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About eggbeast

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    First Lieutenant


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

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    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
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    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

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  1. you'll have to be more flexible with the mod, it's a one-size-fits-all affair. the starlite scope is large and will naturally collide with the brim of your hat. that can't easily be helped. the pre-filled vests and backpacks are not meant to be used by you in the way you are using them. they are mainly meant for for AI, or for players who have access to the Arsenal in their mission. We normally provide empty version to go alongside those items.
  2. yes we're aware standby for a fix ok this issue is fixed standby for a patch towards the end of the week
  3. can you elaborate on "removing the magazine" i'm not sure what the context is sorry. is this normal reloading animation or are you doing something unusual like scripting?
  4. Hey all! Unsung 3.3E patch is out on steam now UNSUNG Version 3.3E is now available on Steam with the latest version being updated via other methods shortly. Here's the change log for this new version: Important Notes: - Type 63 has been added but is not yet complete, people will notice some issues but it is otherwise functional so please don't report these as we most likely already know! - Missions from 3.2E will need updated in particular Pre-placed: Jeeps, O-2 Skymasters, UH-1s and CH-47s will be underground in 3.2 version missions and will need lifting up in the editor. This is because we fixed an issue with the autocenter property in those vehicles. - Any bugs please report to the #bugs channel in our discord which is directly linked here: https://discord.gg/cVfazAc Post with care: Provide information about the bug, how we can reproduce it and provide any pictures to help specify please! Added: - many aircraft optimised to use the USS Freedom - New MAT49 - New Uzi - New Jeep Model and Variations - New Camo Faces and African Americans - New Da Krong Update - New Mi-8 Engine Sound - New CH-53 Engine Sound - Updated Type 63 (Still WIP) - Camo M16's in Arsenal - Virtual Garage to Planes and Tanks - Module to turn off RUG_DSAI in missions Fixed: - Zeus and Editor Fixes - all fortifications, units, vehicles, bridges, objects, backpacks, vests, headgear etc available in zeus now - groundholders added for all equipment (except weapons) - traps placeable in editor and zeus - RUG_DSAI Fix for voices in Zeus and Arsenal - Huey geometry damage fix - fire geometry size to visual lods - Artillery death fixes - 11th AC Unit popup fixes - Unit pack fixes - CH34 popup fix - Radio init fix - O2 taxiing - A-1 taxiing - H21c texture - Arm patch fixes - Tidied models (M113, H13, O2, F111, M48, Sheridan) - UH-1 Hornet fixes - M113 Fixes - Autocenter fix for: Jeeps, O-2 Skymaster, UH-1s and CH-47s - Arsenal Backpack, Headgear and Vest Dupe fixes - Mi-8 rotor selection fix - White Camo faces appearing in editor and arsenal fix - M34 WP Nade fuze time fix - M14 Scope reticle fix - fixed turret inheritance in P12 (was broken by recent BI update)
  5. A lot of fixes for Zeus: - random AI voices silenced - now placeable: --- full set of units (blufor and opfor) --- traps and mines --- houses and objects --- packs, vests, headgear, etc.
  6. thanks to Commy on A3 discord, we now have fully working Zeus menu lists for our classes.
  7. to add your backpacks to zeus use the following code example #define backpack_xx(a,b) class _xx_##a {backpack = a; count = b;} class CfgVehicles { class Item_Base_F; class uns_bpack_gh_base: Item_Base_F { author="Unsung"; scope = 0; scopeCurator = 0; editorCategory = "UNS_All_Obj";//EdCat_Equipment vehicleClass = "aa_uns_backpacks"; //Items; editorSubcategory = "aa_uns_backpacks";//EdSubcat_InventoryItems displayName = "Backpack"; model = "\Uns_Backpacks\uns_backpack_generic.p3d"; class TransportBackpacks { backpack_xx(uns_bpack_gh_base,1); }; }; class UNS_BA22_Para_gh: uns_bpack_gh_base { scope = 2; scopeCurator = 2; displayName = "(UNS) BA-22 Parachute"; picture = "uns_backpacks\ui\icon_ba22_ca.paa"; class TransportBackpacks { backpack_xx(UNS_BA22_Para,1); }; }; //etc };
  8. class CfgSkeletons { class Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]={}; }; class uns_m1g_skel: Default { skeletonBones[]= { "zasleh", "", "magazine", "", "bullets", "magazine", "clip", "magazine", "trigger","", "bolt","", "ironsights","", "siderail","", "charging_handle","" }; }; class uns_m1garand_gl_base: uns_m1g_skel { isDiscrete=1; skeletonInherit="uns_m1g_skel"; skeletonBones[]= { "adapter", "", "m8_gl", "", "grenade", "" }; }; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class uns_m1g_base: Default { sections[]= { "magazine","bullets","clip","charging_handle", "zasleh","bolt","trigger","ironsights","siderail" }; skeletonName="uns_m1g_skel"; class Animations { class trigger { type = "rotationZ"; source = "reload"; selection = "trigger"; axis = "trigger_axis"; minValue = 0; maxValue = 1; angle0 = "rad 0"; angle1 = "rad -20"; }; class reload_clip_hide { type="hide"; source="reloadMagazine"; selection="clip"; minValue=0; maxValue=1; hideValue = 0.1538461538; unhidevalue = 0.46153; }; class reload_bullets_hide { type="hide"; source="reloadMagazine"; selection="bullets"; minValue=0; maxValue=1; hideValue = 0; unhidevalue = 0.46153; }; /* class unloaded_magazine_hide { type = "hide"; source = "hasMagazine"; selection = "bullets"; hideValue=0; unhideValue=0.4; }; */ class reload_magazine_clip_hinge { type="translation"; source="reloadMagazine"; selection="clip"; minValue=0.1230769230; maxValue=0.153846153; axis="magazine_axis"; begin = "bolt_axis_begin"; end = "bolt_axis_end"; offset0 = 0; offset1 = 1.5; }; class reload_magazine_bullets_hinge: reload_magazine_clip_hinge { selection="bullets"; }; class reload_magazine_clip_hinge2: reload_magazine_clip_hinge { minValue=0.46153846153; maxValue=0.5076923076; offset1 = -1.5; }; class reload_magazine_bullets_hinge2: reload_magazine_clip_hinge2 { selection="bullets"; minValue=0.46153846153; maxValue=0.5076923076; offset1 = -1.5; }; class charge1 //full draw on reload mag { type="translation"; source="reloadMagazine"; selection= "bolt"; axis="bolt_axis"; begin = "bolt_axis_end"; end = "bolt_axis_begin"; memory = 1; minValue=0.05; maxValue=0.12; // minValue=0.64613; // maxValue=0.684615; offset0="0"; offset1="1"; }; class charge2: charge1 { minValue=0.7384; maxValue=0.7538; offset0="0"; offset1="-1"; }; class charging_handle_mag: charge1 { selection="charging_handle"; }; class charging_handle_mag2: charge2 { selection="charging_handle"; }; class bolt { type="translation"; source="reload"; selection="bolt"; axis="bolt_axis"; begin = "bolt_axis_end"; end = "bolt_axis_begin"; memory = 1; minValue=0; maxValue="0.5"; offset0="0"; offset1="1"; }; class bolt2: bolt { minValue=0.5; maxValue="1"; offset0="0"; offset1="-1"; }; class charging_handle_fire: bolt { selection="charging_handle"; // axis="handle_axis"; // maxValue="1"; // offset0="0"; // offset1="1"; }; class charging_handle_fire2: bolt2 { selection="charging_handle"; // axis="handle_axis"; // maxValue="1"; // offset1="-1"; }; class bolt_empty { type="translation"; source = "isEmptyNoReload"; selection="bolt"; axis="bolt_axis"; begin = "bolt_axis_end"; end = "bolt_axis_begin"; minValue = 0; maxValue = 1; offset0 = 0; offset1 = 1; }; class handle_empty: bolt_empty { selection="charging_handle"; }; class bullets_empty { type = "hide"; source = "isEmptyNoReload"; selection="bullets"; hideValue=0.1; }; class backsight_hide { type="hide"; source="hasOptics"; selection="ironsights"; animPeriod=0; minValue=0.0; maxValue=0.3; minPhase=0.0; maxPhase=0.3; hideValue=0.1; sourceAddress="mirror"; }; class siderails_hide { type="hide"; source="hasAccessory"; selection="siderail"; animPeriod=0; minValue=0.0; maxValue=0.3; minPhase=0.0; maxPhase=0.3; hideValue=0.1; sourceAddress="mirror"; }; class MuzzleFlashROT { type="rotationX"; source="ammoRandom"; sourceAddress="loop"; selection="zasleh"; axis="barrel_axis"; centerFirstVertex="true"; minValue=0; maxValue=4; angle0="rad 0"; angle1="rad 360"; }; class muzzleflash_hide { type="hide"; source="hasSuppressor"; selection="zasleh"; minValue = 0.0; maxvalue = 0.25; hideValue = 0.01; }; }; }; class uns_m1garand: uns_m1g_base{}; class uns_m1garand_gl: uns_m1g_base { sectionsInherit="uns_m1g_base"; skeletonName="uns_m1garand_gl_base"; sections[]= { "OP", "adapter", "grenade", "m8_gl" }; class Animations: Animations { class 22mm_adapter_hide_fired { type="hide"; source="revolving.1"; selection="adapter"; minValue=0.0; maxValue=1.0; hideValue=-1.0; unhideValue=0.5; }; class 22mm_grenade_hide_fired: 22mm_adapter_hide_fired { selection = "grenade"; }; //hide nade and adapter if muzzle is not selected class 22mm_m8_magazine_muzzle_hide { type="hide"; source="weaponMuzzle"; selection="m8_gl"; minValue=0; maxValue=1;//2 minPhase=0; maxPhase=1; hideValue=0; unhideValue=1; sourceAddress="mirror"; }; class 22mm_adapter_muzzle_hide: 22mm_m8_magazine_muzzle_hide { selection = "adapter"; }; class 22mm_grenade_muzzle_hide: 22mm_m8_magazine_muzzle_hide { selection = "grenade"; }; }; }; }; works like this
  9. maybe add something to requiredaddons[] array in your cfgpatches, that references the right characters_f etc to ensure the class gets loaded and patched.
  10. Simple O2 tutorials

    Zeus list fix ParamRevivie.hpp not found MP mission fix
  11. So thanks to Commy on Arma 3 Discord, we have finally been able to fix the issue whereby Zeus would not show some of our units, objects or buildings Here's how to ensure your items show up in Zeus 1. make sure each item has scope = 2; scopecurator =2; 2. make sure in the cfgpatches class, units[] has a full set of working classes listed with no mistakes/ scope 0 objects, or incorrect classnames - see example 3. make sure your cfgpatches class name is in preloadaddons list[] in cfgaddons. The downside to preloading all of your addons, is that it uses a lot of RAM. So choose the best set of mods that you really need for Zeus. Beware in more complex mod packs, you might have multiple instances of cfgaddons throughout your config family. In this case, if you accidentally duplicate a class of cfgpatches in your list[] array, the entire list in that instance of cfgaddons will fail to load in Zeus. For this reason I recommend having only one cfgaddons class in your mod, with a full list of your correct cfgpatches classnames in the list, OR only have one cfgpatches entry in your list and have one cfgaddons class containing that list in each of your pbo /addons. So distributed or centralised, but don't mix the two approaches. You can use configviewer to browse cfgaddons to see which classes are loaded In the example below, all of our cfgpatches classes are listed in one single central list in class cfgaddons { class preloadaddons {class unsung { list[]= {etc}; }; };}; and that's it! simple. demo example of the distributed way of doing it, (as opposed to the equally valid centralised way shown above in config editor) class CfgPatches { class UNS_Buildings { units[] = { "LAND_UNS_Hootch" }; }; }; class CfgAddons { class PreloadAddons { class UNS_Buildings { list[] = { "UNS_Buildings" }; }; }; }; class CfgVehicles { class House; class LAND_UNS_Hootch: House { scope = 2; scopeCurator = 2; vehicleClass = "aa_uns_buildings_W"; editorSubcategory = "aa_uns_buildings_W"; editorCategory = "UNS_All_Obj"; displayName = "Hootch"; //etc }; };
  12. thanks to IanBanks at the A3 discord, we now also have traps, grenades and accessories that do not break other mods.
  13. also new UZI 9mm model by Luchador paid for by community donations - thanks guys! imported by razorback, rigged and animated by eggbeast, sounds by sgt_savage Features: Folded, unfolded and suppressed versions Folded version unfolds when weapon is rested Unfolded version folds when weapon is deselected