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opendome

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Everything posted by opendome

  1. 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.
  2. 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.
  3. I've already got most of the mapping done for ALiVE
  4. opendome

    CH-46 Knight

    Looking amazing!
  5. 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!
  6. opendome

    CH-46 Knight

    This is going to be so amazing! :D
  7. opendome

    Boeing CH-47F V1.17

    Looks great! Are quadbikes the only thing that are able to be loaded in?
  8. 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.
  9. 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/ !
  10. Hmmm does anyone else have problems with IR strobes going out after awhile?
  11. We've actually noticed an increase in frame rate with the Tanoa foliage
  12. opendome

    Arma 3 Units - Feedback thread

    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
  13. 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!
  14. 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
  15. 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{};
  16. and we've got lots of awesome goodies coming ;)
  17. 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; // ---------------------------------------------------------------------------------------------------------------------
  18. 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#
  19. Hello Bonchie! Which missing are you referring too? A mission you made yourself?
  20. Oh whoops! Brain fart :P
  21. No problem! Always glad to help :)
  22. Hi Cullin! Do you have the uniform pack installed/running?
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