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NakedSquirrel

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Everything posted by NakedSquirrel

  1. NakedSquirrel

    War Chronicles WW2 Modification

    The 3d models are looking really nice. I realize the uniforms are just placeholders, but it is neat to see these uniforms developed by hand, it is impressive! The gun animations are looking great as well. Thanks for the hard work, can't wait to see more!
  2. Hell yes! Glad to see you guys are working on this for ARMA 3, the ARMA 2 version is epic.
  3. They can't see through the bushes and trees, but if there is any sliver of the 3d model poking out, they will instantly spot you. Also they can see through the grass/underbrush. I strongly recommend setting the AI skill level to .1 or .2 for the most immersive experience, then make up for the lack of skill with numbers. I do this for most of my missions, Otherwise videos like the patrol ambush or NDP would be 5 seconds long, if that. The AI feel far more organic and human like when they are spraying and praying at the weeds, and you can get neat situations like accidentally running point blank into an enemy, both of you emptying a clip wildly at each other, and then diving away for cover because you both missed in the panic. They also seem to give more suppressing fire at lower skill levels for some reason (probably in part because they are not instantly headshotting each other).
  4. Crap, not the MPs... Hide the beer and the prostitutes!
  5. condition: (TRIGGERWORK) Thanks, you're a godsave, the script worked! So for a TRIGGERWORK=False is it (!TRIGGERWORK) ?
  6. Thanks for pointing out the stand-alone version of the map! I had no idea it was stand alone as well. Great map! I really like new map in the UNSUNG Alpha as well. The jungle is insanely thick with minimal performance hit
  7. Thanks for the reply Davidoss, but I really need control over the conditional variable ANYTHING = True Basically I have Trigger1 as: nul=execvm "Script.sqf" Script.sqf: hint "Script Started"; sleep 60; hint "60 seconds passed"; ANYTHING=True; sleep 60; hint "120 more seconds passed"; Then for trigger 2: Trigger 2 Nothing present condition: TRIGGERWORK=true Onactivation: Hint "This trigger worked" The only reason I'm using triggers for this is for the 'switch' function. It allows me to link waypoints and direct AI on the map, otherwise I would do this all in a .sqf I realize I could just murder an AI randomly and do "setdamage 1 thisAIsucks" and then have "!alive thisAIsucks" for trigger condition, but there has to be a way to set simple variables as trigger conditions without cluttering my map with random AI civillians that need to be murdered for the mission to continue. I love senseless violence, but the mission clutter is too much.
  8. Yessir, I'm using ACE3, JSRS3, and Blastcore Visuals ontop of the UNSUNG mod. I try my best not to stack mods, but these really add to the visual/sound/physics of ARMA3, and they are hard not to add (if they are compatible). Just be careful throwing a grenade in ACE, because shrapnel flies back at you. I nearly took my own head off in that play test lol. I was wondering, are the old radio sounds packed in the UNSUNG Alpha? I'm using a very basic/old script I did for ARMA 2 for the radio operator's chatter, but it's a bulky 6mb on any mission I add it to because of all of the .ogg files. I avoided putting it in any published missions because it dramatically increases the file size. If you guys would like the snippets of .ogg sound bites I've gathered, I wouldn't mind sending them to you. I mostly picked out snippets of static, vague radio chatter, or people talking over each other. I gave up on the project because you guys eventually implemented a sound script to the RTOs in ARMA2. I'll publish some once I can finish a decent string of them and work out the kinks. I haven't touched the editor in a while, and sometimes it feels like I'm reinventing the wheel every time I do.
  9. NakedSquirrel

    Arma3 Videos

    USMC patrol running into an NVA ambush feat. UNSUNG mod. http://www.armanam.eu/
  10. USMC patrol running into an NVA ambush. Mod looks great during the day too ;)
  11. 0 The mod looks so good at night :D
  12. NakedSquirrel

    Arma3 Videos

    0 Unsung Alpha is out! https://forums.bistudio.com/topic/186586-the-unsung-vietnam-war-mod-v30-alpha-released/page-4#entry2950808
  13. Just make a trigger that changes it to night when you enter the tunnels. (unfortunately won't work well with MP unless you use a teleport script to "force" everyone in the tunnels at the same time. I did this with the ARMA 2 UNSUNG mod throwing pipes and buildings together and it worked pretty well :).
  14. NakedSquirrel

    The Unsung Vietnam Mod 3.0 WIP THREAD

    Those ARVN models are looking really good.
  15. NakedSquirrel

    The Unsung Vietnam Mod 3.0 WIP THREAD

    Love the detail of these models. Everything from the ALICE packs to the web belt, and the fact you can see the brim of the helmet liner sitting under the metal helmet. They are really a work of art.
  16. NakedSquirrel

    The Unsung Vietnam Mod 3.0 WIP THREAD

    I haven't seen any piracy in the air cav mod. I think they used the MGB Vietnam map, which was eventually added in the UNSUNG mod, but I am pretty sure all of that was credited. The UNSUNG mod is pretty distinct because it has very nice and authentic details, like sandbags and packs on the APCs or tanks, smoke grenades hanging off the helicopters, and the wide variety of infantry gear/uniforms. They also have very detailed helmets, textures and models for the infantry. It is nice, and I would love to see it with the new ARMA 3 graphics engine.
  17. NakedSquirrel

    The Unsung Vietnam Mod 3.0 WIP THREAD

    Awesome to see the progress on this mod. It is looking really good!
  18. Looks incredible. That pistol belt brings back memories! LOL Great job on the textures. Even the blacks have some depth to them
  19. Amazing job guys. Thanks for the hard work!
  20. 1. Right click on Take On in your steam list 2. click properties 3. under "General tab" click "set launch options" 4. Enter "-mod=c:\path\to\Arma2;c:\path\to\Arrowhead;c:\path\ to\Arrowhead\Expansion;c:\path\to\TKOH;Rearmed" 5. Close it out and give it a spin
  21. I tried to use cpbo to unpack the scenarios from the game (The same thing worked for Arma 2), but my files are empty. Are TKOH missions encrypted, or do I need a different program to unpbo missions for TKOH? I want to make missions using the helicopter specific triggers/slings/rappelling/ect, but I'm not sure how to use the content without being able to open up the missions.
  22. NakedSquirrel

    Unpbo official scenarios?

    Thanks. I did see the sample missions, but there is a lot of helicopter scripts the game can do that they don't really cover/explain =\. there were also some neat scripts I wanted to get ahold of, like a ground fire script in the career mission. Also, downloads from the TakeOn site have been down for months unfortunately.
  23. Same trouble here. Has anyone had this error and been able to get a mission working with A2 units? Running: TKOH and ARMA 2 CO (Tried it without TKOH, but same trouble)
  24. NakedSquirrel

    AI, Guerrilla Tactics

    Very neat, thanks for posting the script work!
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