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Everything posted by opendome
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The Unsung Vietnam War Mod 3.0C - CHARLIE Released !!!
opendome replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
For those who are looking for ALiVE compatibility here is one of the first ones, its set for early conflict US army, NVA, VC. http://s000.tinyupload.com/index.php?file_id=70160615195179230322 Faction Names: UNSUNG_W: US Army (1ID/173RD LRRP) UNSUNG_E: NVA (8th Battalion/Dac Cong) UNSUNG_EV: VC (40th Battalion) UNSUNG_C: Civilians to use it place the file in your mission file and in the ALiVE required modules init put 0 = [] spawn { if (isServer) then { waitUntil {!isNil "ALiVE_STATIC_DATA_LOADED"}; call compile (preprocessFileLineNumbers "staticData.sqf"); }; }; With how the factions are setup in UNSUNG right now, I will make other formats such as marines and later conflicts which can be substituted. Some known things are the CQB populator draws not from the defined faction mappings but just the faction name in general so it will spawn any units from the faction (eg you may see marines spawn in CQB areas even though the mapping is set for army), and with the VC the faction itself doesnt include naval groups (the VC boats are listed under NVA (UNSUNG_E) so they will not spawn as well as not spawning vehicles as they dont have any under their faction at this point in time. -
The Unsung Vietnam Mod 3.0 WIP THREAD
opendome replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Do you mean how I separated or organized them? Thanks for the offer! Im pretty much done and theres just a few more things to do Im probally going to finish over the next few nights. As it is right now, there's only UNSUNG_E and UNSUNG_EV enemy factions to work within so for ALiVE that means that it is unable to be broken down into different time periods. It will take a bit more time but I could make some different variations that individuals can add to their missions to get different time periods. -
The Unsung Vietnam Mod 3.0 WIP THREAD
opendome replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I've already got most of the mapping done for ALiVE -
The Unsung Vietnam War Mod 3.0C - CHARLIE Released !!!
opendome replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yup Im hackin away at it -
Looking amazing!
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Hello everyone! I have a server from bluefang solutions but I seem to be constantly struggling with performance issues which has a mission that shouldn't be that demanding. Does anyone have any performance/optimization suggestions for a dedicated server? Thanks!
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Nevermind
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This is going to be so amazing! :D
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Looks great! Are quadbikes the only thing that are able to be loaded in?
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The Unsung Vietnam War Mod 3.0C - CHARLIE Released !!!
opendome replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi Scott! Yup! I've got a bunch of different projects goin on right now and I am working on some more ALiVE compatibility stuff. Vietcong and NVA factions are separated now in the UNSUNG_E and UNSUNG_EV so Im going to push the fixes into ALiVE itself for faction compat stuff. Once the next ALiVE update comes out Im going to work on some custom roadblock/camp placements for our units. -
The Unsung Vietnam War Mod 3.0C - CHARLIE Released !!!
opendome replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
We hope everyone is enjoying our Charlie release! Be sure to join our steam group ( http://steamcommunity.com/groups/theunsungvietnamwarmod# ) for regular updates and sneak peaks! Also stop by our reddit https://www.reddit.com/r/Unsungmod/ ! -
ACE3 - A collaborative merger between AGM, CSE, and ACE
opendome replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hmmm does anyone else have problems with IR strobes going out after awhile? -
The Unsung Vietnam War Mod 3.0C - CHARLIE Released !!!
opendome replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
We've actually noticed an increase in frame rate with the Tanoa foliage -
Few things, I dont think we are receiving applications. I know that some members in my group have submitted applications but they dont appear under "review applications". It just stays at 0
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Hello everyone! Im having some dedicated server JIP issues, whenever another player respawns or joins the server the loadouts sometimes disapear from a player or cause them to execute again, sometimes doubling the inventory. For instance I have this in the init of a player: null = [this] execvm "grenadier.sqf"; this addeventhandler ["respawn","_this execvm 'grenadier.sqf'"]; then in the grenadier.sqf I have, waitUntil {!isNull player}; _unit = _this select 0; removeallweapons _unit; removeallassigneditems _unit; removeuniform _unit; removevest _unit; removebackpack _unit; removeHeadgear _unit; removeGoggles _unit; _unit forceAddUniform "TRYK_U_B_ARO1_BLK_CombatUniform"; _unit addItemToUniform "ACE_EarPlugs"; _unit addItemToUniform "ACE_MapTools"; for "_i" from 1 to 2 do {_unit addItemToUniform "ACE_packingBandage";}; _unit addItemToUniform "ACE_personalAidKit"; for "_i" from 1 to 2 do {_unit addItemToUniform "ACE_quikclot";}; for "_i" from 1 to 2 do {_unit addItemToUniform "ACE_elasticBandage";}; _unit addItemToUniform "ACE_fieldDressing"; _unit addItemToUniform "ACE_tourniquet"; for "_i" from 1 to 3 do {_unit addItemToUniform "ACE_CableTie";}; for "_i" from 1 to 2 do {_unit addItemToUniform "rhsusf_mag_7x45acp_MHP";}; _unit addVest "lbt_weapons_coy"; for "_i" from 1 to 5 do {_unit addItemToVest "rhs_mag_30Rnd_556x45_Mk318_Stanag";}; for "_i" from 1 to 4 do {_unit addItemToVest "rhs_mag_30Rnd_556x45_M855A1_Stanag_Tracer_Red";}; for "_i" from 1 to 4 do {_unit addItemToVest "rhs_mag_M441_HE";}; _unit addBackpack "B_Kitbag_rgr"; for "_i" from 1 to 2 do {_unit addItemToBackpack "SmokeShellGreen";}; for "_i" from 1 to 2 do {_unit addItemToBackpack "rhs_mag_m67";}; for "_i" from 1 to 3 do {_unit addItemToBackpack "rhs_mag_m714_White";}; for "_i" from 1 to 3 do {_unit addItemToBackpack "rhs_mag_m713_Red";}; for "_i" from 1 to 3 do {_unit addItemToBackpack "rhs_mag_m715_Green";}; for "_i" from 1 to 10 do {_unit addItemToBackpack "rhs_mag_M441_HE";}; for "_i" from 1 to 2 do {_unit addItemToBackpack "rhs_mag_an_m8hc";}; for "_i" from 1 to 2 do {_unit addItemToBackpack "rhs_mag_m18_red";}; _unit addWeapon "rhs_weap_m4a1_m320"; _unit addPrimaryWeaponItem "rhsusf_acc_anpeq15"; _unit addPrimaryWeaponItem "rhsusf_acc_ACOG_d"; _unit addWeapon "rhsusf_weap_m1911a1"; _unit addWeapon "ACE_Vector"; _unit linkItem "ItemMap"; _unit linkItem "ItemCompass"; _unit linkItem "tf_anprc148jem_1"; _unit addItem "ItemGPS"; _unit assignItem "ItemGPS"; _unit linkItem "ItemWatch"; if(true) exitWith{}; also in the inventory of some crates I have in their init: clearWeaponCargo this; clearMagazineCargo this; this addBackpackCargo ["ACE_TacticalLadder_Pack",20]; this addItemCargo ["ACE_SpraypaintBlack",20]; this addItemCargo ["ACE_SpraypaintGreen",20]; this addItemCargo ["ACE_SpraypaintRed",20]; this addItemCargo ["ACE_SpraypaintBlue",20]; both of these work fine in SP and on an arma 2 dedicated server (in the same format, not the items)? Thanks!
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Loadout Issues and Inventory Issues
opendome replied to opendome's topic in ARMA 3 - MISSION EDITING & SCRIPTING
also Im using //Disable looting corpses player addEventHandler ["InventoryOpened",{ if (_this select 1 isKindOf "Man") then {closeDialog 602; true} }]; in the init.sqf and it seems to have broken that too -
Loadout Issues and Inventory Issues
opendome replied to opendome's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So this was working perfectly but now when a player dies they just stare at a black screen? It seems to have happened since the last update? in my initPlayerLocal.sqf I have if (hasInterface) then { switch (typeOf player) do { case "B_T_Soldier_TL_F": { [player] execvm "initial.sqf"; player addeventhandler ["respawn","_this execvm 'initial.sqf'"]; }; case "B_T_Soldier_F": { [player] execvm "initial.sqf"; player addeventhandler ["respawn","_this execvm 'initial.sqf'"]; }; case "B_T_Engineer_F": { [player] execvm "initial.sqf"; player addeventhandler ["respawn","_this execvm 'initial.sqf'"]; }; default {}; }; }; and in initial.sqf I have _unit = _this select 0; removeallweapons _unit; removeallassigneditems _unit; removeuniform _unit; removevest _unit; removebackpack _unit; removeHeadgear _unit; _unit adduniform "U_B_T_Soldier_AR_F"; _unit addItemToUniform "ACE_microDAGR"; _unit addItemToUniform "ACE_HuntIR_monitor"; _unit addItemToUniform "ACE_EarPlugs"; _unit linkItem "ItemMap"; _unit linkItem "ItemCompass"; _unit linkItem "ItemWatch"; if(true) exitWith{}; -
The Unsung Vietnam Mod 3.0 WIP THREAD
opendome replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
and we've got lots of awesome goodies coming ;) -
The Unsung Vietnam Mod 3.0 WIP THREAD
opendome replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
For the ALiVE compatibility there are two ways to go about it, either in UNSUNG faction formats or in ALiVE mapping itself. Example, this is my mapping from when Bravo first came out placed in the StaticData.sqf of ALiVE, // UNSUNG_E UNSUNG_E_mappings = [] call ALIVE_fnc_hashCreate; UNSUNG_E_factionCustomGroups = [] call ALIVE_fnc_hashCreate; [uNSUNG_E_mappings, "Side", "EAST"] call ALIVE_fnc_hashSet; [uNSUNG_E_mappings, "GroupSideName", "EAST"] call ALIVE_fnc_hashSet; [uNSUNG_E_mappings, "FactionName", "UNSUNG_E"] call ALIVE_fnc_hashSet; [uNSUNG_E_mappings, "GroupFactionName", "UNSUNG_E"] call ALIVE_fnc_hashSet; UNSUNG_E_typeMappings = [] call ALIVE_fnc_hashCreate; [uNSUNG_E_mappings, "GroupFactionTypes", UNSUNG_E_typeMappings] call ALIVE_fnc_hashSet; [uNSUNG_E_factionCustomGroups, "Infantry", ["vc_eightmansquad","vc_fourmancell","vc_sixmancell","vc_mainweaponsquadone","vc_mainriflesquadthree","vc_mainriflesquadtwo","vc_mainriflesquadone","vc_mainweaponsquadtwo","NVA_68riflesquadtwo","NVA_68riflesquadthree","NVA_68riflesquadone","NVA_68heavyweaponsquad1","NVA_68heavyweaponsquad2","NVA_68heavyweaponsquad3"]] call ALIVE_fnc_hashSet; [uNSUNG_E_factionCustomGroups, "Motorized", ["UNSNVALightPatrolElement1","UNSNVALightPatrolElement2","UNSNVALightPatrolElement5"]] call ALIVE_fnc_hashSet; [uNSUNG_E_factionCustomGroups, "Mechanized", ["UNSNVALightPatrolElement3","UNSNVALightPatrolElement8"]] call ALIVE_fnc_hashSet; [uNSUNG_E_factionCustomGroups, "Armored", ["UNSNVALightPatrolElement4"]] call ALIVE_fnc_hashSet; [uNSUNG_E_factionCustomGroups, "Air", ["uns_nvaf_pilot5"]] call ALIVE_fnc_hashSet; [uNSUNG_E_factionCustomGroups, "SpecOps", ["vc_recriflesquadone","vc_recriflesquadtwo","vc_recsappersquad","NVA_68Reconsquadone","NVA_68Reconsquadtwo"]] call ALIVE_fnc_hashSet; [uNSUNG_E_factionCustomGroups, "Naval", ["uns_VCRiverpatrol1","uns_VCRiverpatrol2","uns_VCRiverpatrol3"]] call ALIVE_fnc_hashSet; [uNSUNG_E_mappings, "Groups", UNSUNG_E_factionCustomGroups] call ALIVE_fnc_hashSet; [ALIVE_factionCustomMappings, "UNSUNG_E", UNSUNG_E_mappings] call ALIVE_fnc_hashSet; [ALIVE_factionDefaultSupports, "UNSUNG_E", ["uns_dshk_armoured_VC","uns_dshk_high_VC","uns_dshk_twin_VC","uns_dshk_wheeled_VC","uns_dshk_bunker_closed_VC","uns_dshk_bunker_open_VC","uns_pk_tower_VC","uns_m1941_82mm_mortarVC","uns_mg42_low_VC","uns_pk_high_VC","uns_pk_low_VC","uns_pk_low_VC","uns_pk_bunker_open_VC","uns_pk_bunker_closed_VC","uns_pk_bunker_low_VC","uns_SPG9_73mm_VC","uns_spiderhole_VC","uns_spiderhole_leanto_VC"]] call ALIVE_fnc_hashSet; [ALIVE_factionDefaultSupplies, "UNSUNG_E", ["uns_AmmoBoxVC","uns_EQPT_VC","uns_East_Sapper_crate","uns_HiddenAmmoBox","uns_HiddenAmmoBox_small1","uns_HiddenAmmoBox_small2","uns_HiddenAmmoBox_small3"]] call ALIVE_fnc_hashSet; [ALIVE_factionDefaultTransport, "UNSUNG_E", ["uns_nvatruck","uns_nvatruck_camo","uns_nvatruck_open"]] call ALIVE_fnc_hashSet; // --------------------------------------------------------------------------------------------------------------------- -
The Unsung Vietnam War Mod 3.0b - BRAVO Released !!!
opendome replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If you haven't yet be sure to join our steam group for regular updates, info, and sneak peaks! Also prepare yourselves for Charlie in the next few weeks! http://steamcommunity.com/groups/theunsungvietnamwarmod# -
The Unsung Vietnam Mod 3.0 WIP THREAD
opendome replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hello Bonchie! Which missing are you referring too? A mission you made yourself? -
The Unsung Vietnam Mod 3.0 WIP THREAD
opendome replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Oh whoops! Brain fart :P -
The Unsung Vietnam Mod 3.0 WIP THREAD
opendome replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
No problem! Always glad to help :) -
The Unsung Vietnam Mod 3.0 WIP THREAD
opendome replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Disregard -
The Unsung Vietnam Mod 3.0 WIP THREAD
opendome replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hi Cullin! Do you have the uniform pack installed/running?