eggbeast

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About eggbeast

  • Rank
    First Lieutenant

core_pfieldgroups_3

  • Interests
    improving Kiljoy's Evolution for Arma/Arma2OA. Working as a squad but pretty laid back approach
  • Occupation
    environmental consultancy

Contact Methods

  • Website URL
    http://www.armanam.eu
  • Skype
    rgraham.ld
  • Biography
    Played Arma for 12 years now - co-op MP games
    Unsung mod team lead (6 yrs service!)
    Developed over 50 versions of Evolution co-op mp mission framework for a wide range of mods and maps
  • Youtube
    UCQHJAGVRsEUMr160qgKLGMw
  • Xfire
    eggbeast
  • Steam url id
    GITSEggbeast

Profile Information

  • Gender
    Male
  • Location
    uk
  • Interests
    Unsung mod team lead (6 yrs service!)
    Developed over 50 versions of Evolution co-op mp mission framework for a wide range of mods and maps
    Developed Rangemaster mod with hcpookie in Arma 2OA
    Keen mapper & modder from call of duty 1 days
    Played Arma for 12 years now - co-op MP games

Recent Profile Visitors

1746 profile views
  1. just joking lol. i always think it's awful when people call the french surrender monkeys, which was massive brit propaganda, as what actually happened in the fall of france, was that the belgians capitulated, leaving the british flank exposed, so the brits decided they would need to pull back to the coast, leaving the french flank exposed, and the french got flanked, and the rest is history. up til then french tanks were kicking sh** out of the mkII panzers. nobody remembers that though as they believe the blitzkrieg myth. a myth that suited everyone to believe. (for more info on this theory see here) the only real bad press the italians got was from Rommel in north africa. he saw his allies as a massive waste of space. the brits played on this, and heavily emphasised italian surrenders and "proved their lack of will to fight" and as a result eventually, along with the german occupation, the italians decided to see sense and stand up to Hitler, which was a very brave act indeed. just watched dunkirk movie - was awesome, made me think about all this stuff again.
  2. must have made running away really hard work! ;)
  3. we posted on the steam group a while back - aiming for mid-late september @chas there's nothing you can do but wait patiently for echo release for your fix.
  4. chas we are aware of your issue, and it will be fixed in Echo release.
  5. been having a bit of fun with this "thought experiment" in fast extraction through jungle canopy: a modified STABO harness assembly capable of penetrating the canopy and being sling-loaded by a passing extraction helicopter. It has 6 seats, all capable of FFV, so you can extract (or insert) hot and firing your weapons. As you lift off with it it pulls up each man one at a time so they form a string, dragging behind the aircraft, just like a real STABO line. It has a small folding tripod on the bottom for added stability, you can deploy flares or smoke while seated in the harness. It is currently a deployable backpack assembly, much like a 50 cal and tripod. I may make it a spawnable item in my missions for one of the team to spawn via action. A bit of work to do, but it's getting there This is the early prototype (without a tripod) which shows the basic animations
  6. ok some more tutorials weapons again this time: In this video I align the scope and muzzle flash proxies for a new very high poly weapon model, for Arma 3 Unsung mod. The model was supplied by Luchador and imported to O2 by Razorback. We have 9 model variants and so I am explaining the model rigging processes for our team to learn it. In this video I align the sights of the weapon, then realign the proxies and memory points, and then make a new geometry lod and check the shadow lod for a new very high poly weapon model, for Arma 3 Unsung mod. In this video I make simple distance lods for a new very high poly weapon model, for Arma 3 Unsung mod.
  7. the patch is tiny, so you will know which you have. also if you cannot connect to public servers it is either a) you do not have apex and they are running one of our apex maps or b) you are missing the patch or c) you are in dev branch! or d) you are running other mods too
  8. that's great news thanks pook, we're aiming for feature lock at end of august after this recent pushback on the release to september. we are all experiencing issues converting simulation types.
  9. yeah that Ures_vecmod was a variable i wrote originally in my evo missions when all the script development was mission-side then when i migrated it to unsung i didn't bother to change the syntax. I thought that the variable was set by placing the module, which in turn runs the scripts in weap_c/resources... when pook added that awesome script for hotLZ's there was no contrlling factor, so i added that control to it so you could arm / disarm the function using the module. however since we ported to A3, the bayonet, refuel, dynamic plane rearm, melee and shark scripts have all been left to rot until we have the current assets stable in 64 bit. this is why we have been adding so many bayonets though, eventually the melee system will enable them to work. we just need either more time, or more manpower.
  10. you know i would bro, but i just .. can't! i'm stuck in my jungles. but you can plunder any of our content backlog from rangemaster any time if it helps. and i'll always be around to help you troubleshoot when you're stuck. you need a clone. let's face it, arma needs you cloned.
  11. best do some testing and report back
  12. so, you need to chop the carrier into manageable chunks and then use a script to fix it all together. no point working on an object so large that Object Builder won't be able to handle it, and you can't build with the tools. good to get sorted before you uvmap it.
  13. yeah we're trying to fix the simulation types in all of our vehicles. This is because 64 bit does not support older simulation types, and causes CTD memory leaks. 1. some are only available binarized so will have to be made to scope 1 temporarily (all the SAM stuff that is simulation = "Car"). 2. boats are in progress but not very hopeful right now - literally zero progess 3. other cars are pretty much done but the wheels don't turn any more, we seem to have achoice of EITHER working dampers OR spinning wheels, but not both. 4. tanks are in progress very very slowly - I fixed the T34 great but the T55 flies into space when you accelerate, then all the US tanks must follow. 5. aircraft are completely borked - dampers, pilot positions, engines, some bounce unti lthey explode, some are stuck fast to the ground, some drive themselves, empty without engine on, some the pilot is sitting through the floor basically we have been screwed by losing backward compatibility for simulation types, right before release, which was causing CTD every hour on the public server. A lot of the team are away and non-productive right now, so there is very little progress. We are fully on the case motivation-wise, but work and personal lives are blocking progress. the guys in the team who are around are working on minor things as they don't have the skills to conquer the undocumented physx nightmare...
  14. reminds me to remove that thanks! out of interest why would you want an older version of the mod?
  15. proxyType = "CPGunner"; in both turrets may be the cause or else maybe try setting one as primary gunner (index 1) your issue looks to me as though the gunner is "ejecting" from the turret automatically as you have no roadway he is defaulting to that bumping animation we had doorgunners ejecting from the hueys in unsung a while back. i am almost certain that this was caused by us having primarygunner = 1 inherited in multiple turrets