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sgt_savage

The Unsung Vietnam War Mod V 2.6 Release

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jear could be that we replace/delet objects and classnames...I had the same problem with my missions from the older versions to 2.5 but...even if!? the missions are easy to fix...

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we've pretty much edited every pbo in the new unsung, and made a big-ass spreadsheet of classnames ready for you to repair/ convert missions with.

what i would say is, where you can, use arrays in the init like

westarmor1 = ["uns_m113", uns_m163"];

then in scripts in your mission that spawn units etc call them like this

_maxA = (count westarmor1)-1;

_tank1 = createVehicle [(westarmor1 select round random _maxA), _pos, [], 0, "NONE"];

instead of say

_tank1 = createVehicle ["uns_m113", _pos, [], 0, "NONE"];

then its really easy to manage your mission content - just open the spreadsheet on release day and replace all your array content with new stuff

i do the same with infantry units like this

EGG_EVO_east1 = ["uns_men_vc_regional_MED","uns_men_vc_regional_COM","uns_men_vc_regional_off","uns_men_vc_regional_nco","uns_men_vc_regional_RF1","uns_men_vc_regional_RF2","uns_men_vc_regional_RF3","uns_men_vc_regional_RF4","uns_men_vc_regional_RF5","uns_men_vc_regional_AS1","uns_men_vc_regional_AS2","uns_men_vc_regional_AS3","uns_men_vc_regional_AS4","uns_men_vc_regional_MRK","uns_men_vc_regional_LMG","uns_men_vc_regional_HMG","uns_men_vc_regional_RTO","uns_men_vc_regional_SAP","uns_men_vc_regional_TRI","uns_men_vc_regional_MGS","uns_men_vc_regional_MTS","uns_men_vc_regional_AT","uns_men_vc_regional_Roff","uns_men_vc_regional_Rmed","uns_men_vc_regional_Ra1","uns_men_vc_regional_Ra2","uns_men_vc_regional_Rmrk","uns_men_vc_regional_Rmg"];

but anyway, we haven't deleted much so you should not get much of this

"cannot load this mission as it relies on downloadable content that has been deleted: uns_tracked"

in this case just open your mission.sqm in notepad++ or wordpad and find requiredaddons list at top entry

"uns_tracked",

and delete it

although, we do have an uns_tracked in uns 2.6 so don't follow this advice prematurely!

it is quite simple to fix this stuff - just post up any probs and we'll sort you out, come the day.

we have scope 1'd some older content so it should still work, but when you click on it in editor it will default to whatever starts the vehicleclass list for that item, so beware editing like that. better to open scripts / mission.sqm and search and replace class by class if you can manage it.

Edited by eggbeast

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What we might do is release the classnames list and supporting how to documentation a week ahead of release so those mission makers among you can have it ready on release day :)

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@eggbeast

thanks for the info. yer I've been trying to make sore the scripts "easily" editable cos i figured some class names would change. idn y i didn't think of deleting the uns_tracked from the mission.sqf

What we might do is release the classnames list and supporting how to documentation a week ahead of release so those mission makers among you can have it ready on release day :)

^^This would be awesome and much appreciated as you said so we can have the missions ready to go release day.

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en route to hill 137 on mekong delta...under constuction...so we hav'n large hill to take...there will be only one way up and all around broken trees, stones, barbe wires and bomb craters:

<a  href=137_zpsc9a6b499.jpg' alt='137_zpsc9a6b49

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OMG what an interesting looking map. I hope someday soon there will be maps like this in Arma3.

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OMG what an interesting looking map. I hope someday soon there will be maps like this in Arma3.[/quote

Thanks a lot :-)

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there will be as we're planning to migrate this merry lot to A3 in due course. hopefully BIS will have fixed everything by the summer eh?

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there will be as we're planning to migrate this merry lot to A3 in due course. hopefully BIS will have fixed everything by the summer eh?

Please stop teasing, i barely endure the waiting for 2.6, please DO NOT START with 3.0 :butbut:

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some new ideas for better looking rice paddies...

p><p><img src=[/img]

p><p><img src=[/img]

p><p><img src=[/img]

Edited by showmaker

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some new ideas for better looking rice paddies...

I don't want to discredit your work in any way. I'm glad you're thinking about this item as it has caused problems trying to navigate them but.................

I've been living in Asia for 25 years and never have I seen them made of stone. They will use the soil that is currently present on the spot.

On the other hand, some modern rice fields I've lived near are squared off by roads.

https://www.google.co.th/search?q=Modern+day+Japanese+rice+fields&rlz=1C1CHMO_enTH564TH565&espv=210&es_sm=122&source=lnms&tbm=isch&sa=X&ei=JPMXU_LQAYm5iQf524GgDg&ved=0CAkQ_AUoAQ&biw=1350&bih=622#facrc=_&imgdii=_&imgrc=Xvj9ArYOX-5LGM%253A%3BB35nO2Grk9iTNM%3Bhttp%253A%252F%252Fwww.kosharehistory.org%252Fcalendar%252Fimages%252Fricefield.jpg%3Bhttp%253A%252F%252Fwww.kosharehistory.org%252Fcalendar%252Fdaythree.html%3B1500%3B1125

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great job guys,cant wait to take that hill in a hamburger hill style attack, hope to see bunkers up there ;) . looks amazing

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@Kommiekat...i know what u mean man but the problem is to build rice paddies in visitor...the stairs are no problem but to fill with water...and the stonewall object i useed are atm the only good working object i can use...when u have better ideas for an object i can use...tell me...i am everytime open for good ideas...the last month i watch a lot of videos and checked out pictures...the mekong delta area is more flat....so i think we dont need rice field stairs...sry 4 my english...i do my best :-) thank u!

---------- Post added at 17:50 ---------- Previous post was at 17:44 ----------

@Sgt.Spoetnik...u can place the bunkers later over the mission editor. I was thinking about to place them in visitor but then u can not change the direction later...better way is the mission editor:-)

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1copyai.jpg

2.6 RELEASE WIP REPORT #2

Well , you seen bits n pieces what we been working on. And while it may seem a little quiet on our end with WIP updates trust me when I say the machine is running full steam.

I'm not gonna go into much detail but here are some pics of some of new equipment that will comming be in 2.6

New Huey variants

arma2oa2014-3-8-22-46-9-81_zps3ba1abe1.jpg

arma2oa2014-3-8-22-48-23-720_zps4ad9d60e.jpg

Pookies Mig-19 Farmer will come with 4 different camo schemes which are randomised each time you fly ;)

arma2oa2014-3-8-22-59-35-300_zpsca8e6f2a.jpg

New bushes camo Feature by pookie , can be removed on the fly by getting out of the tank and using the option menu

T55

http://i156.photobucket.com/albums/t8/sgt_savage_01/arma2oa2014-3-8-22-32-11-742_zps31e0869d.jpg (106 kB)

T34

http://i156.photobucket.com/albums/t8/sgt_savage_01/arma2oa2014-3-8-22-34-8-978_zpsd912bb0a.jpg (111 kB)

New S60 AAA gun , model by pookie

arma2oa2014-3-8-22-36-35-277_zpsa441e30b.jpg

New m113 variants with animated rear ramp and top hatch:

arma2oa2014-3-8-22-30-43-537_zps36c5fa74.jpg

arma2oa2014-3-9-4-23-32-468_zps1cf66d6f.jpg

ACAV (WIP)

arma2oa2014-3-8-22-25-9-66_zps5442d71d.jpg

ZIPPO (WIP)

No its not a huge vacuum nozzle , it shoots fire baby !!

http://i156.photobucket.com/albums/t8/sgt_savage_01/arma2oa2014-3-8-22-28-26-221_zpsf2e4e35a.jpg (103 kB)

You gonna need this too with all those new Migs flyin around

M163 VADS

http://i156.photobucket.com/albums/t8/sgt_savage_01/arma2oa2014-3-8-22-26-27-547_zps9101df6f.jpg (116 kB)

Sav

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Will the new jets in the mod feature/carry smart weapons since they had made their combat debut in vietnam war.

Edited by Amx225

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Yes the Bullpup, first gen maverick and HOBOS will be in 2.6

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Hi I want to ask if the release of version 2.6 will attend a CH-46? The model for this helicopter is very beautiful and I hope she will be in version 2.6.

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we have a ch46 yes, and a 34, 47, 53

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mmmm I can her I was 19 start in my head...oh I meen ride of the Valkyries

P.S look up I was only 19 very famous song in Australia

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While the target tab lock system in jets is used to detect air/ground targets in radar HUD,is it possible to configure freefall Mk82 or FAB-250 to be inaccurate like unguided rockets to make air missions realistic in the mod.

Edited by Amx225

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About the hueys would it be possible to have an unarmed version of the uh1C (only door guns)? That was a typical ship for special forces insertions or for small troops transport.

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sorry we only have a D and a H with doorguns only.

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This time around as Egg said no.. However we hope to expand the fleet further to include a thumper , heavy hog etc in A3

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