Jump to content

Riverman23

Member
  • Content Count

    29
  • Joined

  • Last visited

  • Medals

Everything posted by Riverman23

  1. Would kind of defeat the purpose of the mod though. If you want aircraft that behave like vanilla, either use vanilla or there's other mods that have simple Black Hawks (i.e. RHS, CUP)
  2. Riverman23

    Dismount Where You Look

    Does this work server side or do all clients have to have it?
  3. Riverman23

    1stBN/160th SOAR Mod ArmA III WIP

    Super excited for this mod man! Just curious, have you thought about doing any sort of advanced start up sequence that pilots could use for a little more immersion? Something toggle-able kinda like the Super Hornet mod?
  4. Riverman23

    1stBN/160th SOAR Mod ArmA III WIP

    Is there a discord for this mod we could use to follow development as well or just this thread?
  5. I'm loving your maps bud. If I could make a request for PKL, which I'm not sure if there's a workaround, but I'm having issues transferring the mod via FTP because of the unusual characters in the mod name. I was wondering if there's a way to make it work or if you are able to get rid of the characters.
  6. Riverman23

    1stBN/160th SOAR Mod ArmA III WIP

    @warlord554 sounds good bud, i'm liking what I've seen so far on here. Currently, my group uses the Boeing MH-47 standalone mod and the UH-60M 160th mod which both show no signs of ever being updated again. They work good enough for what we need but I'm excited to use this mod instead.
  7. Riverman23

    1stBN/160th SOAR Mod ArmA III WIP

    That would interesting to see the RHIB boat that is attached under the MH-60 be an implemented system from this mod. I've never seen anything like that before
  8. Riverman23

    United States Air Force( 2015)

    Where is the discord link?
  9. Riverman23

    United States Air Force( 2015)

    I would look into ALIAS' nuke script. Much better for performance at the moment as I've found the USAF nuke tends to lock computers up for a bit. You are able to set a specific piece of ordnance as a nuke. So basically its would spawn the nuke when you drop a GBU or something. There's no actual nuclear bomb in this case.
  10. Okay thanks. And I'm supposed to use this in lieu of the respawn modules?
  11. So i'm really green when it comes to scripting things like this. So I'm trying to have the planes and helis (empty) respawn with their custom pylon loadouts. The current vehicle respawn module is set up with a desertion distance of 150m so that when they leave the vehicle, it essentially reparks itself. But when they respawn, they come with the default loadout. So do I just use the second script in the initServer.sqf or do I use both of them?
  12. Riverman23

    United States Air Force( 2015)

    Got this error when I dropped the C17 in my mission. It seems to function okay, but this error keeps popping up whenever I start and leave the mission while i've been testing the mission. https://drive.google.com/open?id=1MIlezQL6LGvsQZagjfOVQaZNnVtoE2ji
  13. Where is this nudity? Asking for a friend...
  14. Yeah overall, the STABO rig is an awesome addition. I'm really looking forward to using it. Now I do have another question for you guys. The group I play with likes to play a lot of the Dynamic Recon Ops and Dynamic Combat Ops from the workshop. In the context of using these mod factions, Recon Ops work okay, but the Combat Ops wont recognize the Air vehicles from unsung because i think they are categorized differently from other faction mods. I'm just curious as to the reasoning behind the orginization of the entities you have when it seems the meta of most factions groups all helicopters and planes together with their respective vehicle types.
  15. So I did a little bit of testing and you are able to sling load the STABO under the helis. However, lol, it looks super goofy. Because the length of the STABO plus the length of the cargo ropes= a very long anchor lol. Now that was with the vanilla sling loading. I tested it with the Advanced Sling Loading mod, which allows you to change the length of the cargo ropes. When I attached them and shortened them, the STABO was at a much more reasonable distance to the heli, BUT you'll get 4 floating ropes that are attached to imaginary attachment points. Still works like normal and keeps you from having to be super high above the trees to get the clearance you need.
  16. Awesome work guys, i'm working on a Vietnam mission atm. Had to remake the one before because of the update, which is no big deal. Main thing i'm wondering right now is how to utilize the STABO rig? I see it in the statics but do the helicopters deploy it on their own? Or am I supposed to add it as cargo or something?
  17. Man those Hueys look mean! Love the bombing run too. Keep up the good work gents!
  18. So it's like preordering but for mods lol
  19. http://steamcommunity.com/sharedfiles/filedetails/?id=943001311 I wasn't sure if that's how it worked when he said in the comments that that would be the download page for the full mod release.
  20. If I subscribe to the "unsung demo file only" item in the workshop, will I already be subscribed to the full mod release whenever you guys release it into the workshop? Like basically it'll just update and then I'll have Echo?
  21. What goes in the middle set of brackets? Is there a way to blacklist, say, vehicles that are in the city so that only buildings get destroyed?
  22. Can someone please walk me through how to do this? I feel like I've tried every which way that I've read to do it and I still can't get it to happen. I've tried it with just CUP and CUP with DEGA Parachutes. I know you have to check the boxes in the editor menus but do you do both or just one or the other? There's no good tutorials out there and I'm just wondering what i'm missing.
×