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NakedSquirrel

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Everything posted by NakedSquirrel

  1. NakedSquirrel

    The Unsung Vietnam Mod 3.0 WIP THREAD

    I know it's been said before but... amazing work guys!
  2. NakedSquirrel

    The Unsung Vietnam Mod 3.0 WIP THREAD

    I'm only using the UNSUNG mod. Most of the US, ARVN, Tigerstripe, and Aussie uniforms have this issue on my end. It only takes 1 bullet from a standard AK-47 (Or any 7.62 rifle) in the hand or foot kill the character. A naked character takes 2 bullets of 7.62 to the hand or foot to die. It doesn't seem to be all of the Unsung uniforms. The VC, NVA uniforms aren't affected. A few of the US flak jacket uniforms are also unaffected (But not all of them). Here is a test mission with characters in various uniforms. The characters with the extra vulnerable uniform vs normal damage uniforms are separated by fences to make them easy to pick out (The ones with the anti-war graffiti behind them have the "weak" uniforms). http://steamcommunity.com/sharedfiles/filedetails/?id=938126590
  3. NakedSquirrel

    The Unsung Vietnam Mod 3.0 WIP THREAD

    I've been having an issue with the unsung uniforms and weapon damage. When a character wears some of the unsung uniforms, they seem to die much easier. For instance, if I shoot a character wearing a US uniform with an AK 47 in the foot, hand, leg, or even in the toe, they die with one shot. Naked, they seem to be more resilient, taking several bullets to the limbs before they die. I was suspicious of this for a while, but I wasn't certain until I tested it. Is this damage problem a residual from my bravo install, or is this a bigger issue with one of the various ARMA 3 patches?
  4. What is the correct syntax to set a condition to true or false? I have been trying to get basic conditional triggers to work in ARMA 3, but when I set the trigger condition to: TRIGGERWORK = true the trigger doesn't activate. I'm pulling my hair out on this one >.< Basically the mission is Trigger 1 Radio Alpha Condition: this Onactivation: TRIGGERWORK=true Trigger 2 Nothing present condition: TRIGGERWORK=true Onactivation: Hint "This trigger worked" I radio alpha, nothing happens. I have tried setting TRIGGERWORK=false in the init file but no dice. I also tried a TRIGGERWORK=true;this combo, but that just makes it activate before trigger 1 has activated. I know this is a basic editor question, but any help would be greatly appreciated, I swear this worked fine in ARMA 2. (PS: Are the timer/countdown functions for triggers broken with ARMA 3? I can't seem to get those to work either. I can add 1000000 to min mid max, and the trigger activates instantly.)
  5. Thanks ACE fixes whatever the uniform issue is. It was odd because I could shoot a unit in the toe or finger, and they die instantly when they are wearing an UNSUNG uniform, even vanilla ARMA 3 civilian units survive a shot to the arm or leg, so the UNSUNG uniforms make units very death prone. The mod runs great with ACE though.
  6. None... only UNSUNG. I tried running with CBA, but it doesn't fix the issue
  7. I am having a major bug/problem with the mod and apex. Infantry die if they are shot int he finger/foot/anywhere with any caliber when they are wearing unsung uniforms. They can be naked (wearing no gear/clothing) and they survive a bullet, but when while wearing unsung uniforms, they die instantly, even if shot in the hand. Is there a fix? Does it have something to do with how I installed the mod? I remember the mod had a similar problem before, but it was resolved. Now it seems to be back. Is it an install/compatibility problem, or is it a issue with the mod itself?
  8. NakedSquirrel

    JSRS4 - APEX 1.2

    Love the JSRS mod. It makes the game sound amazing. Thanks!
  9. NakedSquirrel

    The Unsung Vietnam Mod 3.0 WIP THREAD

    The M60 is missing it's full auto sound when AI fire it. It sounds like they are shooting one round at a time, but they are actually shooting a 4 burst. I don't know if ARMA 3 requires an additional sound file for burst/full auto. It worked fine in alpha, but the sound is clipped or missing with bravo release.
  10. NakedSquirrel

    Revive Module?

    I apologize for a most likely redundant post, but... Didn't the Eden patch add a revive module/script for ARMA 3? Or else, what is the best/most economical revive script to use for an ARMA 3 mission?
  11. NakedSquirrel

    The Unsung Vietnam Mod 3.0 WIP THREAD

    The link in your description has descriptors for the grenades, but no in game classname (Unless I'm missing it somehow). If someone gets a chance, it would be helpful to know the grenade classnames for mission building. I've been having an issue with AI being all star baseball players. When AI squads run into each other, the firefight starts with a volley of extremely accurate grenade tossing (I've had grenades literally bounce off of my head). I can reduce the accuracy of AI rifle fire with the skill and precision variables, but grenades seem to be unaffected. The best solution I've found is to delete grenades from most of the units. Right now I have to use arsenal, but It makes the firefights last a little longer, with a little bit more spray and pray into the bush. (If anyone knows tricks to reducing AI grenade tossing accuracy I'd love to hear it. It isn't the Mod's fault, it's more of a general ARMA 3 issue.) Also, did you guys keep the old RUG DSAI variables in the unsung version of the script? I realize it was probably a big changeover to get that script working from ARMA 2 to ARMA 3, but I was wondering if some of the commands still function in UNSUNG 3.0b Such as turning the speech off and on with: _unit setVariable ["RUG_DSAI_OVERRIDE", 1]; OR changing a language for a unit/group with: _unit setVariable ["RUG_DSAI_LANG", "RUG_DSAIENG"]; If so, what are the language/variable names? It would be somewhat nice to mute units for ambushes/stealth missions, and neat for some ARVN/Montagnard units to speak Vietnamese vs Vietnamenglish in some scenarios.
  12. NakedSquirrel

    The Unsung Vietnam Mod 3.0 WIP THREAD

    Is there any chance for grenade classnames? They are blank on the website: http://armanam.eu/forum/index.php?PHPSESSID=q92g3qg6oa2qjmmef20uq0lnf6&topic=99.0
  13. What are the classnames for Rugdsai languages? Does the unsung version still have the same command variables to silence particular units or change their language?
  14. NakedSquirrel

    The Unsung Vietnam Mod 3.0 WIP THREAD

    There's no better way to travel. Thanks for the extra work to sneak that sexy transport Huey in!
  15. NakedSquirrel

    The Unsung Vietnam Mod 3.0 WIP THREAD

    The new advanced flight model for helicopters is pretty good if you like flying, it's pretty close to the FM from Take On Helicopters. ARMA isn't a perfect helicopter sim, but it's not bad with the FM improvements. I can't remember if you need the Helicopter DLC to use the advanced flight model or not. I would highly recommend the Helo DLC for the FM. I've seen at least one other mod add the AFM to their helicopters (Medium Utility Helicopters by GrumpyRhino) The Marksman DLC just added a few new weapons of different calibers, uniforms, and scenarios.
  16. NakedSquirrel

    The Unsung Vietnam Mod 3.0 WIP THREAD

    No, from what Egg said, it just the sounds like just the H34, H13 and UH1-B will come out for Bravo release, the others will come out later. There's a post with sort of a roadmap of what is finished/being worked on a few pages back.
  17. NakedSquirrel

    The Unsung Vietnam Mod 3.0 WIP THREAD

    Those small spider holes bunkers look amazing. Do those spider holes have open and closed states or a second "seat" position that's hidden underground?
  18. NakedSquirrel

    The Unsung Vietnam Mod 3.0 WIP THREAD

    Thanks Eggbeast. I would use more script oriented mission building, but it's nice to use a 3d editor to manipulate/place objects and units more precisely, and the built-in arsenal is a nice touch. I used to go through a wild dance to get a somewhat 3d editor to work before Eden/Zeus. (Although the only thing I still miss from Arma 2's 1/2 built 3d editor is converting a "mission" to .sqf form.)
  19. NakedSquirrel

    The Unsung Vietnam Mod 3.0 WIP THREAD

    Will missions easily convert over from alpha to beta release, or will missions need to be rebuilt from scratch? AKA are most of the classnames/objects that were in alpha release the same? Or is there anything I can do to allow the missions to transition over? (Like convert the UNSUNG Alpha units to default ARMA 3 units)
  20. NakedSquirrel

    The Unsung Vietnam Mod 3.0 WIP THREAD

    Wow, the texture work on those boats is really nice!
  21. NakedSquirrel

    The Unsung Vietnam Mod 3.0 WIP THREAD

    Yeah, Trees in Arma play possum as soon as they have an explosion anywhere near them =\. It's a very clever idea to change trees to react like buildings and simply make them a damaged state with a stump or some other damaged version. I don't know how generous maps are for CPU when it comes to buildings vs vegetation (although i'm sure it would take a great deal of extra work with map making to implement.) It sounds like a hopeful idea though! I'm really excited about the next release. I'm wondering, will most of the class names stay the same from Alpha to Beta, or should we plan on re-working missions so they are compatible with the new version?
  22. NakedSquirrel

    The Unsung Vietnam Mod 3.0 WIP THREAD

    Very exciting list of features! Is there any chance the helicopters will get the advanced flight model with this or with any future updates?
  23. Wow, did you guys get RUG_DSAI working with ARMA 3 for the upcoming version, or did you implement the dialogue into the in game voice system? Either way, great job coding!
  24. Has anyone been able to come up with a creative banzai/bayonet charge script? I tried doing a very clunky script that was able to send units toward the player for single player and play a stab like animation once they got within 1m, but it was only the player or designated AI for a singleplayer mission. I thought something similar to one of the zombie scripts would work for this, but I haven't been able to neatly duplicate one and be able to disable it to go back and forth between a charge and regular combat. I could have done a post like this at the edting and scripting part of the forum but, I always thought it would be fun to get this kind of script working for this mod in ARMA 2, but now that it is coming for ARMA 3 I think it would be a neat addition, and thought I'd throw it out here.
  25. Is anyone else having trouble with the UNSUNG mod and the 3d editor? I find I cannot save missions using the 3d editor in dev branch because the game immediately crashes to desktop. It isn't a problem. I am still able to export 3d editor content to the 2d editor using the MCC Sandbox mod, but I am curious whether other people are having the same difficulty or if there is something wrong with my install. I want to be proactive because there is a disclaimer that the 2d editor is going to be removed once the 3d editor is complete.
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