Recent Posts

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General Discussion / Re: Urban maps
« Last post by Davyj on Today at 12:43:43 PM »
The Nam2 map's "city" mostly has nice houses. not nearly enough taller buildings. Or ruined, btw. I was considering on making a FMJ scenario involving a sniper,
but don't think the town is "good" enough for that. No offense to map makers. Even Editor's "edit terrain" module doesn't make it better.
 And, the waterways on that don't feel as natural as the UNSUNG ones.
 And, some villages are underwater, like they didn't care. One I know is in a river, blocking any boats to get by.

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General Discussion / Re: Grass/Brush Blocking AI sight line
« Last post by Davyj on Today at 12:35:55 PM »
I've been playing on a specific server for a while, I noticed AI VC/NVA where always "oneshotting" everybody, including me. The Admins/clan doesn't respond or acknowledge
 this in chat. The badguys seem OP, moreso than normal CSAT.  Is this a server decision or is it the mod itself?
New here and this topic is a concern of mine. Otherwise, excellent!
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General Discussion / Re: Urban maps
« Last post by pappagoat on June 23, 2018, 10:52:20 AM »
Look at the Nam map.It has a large urban area, although very destroyed. I's labeled as Saigon but perhaps better suited to Hue.

ANZAC assets - yesh sure! ANZAC Wessex (H-34) or Bushranger (UH-1) would be good. Or a way to put a M113 without graffiti. The shoulder patch on the New Zealand soldiers needs fixing.

Pretty sure the mod team have a lot on their plate aside from R/W stuff.
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General Discussion / Re: Urban maps
« Last post by Marcus Stakcer on June 16, 2018, 09:28:15 PM »
Urban maps would be great. I remember having a few semi-Urban/town regions for Unsung in Arma 2. I need to learn how to map so I can start creating maps for this mod.
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General Discussion / Urban maps
« Last post by ethan3099 on June 14, 2018, 02:00:02 PM »
Hey guys, just wondering what everyone’s opinion on having an urban map based on saigon (ho chi minh city) or huč city
Personally i am all for it

P.S any one like to see more ANZAC assests?
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General Discussion / Agent orange barrels
« Last post by CC_Kronus on May 17, 2018, 08:54:00 PM »
Currently, agent orange barrels are present in the mod in the shape of green barrels (historically correct) with a red diamond with a cowboy face on it (historically incorrect).

The actual name agent orange derives from the characteristic orange colour band in the center of the barrel.





and an identification of the product on the top lid 



Would it be possible that in next releases, a magician of textures could bring us an historically correct agent orange barrel?
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General Discussion / Re: How to have AI RTO / vehicle radios turned on?
« Last post by TeTeT on May 07, 2018, 11:07:08 PM »
Yes, that's the drawback of initializing them as static radios. When you manually enable them later, a 'dynamic' radio with changeable channels and all that will be spawned on top.
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General Discussion / Re: How to have AI RTO / vehicle radios turned on?
« Last post by pappagoat on May 04, 2018, 03:59:24 AM »
One thing I've noticed using the code. If you then manually turn on the RTOs radio you end up with a double feed of radio traffic. odd.
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General Discussion / Re: How to have AI RTO / vehicle radios turned on?
« Last post by pappagoat on May 03, 2018, 04:34:08 PM »
Outstanding, thank you!
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General Discussion / Re: How to have AI RTO / vehicle radios turned on?
« Last post by TeTeT on April 28, 2018, 09:00:35 PM »
Hi,

put these lines in the init box of an RTO, e.g. one with a radio item:

Code: [Select]
this assignItem "UNS_ItemRadio_PRC_25";[this, "West", 0] call uns_radio2_fnc_staticInit;

The code [this, "West", 0] makes the soldier use the ground combat radio, [this, "West", 1] is for air combat, [this, "West", 2] for AFVN. East likewise for NVA.

Cheers,
TeTeT
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