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TeTeT

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Everything posted by TeTeT

  1. Fixed the crew, but the taxi script is utterly broken nowadays. I'll see what I can do about that, here's the current build: https://tetet.de/arma/arma3/nimitz/missions/[SP]NimitzTraffic2020.Stratis.7z
  2. That's a pretty old mission 🙂 I'll look into the mission to see if it can be updated, but I'm not certain if so. Cheers, TeTeT
  3. The textures are very basic and the damaged look should resemble a used look ... so it's very much unintentional.
  4. Thanks to GetTrippy, Cpt Zimecki and Superfastblast for sharing the hoist script. These are first tests with it on the CH-46. Enjoy.
  5. Pretty much no idea, in general we don't test Unsung with any other mods but CBA.
  6. Thanks for the videos. For the helo problem, don't sync with Hangar and you should be good. For the rescue and boat problem, try out the Experimental Build at https://tetet.de/arma/arma3/nimitz/experimental/@nimitz_exp.7z or https://steamcommunity.com/sharedfiles/filedetails/?id=1697731012 and see if it is fixed for you. Cheers, TeTeT
  7. No need to apologize for asking questions here, all good! On the Zodiacs, quite possible that the respawn kills the action. Will need to test this and come back to you. The rescue module doesn't need to be synced when memory serves me right, it will simply use the closest Nimitz carrier. The most likely cause is that the rescue code calls addAction without remoteExec, making it not work on hosted servers. Not sure about AA, the code for placing the AI in them at mission start is the same for all. The General Quarters is fixed in experimental build. For the bouncing plane, the physx suspension must be used and be a bit forgiving. Probably the Nimitz is not spawned at the correct height, do you have problems with the AI crews manning the catapults as well? In general you don't need the hangar module with Eden any longer, you can place the vehicles at the correct height. Cheers, TeTeT
  8. Hello, we've updated the F/A-18E/F Super Hornet BETA package lately: https://steamcommunity.com/sharedfiles/filedetails/?id=1552807725 We plan to push this out to stable release if no show stoppers are found, so would appreciate some feedback here. Unfortunately Yax had to step down as project lead and so I take over as interim lead. We're looking for a solution to ensure work can continue on the Super Hornet and Super Flanker. Cheers, TeTeT
  9. Meantime Jaentzen was busy completing 33 liveries of active Super Hornet squadrons in 2019:
  10. It depends on the mod authors discretion. Either go compatible with real life or go compatible with vanilla aircraft of arma 3. For the F-18 it was most of the time the latter, this is why the radar range is much smaller than the real life counterpart. Sorry to read about the difficulty in sourcing a DCS F-18C, IMO it's well done and worth the money. Though not 1/6 of your monthly salary...
  11. Unsung 3.1 Golf We need to push out a hotfix for Unsung 3 Golf, as the Dodge 3/4 with M1919 caused a Crash to Desktop (CTD) in multiplayer. We also fixed some minor nuisances: Dodge ¾ M1919 truck no longer causes CTD in multiplayer OH-6 cockpit glass fixed CH-53 cockpit view improved CH-53 cutting out rotor sound in internal view fixed Other known issues are a strange increase in thrust using the afterburner and that the A-1 Skyraider is currently not functional. Mirrors: Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=943001311 Torrent: https://tetet.de/arma/arma3/Download/unsung/@unsung-3.1.golf.torrent Armaholic: http://www.armaholic.com/page.php?id=29948 Merry Christmas to all of you again!
  12. Not very likely, there's much need for more polish on existing vehicles rather than introducing rarely or non used ones. The team is unfortunately really short on manpower nowadays.
  13. Unfortunately some problems were detected after the release. First, the Dodge 3/4 M1919 seems to cause crashes in multiplayer. A simple rebuild of the PBO fixed that issue. Then the OH-6 cockpit glass had a dark spot on it, fixed as well. Currently open issues are the afterburner script, which accelerates planes now too quickly (without any changes from our side between 3.4 Fox and 3.0 Golf...) and the A-1 Skyraider which has several issues. We hope to release Unsung 3.1 Golf before Christmas, most likely on Monday.
  14. The PBR boat FPS problem has been resolved, stay tuned for a release in the coming days. For the curious: https://tetet.de/arma/arma3/Download/unsung/docs/UNSUNG 3.0g Changelog.pdf , only missing a fix by hounddog for the CSAT patch on SAS uniforms.
  15. Quick update: On our path to Unsung Golf, the Project Delta team uncovered a problem with the PBR boats. Currently @londo19 is investigating and has narrowed down the problem cause to the particle or radar system. We're looking for a fix for this issue and hope to have some good news after that 🙂
  16. Preparations for Unsung Golf are on going. Here are some excerpts from our changelogs: @londo19 has added a further variant of the M-274: a Mule equipped with a M-40 recoilless cannon. Together with the recently added Vehicle in Vehicle loadout for the C-130 (originally by sabre), logistics become a whole new experience in Unsung. Also, londo added a PT-76 which will be ready for beta testing in Golf. This will close a gap in Northern Vietnamese armored force. Further we added a system that allows user defined sounds and music (via pbo or mission config) to be played back from helicopters and patrol boats. The M-113 personnel carrier received some bug fixes lately and the CH-46 Phrog was added to Unsung, while the PBR boat was made more sturdy. Behind the scenes more and more execVM calls were replaced by functions and spawn or call, hopefully helping with FPS, if not code cleanliness. A long standing bug on wrong uniforms in first person view was fixed. The A-1 skyraider no longer explodes when turned in Zeus. The CSAT patch on SAS uniforms were removed. Stay tuned for news on the release of Unsung 3.0 Golf in the coming months.
  17. TeTeT

    RHS Escalation (AFRF and USAF)

    Currently this is not possible, merely memory points and animations were added to support folding. In a future update it will be possible to fold the PMP.
  18. TeTeT

    Boat sits on top of the water

    Try to add the buoyancy named property to the geo lod and the geometry buoyancy lod. Should look like this: Good luck!
  19. TeTeT

    Place-able Aircraft Carrier

    The Freedom is available in the regular editor under Properties (yellow symbol). If you feel more adventurous you can use the Nimitz (disclosure: I maintain it). It's capable to be placed in the Editor and via Zeus. If you do place it via Zeus you best use the Nimitz aligner first, where you can alter the bearing . Then place a Nimitz in the proximity of the Nimitz aligner and it will take the bearing from it, thanks @leshrack for this feature!. See the screenshot for a Nimitz spawned via Zeus without aligner, facing north (at the bottom of the pic), and a Nimitz spawned with the aligner, facing a different direction. Nimitz in Zeus Placing planes on either carrier in Zeus can be challenging. I've created a mod 'Zeus deck boss' that helps you to place planes from a top down view in Zeus. Nimitz in Arma 3: https://steamcommunity.com/workshop/filedetails/?id=643530417 Zeus Deck Boss: https://steamcommunity.com/sharedfiles/filedetails/?id=1355749908 For ambiance, use Nimitz Deck Crew: https://steamcommunity.com/sharedfiles/filedetails/?id=1462832781 Cheers, TeTeT
  20. TeTeT

    Flight Deck Crew Unit Addon WIP

    The animations for the flight deck crew are all available in vanilla and can be seen via the animation viewer. We use these animations for the launch Module of the Nimitz, feel free to test it out.
  21. Hello, I have written a module for carpet bombing for Sabre's secret weapon and Unsung. Unfortunately it's quite hard to use as one needs to know the class name of the plane (easy to get in Eden though) and the bomb weapon classname (very hard to get, through config viewer). Now I want to ease the setup of this module via a custom entry in the tools menu of Eden where one can select a bomber and bomb type through browsing an additional config entry, CfgCarpet. Before setting up dialog and what not, I tried to alter the config of a script placed unsung carpet bomb module in the Eden debugger. When setting the 'bomb' variable this change is not reflected in the module, though in the debug script the new value is shown: e = create3DENEntity ["Logic", "uns_ModuleCarpet", screenToWorld [0.5, 0.5]]; systemChat str (allVariables e); systemChat str (e getVariable "bomb"); e setVariable ["bomb", "flip"]; systemChat str (e getVariable "bomb"); The last systemChat prints flip. But when I double click the uns_ModuleCarpet Eden entity I still see the old value. Any solution to this, I suspect that the setVariable doesn't work to well with Modules. Alternative approaches to the problem of configuring a module is also welcome! Cheers, TeTeT
  22. Thanks @Larrow, that did the trick. I now have this dialog defined: class uns_cb { idd = 2019; movingEnable = true; onLoad = "_this call uns_mbox_fnc_carpetLoad;"; class controls { //////////////////////////////////////////////////////// // GUI EDITOR OUTPUT START (by TeTeT, v1.063, #Dujeja) //////////////////////////////////////////////////////// class uns_cb_frame: RscFrame { idc = 1800; x = 0.2375 * safezoneW + safezoneX; y = 0.206013 * safezoneH + safezoneY; w = 0.6 * safezoneW; h = 0.6 * safezoneH; colorBackground[] = {0.1,0.1,0.1,0.5}; }; class uns_cb_listBoxPlane: ctrlListbox { idc = 1500; x = 0.28125 * safezoneW + safezoneX; y = 0.262011 * safezoneH + safezoneY; w = 0.291667 * safezoneW; h = 0.4 * safezoneH; }; // class uns_cb_listBoxBomb: ctrlListbox // { // idc = 1501; // x = 0.602083 * safezoneW + safezoneX; // y = 0.262011 * safezoneH + safezoneY; // w = 0.2 * safezoneW; // h = 0.4 * safezoneH; // }; class uns_cb_buttonOk: CtrlButton { idc = 1600; text = "Ok"; //--- ToDo: Localize; x = 0.733333 * safezoneW + safezoneX; y = 0.709991 * safezoneH + safezoneY; w = 0.0583333 * safezoneW; h = 0.0699969 * safezoneH; action = "systemChat 'setting up carpet bomb module'; [] call uns_mbox_fnc_carpetTool;"; }; class uns_cb_buttonCancel: CtrlButton { idc = 1601; text = "Cancel"; //--- ToDo: Localize; x = 0.295833 * safezoneW + safezoneX; y = 0.709991 * safezoneH + safezoneY; w = 0.0583333 * safezoneW; h = 0.0699969 * safezoneH; action = "(findDisplay 2019) closeDisplay 0; systemChat 'Carpet Bomb setup cancelled';"; }; //////////////////////////////////////////////////////// // GUI EDITOR OUTPUT END //////////////////////////////////////////////////////// }; }; The function to load the listboxes is incomplete, will be driven from config later on, but basically it works: // Written by TeTeT for Unsung params ["_dsp"]; private _lbPlanes = _dsp displayCtrl 1500; { private _idx = _lbPlanes lbAdd (_x # 0); _lbPlanes lbSetData [_idx, _x # 1]; } forEach [ ["A-4 (10 * Mk82 500 lbs)", "uns_A4B_skyhawk_BMB;Uns_Mk82Launcher_dl;10"], ["A-6 (15 * Mk83 1000 lbs)", "uns_A6_Intruder_BMB;Uns_Mk83Launcher_dl;15"], ["A-7 (14 * Mk83 1000 lbs)", "uns_A7N_BMB;Uns_Mk83Launcher_dl;14"], ["F-100 (6 * Napalm 500lbs)", "uns_f100b_CAS;Uns_NapalmLauncher_500_dl;6"] ]; The carpetTool function that sets the variables in the module via init: // Written by TeTeT for Unsung, with help from Larrow // https://forums.bohemia.net/forums/topic/226173-configuring-a-module-in-eden/ private _dsp = findDisplay 2019; private _ctrl = _dsp displayCtrl 1500; private _idx = lbCurSel _ctrl; private _data = _ctrl lbData _idx; // systemChat str _data; private _dataArray = _data splitString ";"; private _e = create3DENEntity ["Logic", "uns_ModuleCarpet", screenToWorld [0.5, 0.5]]; // _e set3DENAttribute ["name", "PreconfiguredCarpetBomb"]; _e set3DENAttribute[ "init", format [" this setVariable[ 'Type', '%1']; this setVariable[ 'Bomb', '%2']; this setVariable[ 'BombAmount', %3]; ", _dataArray # 0, _dataArray # 1, parseNumber(_dataArray # 2)]]; _dsp closeDisplay 0; Thanks again for your help and pushing in the right direction! Cheers, TeTeT
  23. Thanks @Larrow, the 3DEN Attribute is a good pointer, but it does not seem to work with Modules. E.g. I can get and change the 'name' 3DEN Attribute as it is defined on the module, but the arguments are not visible as attribute. They module is defined like this, and I wonder if there is any Eden mapping between Arguments and Attributes? class uns_ModuleCarpet: Module_F { scope = 2; is3DEN = 0; displayName = "Unsung Carpet Bombing"; category = "UnsungModules"; function = "uns_mbox_fnc_moduleCarpet"; functionPriority = 3; isGlobal = 0; isPersistent = 1; isTriggerActivated = 0; isDisposable = 0; curatorCost = 5; icon = "\uns_icons\uns_sml.paa"; class Arguments: ArgumentsBaseUnits { class Units: Units{}; class Type { displayName = "Plane Type"; description = "Class name of the plane to bomb"; typeName = "STRING"; defaultValue = "uns_A6_Intruder_BMB"; }; class Amount { displayName = "Number of bombers"; description = "Amount of bombers to do the raid"; typeName = "NUMBER"; defaultValue = 4; }; class Bomb { displayName = "Bomb Weapon"; descriptionName = "Class name of the weapon to release bombs"; typeName = "STRING"; defaultValue = "Uns_Mk83Launcher_dl"; }; class BombAmount { displayName = "Bombs per bomber"; description = "Number of bombs per bomber"; typeName = "NUMBER"; defaultValue = 15; }; class BayOpenDelay { displayName = "Bay Door Delay"; descriptionName = "Delay in seconds when opening bomb bay doors"; typeName = "NUMBER"; defaultValue = 0; }; class InitialAlt { displayName = "Bomber initial altitude"; descriptionName = "Altitude for bomber upon spawn"; typeName = "NUMBER"; defaultValue = 1000; }; class VirtualFlakDelay { displayName = "Virtual Flak Delay"; descriptionName = "Maximum delay in seconds between virtual flak shots, 0 is disabled"; typeName = "NUMBER"; defaultValue = 2; }; }; class ModuleDescription: ModuleDescription { description = "Unsung Carpet Bombing"; sync[] = {}; }; };
  24. Hello, we've updated the CH-46 with another development build. We added three basic skins, that will hopefully be improved upon subsequent releases: navy used, navy rescue and nam. Next the upper rear hatch was added and is operable. The AFM authover was fixed, the helo is no longer drifting. Unfortunately it still has a forward movement when taking off in AFM, we hope to fix that too. A readme spreadsheet was added and is in the docs directory as well as in the addons to be found. Support for the interaction framework which is still in close beta has been added as well. Thanks to londo on the hard work on the helicopter and Rugama for the AFM autohover fix. Enjoy, TeTeT Mirrors: Armaholic: http://www.armaholic.com/page.php?id=35434 Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1843698
  25. Thanks to RiverX and Yax for letting us test the interaction framework used in their UH-60. The Phrog uses a much simplified interaction system, intended for Standard Flight Model users. Current interactive switches on a panel can operate the engine, ramp, side door, light, formation light and winch attachment. The framework is currently in private beta. See for your self: To get more information on the framework and the UH-60: Cheers, TeTeT
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