/The Real Bunc for his DynamicCamo Script:
https://forums.bohemia.net/forums/topic/223202-release-dynamiccamo
-script/Pickin' That Banjo for the ton of tutorials of his on YouTube:
https://www.youtube.com/playlist?list=PL-rNisMp5bxHiyFWCAc
2x4ioM1lxHZtpl<br/>Kegety for his PBO/De-PBO tools:
https://www.armaholic.com/page.php?id=411And special thanks to Sergeant Dennenboom of 'Elite Warriors' for
showing me how to incorporate progressive respawn points into a mission
and how to end a mission properly. I was and remain extremely grateful
for his time and assistance.
Thanks also to my gaming buddies; Jamie, Russ, and Rosie for their
moral support, insights, bug finding and most importantly, their
friendship.
And lastly, my thanks to the whole crew of the 'ArmA Unsung' Vietnam
mod. They've really made some magic with it.
Odd
The 47 Ronin- 1
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First off, I freely admit I am an idiot, and have zero coding/scripting skills.
That being said, after three or four hours of giving myself a headache in the editorI have been able to get the script to work after a player dies and respawns.
I did it by putting a "onPlayerRespawn.sqf" file in the mission folder and putting
the following into it: 0 = [player,"DEBUG",0,1,0,1,5] execVM "camo_script\Camoscriptv1.5.sqf";I had tried copy and pasting Accuracythruvolume's into an init.sqf file, but was getting error
messages when I fired up the mission, so for craps and giggles I tried using just one line
of it in the "onPlayerRespawn".
I put the mission up on our server, connected to it, and ran it, and it seems to be working
fine even after respawning.
Now I just need to get one of my friends to join the server with me to see if it works
on his end, too.
My sincere thanks to Bunc for the script. I think I and my friends will have a LOT of fun
with it!
And thank you as well to Accuracythruvolume for posting up his script lines.
My workaround would not have worked without them. Salute!Regards, Odd
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Hi Frizy,
First off, thank you very much for putting this mission/mini-campaign together. I'm very much
looking forward to playing it with my Arma 3 friends this coming weekend.
I've loaded it up on our server and have completed the first two tasks. However,
I had expected to be able to save my progress as you describe it as a mini-campaign.
However, my only option was to "abort" upon closing it down.
Is there a way to save one's progess in the campaign?
Best regards, Odd
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Hi Scott,
I hope you get some fun out of it, amigo. If you ever find yourself bored on a Saturday night
and want to hook up for some "coop" mission playing, we've got a very laid back and lighthearted
group that plays on our server every Saturday night at 9PM Eastern. You (and anyone else) are
more than welcome to PM me for details and we can run some missions together.
Happy hunting!
Best, Odd
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Hi Scott,
I've worked up both the night and day versions to have AI enabled. I've put 'em in Dropbox and you can find 'em here:
https://www.dropbox.com/s/cnduucokejuup2u/The_14th_Valley_Day_v1_4_AI.DaKrong.pbo?dl=0https://www.dropbox.com/s/ccc5rpibgddrjbk/The_14th_Valley_Night_v1_4_AI.DaKrong.pbo?dl=0
You can just copy these into the "MPMissions" folder within your main Arma 3 installation directory.
Holler if you run into any problems. I've never made a "single player" mission, but I've played this
from within the editor by selecting "play in multiplayer" and it works just fine with me alone playing it.
Same when I've played/tested it from our server.
Best, Odd
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Hi Scott,
I could easily modify the mission to "enable AI" and could put that as a new variant in the Workshop.
Would that be sufficient to your needs? I'm not familiar with the "Spyder Addons" you mentioned.
Regards, Odd
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Hi Bardem,
It was made using the "Delta" version of Unsung. I've never seen that particular issue come up during our play on our server
or in testing it in the editor when selecting "play as multiplayer". The only error message I/we get is the usual "nam16" one which
is a "Delta" version issue.
Are you actually able to play it once you close that error screen down?
Maybe if you de-pbo it and change the initial loadout uniforms to something that hasn't been changed in the "Echo" version you
can get around that.
That's actually something that has caused me a bit of worry; the fact that missions made using "Delta" might not be
compatible with the upcoming "Echo" version. When I first started playing "Unsung", several missions I'd downloaded
which had been made with the "Charlie" version were unplayable in "Delta".
Anyway, I'll go back and edit the Workshop description to reflect the fact the mission was made using "Delta".
Good hunting,
Odd
Edit: Just checked the Workshop and the original description area for the mission did state Unsung 3.1d as
a requirement.
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Hi Vengeance,
I hope you enjoy it. I had a lot of fun working it up. Holler if you run into any problems/glitches. We've played it a lot
with four to six of us, and it can be pretty tough sloggin' through the bush to get up to "3 Canyons" itself.
Thankfully for the player, there are a number of respawns at various points on the map which are generated
once a player(s) have reached a certain point on the map.
If you'd like to join us some Saturday night (we hook up every Saturday at 9PM Eastern on our server) you're
more than welcome to join us, or bring a fireteam of your buddies along as well, if you play with a group.
I'd be easy for me to modify this and a couple of other "Unsung Vietnam" missions I've got to accomodate an
additional fireteam or two.
We're currently running about ten or twelve mods on the server, but it'd be easy for me to set it up for just
Unsung, CBA_A3 (Unsung requires it) and Task Force Arma Radio (TFAR). We just started using TFAR and
it's added a nice dimenision to missions. Teamspeak is also a "must".
We're a very laid back group, not a "milsim" unit and we've got a very nice, small group of good folks who
play it. There's never any "drama". :)
We allow any other mods a person wants to use, as well, as long as they're not "server side". ie: have to be
loaded on the server in order to use. Stuff like Blastcore Phoenix, No Sway, Dynasound 2, and Enhanced
Soundscape, and Remove Stamina. These are all client based and are entirely optional.
You can PM me for details on the servers (Teamspeak and Arma3) and I'll be happy to share those
with you and perhaps we can coordinate things from there if you like.
And no, I won't try to "recruit" you to our "squad", "The 47 Ronin", so don't feel pressured at all.
Best regards, Odd
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The 14th Valley
2 versions; Day and Night (links below)
Coop: recommended 2-4 players (will allow 9)
Requirements: ArmA 3 Unsung Vietnam War mod, CBA_A3, Apex DLCNVA units along with large caliber AA guns have occupied and built out The Three
Canyons area of Da Krong. You are tasked with assaulting and neutralizing the
AA batteries.Mission features:
(1) Progressive resapwn points (thanks to Sergeant Dennenboom of Elite Warriors)
(2) Virtual Vehicle Spawners availlable at LZ Savage and Camp Sarge.
(3) Soundtrack mucic to enhance the immersion factor.
(4) Numerous sound effects add to the atmosphere.
(5)Full arsenal availlable to kit out with; both at LZ Savage and Camp Sarge, as well as
numerous ammo crates in and around enemy emplacements.
(6) On call artillery fire support. (Accessed via the "0" (ZERO) key at the top of your keyboard. Scroll wheel options availlable after that.
(7) Option to insert/remove earplugs.
(8) Random enemy patrol script ensures replayability.
(9) And thanks to Sergeant Dennenboom, an "official" end to the mission.Mission Notes:
In order to guarantee that you respawn with your arsenal kit/loadout, remember to "SAVE" it while in the arsenal screen.
It is VERY important to ensure before beginning that your sliders for "Effects" and "Music" are set to at least 50 percent.
(Mission sounds/music based on those levels.)
It is recommended to set the "Radio" slider to zero to reduce/eliminate annoying AI chatter.
Read the briefing and check the map out to get a feel for what you need to do and how you
want to go about it.
It is suggested also to disable all AI in the slots not taken up by a human player.
While it is possible to play with 2 players, it is highly recommended you have at least 4.
Known Bugs: "no entry cfg weapons. NAM_M16'" (problem with the Unsung Delta mod)Requirements: ArmA 3 Unsung 3.1d Vietnam War mod, CBA_A3. and the Apex Arma 3 DLC
Credits:
My thanks to Kronsky, Nemesis, and Grumpy Old Man, Sushi, Aliascartoons, and Tonic for their scripting
genius. Without their tools, this mission would have been MUCH the lesser.
And to Kegety for his PBO/De-PBO tool.
And special thanks to Sergeant Dennenboom of "Elite Warriors" for sharing his knowledge and time with me.
And lastly, but not leastly (is that even a word?) big thanks to the entire crew behind the "Unsung Vietnam" mod. They have rekindled my enthusiasm for Arma 3 !Urban Patrol Script Version: 2.2.0 Author: Kronzky
NRE_earplugs.sqf Author: Nemesis
GOM - Ambient AA :Author:Grumpy Old Man
sush_pow_script.sqf Author: Sushi
VVS Virtual Vehicle Spawner script by: Tonic
Ambient Light script by: Alias
LINKS:
Day Version:
http://steamcommunity.com/sharedfiles/filedetails/?id=1138096388Night Version:
http://steamcommunity.com/sharedfiles/filedetails/?id=1138099931
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Thank you once again, TeTeT,
I very much appreciate your spending your time and effort in getting me pointed in the right direction.
I'll give this a shot. I think I can paste that text into a script file and then have it execute with the init.sqf .
Edited to add:
It was even simpler than that! Opening the properties for the armoury/arsenal, I noted it had an "init" space in it.
Pasting your line (below) removed 'em! Oh man, you rock, TeTeT. Thanks a ton.
RUG_DSAI_TerminalDistance = -1;
Best regards, Odd
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On 9/9/2017 at 0:26 PM, TeTeT said:Try this pbo in a separate mod folder for your Singleplayer gaming pleasure: http://tetet.de/arma/arma3/Download/unsung/ttt_rugdsai.pbo
Cheers,
TeTeT
Hi TeTeT,
Thank you very much. But... (there's always a "but", right?) I never play singleplayer and would like to use this for cooperative type
multiplayer. Is it "single player only" useable?
Best regards, Odd
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Then I stand corrected and apologize to one and all.
Regards, Odd
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You guys need to get off your high horse and cut the guy some slack. He's got his original post up there and it's quite
easy to see what he meant in his English version. Who cares if he provided a translation beneath it?
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I voted for "Apex" but only because of the vegetation in it which allows for magnificent maps like Duong Island and Da Krong in the "Unsung" Vietnam
mod.
I'd actually like to see less eye candy and have BI allocate more resources to their 3d modeling for things such as -enterable buildings-.
To me, there's few things as annoying as working to clear a small village or town and find 90 percent of the doors are not functional.
It detracts from the gameplay and ruins my sense of "immersion" in the game/mission.
I seem to recall a number of posts complaining of the same issue/perception; that being that BI has begun making fewer buildings
enterable in the "Apex" DLC. I see that trend if so, to be a poor decision.
Who knows, maybe enterable buildings will be DLC down the road. ;)
Regards, Odd
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Hi Eggbeat et al,
First off, I want to state for the record once again, that I think the "Unsung" Vietnam mod is absolutely fantastic
and I and a small group of friends are still having fun with it.
The Duong Island and Da Krong maps absolutely rock! I've left the others availlable in the editor alone as they just
don't impart to me the "feel" of Vietnam. But that's due to them being leftovers from Arma 2 days, and hell, maybe
even the original Arma?
Anyway, I stand before the Unsung Court to plead my case. That being: Please, please, remove those extremely
annoying voices one constantly hears, especially when in the arsenal screen. They're driving me insane. If I hear that
yokel say "Did he say anything else?" one more time, I'm takin' a .45 to my brainpan.
Is there anyway at all in the "Delta" version to shut that off? ie: maybe a magic script line I could put somewhere?
Or maybe a .pbo that could be made availlable which replaces that sound file(s) with just dead air?
When I first started playing and editing using Unsung, the banter was interesting and fun to listen to. But after
spending literally two hundred hours in the editor and hearing it, it has worn thin.
As "George" once hollered in one of the "Seinfeld" episodes: "Serentiy Now!"
What sayeth The Court Of Unsung, Gods of Mods ?
Best regards,
Odd
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@Sergeant Savage
I wish you the best in your future endeavors, and thank you for your time and efforts with the "Unsung Vietnam" mod.
I've had a LOT of fun with it and am indebted to you and all the lads who worked/are working on it now.Salute to you all. <S>
Best, Odd
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Thank you, Silos. This thing looks absolutely fantastic! I'm currently trying my hand at working up a mission utilizing it.
I've tried a couple of garrison/occupy scripts but the dumb AI won't cooperate. I think I'll just manually
place them and leave it at that. ;)
Regards, Odd
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HI Heroes,
Thanks for that info; I'll give it a look next time I'm in the editor.
Regards, Odd
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Dark Passage: A Mission For The Unsung Vietnam Mod
http:// http://steamcommunity.com/sharedfiles/filedetails/?id=909417462
Coop: recommended 2-4 players (will allow 9)
Requirements: ArmA 3 Unsung Vietnam War mod, CBA_A3, Apex DLCApril, 1969, Song Da Krong Valley. The Night Tigers are once again on the prowl; this time
they are tasked with a PBR patrol; going upriver to Ta Lieng Village where the NVA has
set up operations. But villagers in the area have reported strange occurances along the river.
What awaits The Tigers?Mission features:
(1) Progressive resapwn points (thanks to Sergeant Dennenboom of Elite Warriors)
(2) Virtual Vehicle Spawners availlable at LZ Savage (CH34 only) and Outpost Seawolf (PBR/M2 only)
(3) Highly immersive soundtrack which lends itself well to the eerie movement through the waterways and jungle.
(4) Numerous sound effects add to the atmosphere.
(5)Full arsenal availlable to kit out with; both at Headquarters and Outpost Kable and scattered throughout
the map. (Look for U.S. ammo crates in and around enemy installations and emplacements.)
( Bring LOTS of flares; you're gonna need 'em)
(6) On call artillery fire support. (Accessed via the "0" (ZERO) key at the top of your keyboard. Scroll wheel options availlable after that.
(7) Option to insert/remove earplugs at any point in the mission.
(8) Random enemy patrol script ensures replayability.
(9) And thanks to Sergeant Dennenboom, an "official" end to the mission.Mission Notes:
It is VERY important to ensure before beginning that your sliders for "Effects" and "Music" are set to at least 50 percent. (Mission sounds/music based on those levels.)
It is recommended to set the "Radio" slider to zero to reduce/eliminate annoying AI chatter.Read the briefing and check the map out to get a feel for what you need to do and how you
want to go about it.
It is suggested also to disable all AI in the slots not taken up
by a human player
Known Bugs:
(1) "image: cluster.jpg" not found sometimes appears at mission selection screen.
(I've apparently not the intellect to make this "go away".)
(2) "no entry cfg weapons. NAM_M16'" (problem with the Unsung Delta modRequirements: ArmA 3 Unsung 3.1d Vietnam War mod, CBA_A3. and the Apex Arma 3 DLC
Credits:
My thanks to Kronsky, Nemesis, and Grumpy Old Man, Sushi, and Tonic for their scripting
genius. Without their tools, this mission would have been MUCH the lesser.
And to Kegety for his PBO/De-PBO tool.
And special thanks to Sergeant Dennenboom of "Elite Warriors" for sharing his knowledge and time with me.
And lastly, but not leastly (is that even a word?) big thanks to the entire crew behind the "Unsung Vietnam" mod. They have rekindled my enthusiasm for Arma 3 !Urban Patrol Script Version: 2.2.0 Author: Kronzky
NRE_earplugs.sqf Author: Nemesis
GOM - Ambient AA :Author:Grumpy Old Man
sush_pow_script.sqf Author: Sushi
VVS Virtual Vehicle Spawner script by: Tonic
Waterfall and Ambient Light script by: Alias
Steam URL: http://steamcommunity.com/sharedfiles/filedetails/?id=909417462
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Gents,
New version (1.63) of "Night Tigers", a multiplayer cooperative mission centered on nightoperations in Vietnam has been worked up.
You can find it here:http://steamcommunity.com/sharedfiles/filedetails/?id=907850156
I'll be posting it up on the Armaholic website as well. (For anyone new to Arma, Armaholic is a wonderful
repository of all things Arma related; missions, scripts, tutorials, ad infinitum. By all means check it out.
Mission info can be found below:
Coop: recommended 2-4 players (will allow 9)
(single player not tested)
Requirements: ArmA 3 Unsung Vietnam War mod, CBA_A3, Apex DLCApril, 1967. You are part of a MACV SOG team which has been ordered to locate and destroy several NVA AA guns in the "Muah Quah" area of operations located on Doung Island of the Rung Sat Special Zone, Vietnam.
Mission features:
(1) the ability to respawn at one of three points in the event the player(s) suffer any misfortunes in the field. ( Make sure you spawn at HQ initially.)
(2) Highly immersive soundtrack which lends itself well to the eerie movement through the waterways and jungle.
(3) Numerous sound effects add to the atmosphere.
(4)Full arsenal availlable to kit out with; both at Headquarters and Outpost Kable and scattered throughout
the map. (Look for U.S. ammo crates in and around enemy installations and emplacements.)
( Bring LOTS of flares; you're gonna need 'em)
(5) On call artillery fire support. (Accessed via the "0" (ZERO) key at the top of your keyboard. Scroll wheel options availlable after that.
(6) Option to insert/remove earplugs at any point in the mission.
Make certain you take one of the PBRs parked at the "River Rat Boathouse" once you've seen the general and kitted up.
(7) Random enemy patrol script ensures replayability.
(8) And thanks to Sergeant Dennenboom, an "official" end to the mission.Mission Notes:
It is VERY important to ensure before beginning that your sliders for "Effects" and "Music" are set to at least 50 percent. (Mission sounds/music based on those levels.)
It is recommended to set the "Radio" slider to zero to reduce/eliminate annoying AI chatter.
It is also very important to the flow and immersion of the mission to begin at Headquarters,
see the general to get your orders and then take one of the PBRs located at the "River Rats
Boathouse" to begin the mission.
Read the briefing and check the map out to get a feel for what you need to do and how you
want to go about it.
It is suggested also to disable all AI in the slots not taken up
by a human player
Known Bugs:
(1) "image: cluster.jpg" not found sometimes appears at mission selection screen.
(I've apparently not the intellect to make this "go away".)
(2) "no entry cfg weapons. NAM_M16'" (problem with the Unsung Delta modRequirements: ArmA 3 Unsung 3.1d Vietnam War mod, CBA_A3. and the Apex Arma 3 DLC
Credits:
My thanks to Kronsky, Nemesis, and Grumpy Old Man and Sushi for their scripting genius. Without their tools, this mission would have been MUCH the lesser.
And to Kegety for his PBO/De-PBO tool.
And special thanks to Sergeant Dennenboom of "Elite Warriors" for sharing his knowledge and time with me.
And lastly, but not leastly (is that even a word?) big thanks to the entire crew behind the "Unsung Vietnam" mod. They have rekindled my enthusiasm for Arma 3 !Urban Patrol Script Version: 2.2.0 Author: Kronzky
NRE_earplugs.sqf
Author: NemesisGOM - Ambient AA :Author:Grumpy Old Man
sush_pow_script.sqf Author: Sushi
VVS Virtual Vehicle Spawner script by: Tonic
Regards, Oddball
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Hi guys,
I stumbled across this thread while searching for an answer to a question I had with regards to using sounds
which are part of a -mod- rather than those I've grabbed on the 'net and placed into my working mission folder.
Okay, so, I've got a folder named "sound" which contains my custom sounds, and they're all specified in the
"description.ext" and play fine. As well, I can adjust the audio level within the desciption.ext for each one.
The mission I'm working on uses the "Unsung 3.1 Delta" Vietnam mod. I've just discovered that when I lay
a trigger down that I can specify sound/voice files which are -embedded- within the Unsung mod as .PBO
files. This presents me with a plethora of additional sounds to use in the mission, which is wonderful.
However...l (there's always a "however", right?) I see no way to set the volume of those "Unsung"
sounds which I can select via the trigger properties window.
So, my question is this: "Is there a way to set the volume property for any of those embedded "Unsung"
sound files?
My thanks for any help/assistance you can provide me.
Regards, Odd
AI Crossing Bridges
in ARMA 3 - GENERAL
Posted
At what point in all of the ongoing development, making of DLCs, etc...is B.I. going to address the MAJOR bug/problem of
their AI being totally unable of dealing with bridges of any sort. Whether vehicles or dismounted infantry, they just
stand/sit there totally brain dead. Hell, if they can't address the issue, higher a programmer who can. The current
situation as it stands is just ridiculous.