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eggbeast

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About eggbeast

  • Rank
    First Lieutenant

core_pfieldgroups_3

  • Interests
    improving Kiljoy's Evolution for Arma/Arma2OA. Working as a squad but pretty laid back approach
  • Occupation
    environmental consultancy

Contact Methods

  • Website URL
    http://www.armanam.eu
  • Skype
    rgraham.ld
  • Biography
    Played Arma for 12 years now - co-op MP games
    Unsung mod team lead (6 yrs service!)
    Developed over 50 versions of Evolution co-op mp mission framework for a wide range of mods and maps
  • Youtube
    UCQHJAGVRsEUMr160qgKLGMw
  • Xfire
    eggbeast
  • Steam url id
    GITSEggbeast

Profile Information

  • Gender
    Male
  • Location
    uk
  • Interests
    Unsung mod team lead (6 yrs service!)
    Developed over 50 versions of Evolution co-op mp mission framework for a wide range of mods and maps
    Developed Rangemaster mod with hcpookie in Arma 2OA
    Keen mapper & modder from call of duty 1 days
    Played Arma for 12 years now - co-op MP games

Recent Profile Visitors

2645 profile views
  1. those zunis way a ton! well, 85kgs each including the warhead! ok all aircraft gunsights have been upgraded today following some apparent changes made in tanks dlc so to summarise what i had to fix: 1. make sure pilot proxy is horizontally aligned with the floor (no tilting the triangle) as otherwise it can affect zooming direction 2. make sure the aircraft pylon proxies are horizontally aligned with the floor, (assuming they are using rocketpods with a horizontal memory point setup for muzzleEnd and muzzlePos). This took a little mesh work in the models to fix their alignment with the newly rotated proxies 3. make sure in config viewpilot: initAngleX = 0; --> this especially affects the head zoom up/ down direction. initAngleY = 0; viewoptics initAngleX = 0; initAngleY = 0; 4. in rocket pod weapon config add memory points refs muzzlePos = "muzzlePos"; muzzleEnd = "muzzleEnd";
  2. Perhaps we overdid it on the rockets?
  3. you can't. it's part of the mod design, as the vanilla AI voices break the immersion.
  4. the unsung mod is far from abandoned. Like almost any arma 2 mod, it has moved to Arma 3. We have a team of people working on the mod every day in ARMA 3. we may not get around to making what you hope for, due to time-limitations that affect any mod team. glad you like it anyway :)
  5. these tanks are on the list, but not really likely with the current mod team, as we have literally no modellers in the team, only texture, terrain and config guys. one day we hope to do it.
  6. F-100 is now finished new loadout system working including multi-ejector racks, fuel tanks and rocketpods Not worked out a way yet to use the fuel tanks, except to modify the pre-configged fuel on board we're onto the A7 Corsair II next.
  7. i imagine gps and radar guidance to target.
  8. I suppose the best we can do there is pass it on to hcpookie or Fuller to add to their mods, but I have a feeling it was pookie who gave us the plane in the first place, so...
  9. pookie is a long time partner in unsung mod. we're all family here.
  10. M117 has been on my to-do list for so long. will add at some point yes. any modelers out there fancy making one?
  11. the weapon systems are being upgraded, and also the ejection seat and new damage model are being applied.
  12. so, with critical help from nodunit on materials, HorribleGoat on normal maps, an awesome artwork re-design by Timms, and some fun times rigging and configging by me, we now have some really rather splendid looking F-100's, with randomised numbering and five virtualgarage options - beautiful results from a total team effort! compare to the real thing:
  13. thanks sabre, yeah i had read that. so summary to date (with monkeys help) 1. gunpod effects native support is not available for this. 2. muzzle flash rotation works with reload animsource, not vehicle-based ammorandom like before 3. weapon order in HUD still exploring - seems to me to be the order you put the weapons into the plane, so if you switch loadouts a few times it jumbles up the order. otherwise it goes from first to last weapon added, so it seems. 4. clusterbomb behaviour tweaking the cone, the mass of the bomb and the sideairfriction values, as well as removing a nexplosioneffect i had in the "canister" deploy (which may have been catapulting submunitions far away) fixed, the strange behaviour.
  14. I have just been fixing an issue on the Type 74 AA gun, and that morphed into rebuilding the entire damage model for all of our AA guns. They now have proper damage features: 1. new rvmats created so they show damage and desrtruction on all parts of the model 2. hitpoints added so tha tthe turret and gun can now be disabled 3. static vehicles with wheels now have shootable tyres 4. destroyed statics now have working damagehide parts so ammo boxes, shells and bushes are all burned away (hidden) 5. removed damage height animation so no more bouncing AAA guns 6. fixed sights on M55 quad 50. fixed muzzleflash and decal bones. improved armor, added improved damage model 7. fixed ZPU4 shadow - it was forcing a low res one as the main onewas way too high poly. rebuilt SV0 and SV10, works much better now 8. added ammo crates to geo lods in S60, so you can lie behind them now, or trip over them
  15. this is helpful thanks so much we have geo with 20kgs mass - have upped it to 100. components work correctly autocenter is 0 the offset is like 200m away - makes me think the cone is firing horizontally, rather than vertically down submunitionConeType[] describes pattern of ammo in detail, first part is a distribution function ("random", "randomcenter", "poissondisc", "poissondisccenter", "custom"), second parameter is number of ammo except of custom one, where it is another array of pairs for specific locations the second line is a killer. i thought it was radius. but give nit's using a spawn height and a cone, it made no sense to me thinking that
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