Arma 3
Unsung
Kerberos Dec 24, 2018 @ 7:12am
Use with Warlords Modules
Currently having difficulty using the unsung mod with the new warlords modules. Ive checked in the cfgFactions for the right classnames, added them to the warlords init, but it kicks out a ton of errors when it attempts to populate the garrisons.
Seems like it is expecting a faction but getting an "any".
Any clues on how to get this working?
Ive tried all the classnames, the UNSUNG_E UNSUNG_W UNSUNG_EV etc etc etc as well.
Feels like Im missing something really obvious..
< >
Showing 1-4 of 4 comments
R0adki11 Dec 30, 2018 @ 3:43pm 
Hi,

I have an WIP Warlords Mission for Unsung.

The Factions for Unsung are as follows:

Unsung Factions

BLUFOR -

UNSUNG_W_US
UNSUNG_W_USAF
UNSUNG_W_USMC
UNSUNG_W_USN


OPFOR -

UNSUNG_E_NVA
UNSUNG_EV_VC
UNSUNG_EV_VCG

Independent -

UNSUNG_G_ARVN
UNSUNG_G_CIDG

Civilian

UNSUNG_C_Groups

And this is my custom assests list to get a basic mission working:

class CfgWLRequisitionPresets
{
class UNSUNGLIST // --- class name used in the Init module
{
class WEST // --- assets available for BLUFOR
{
class Infantry
{
class uns_men_US_5SFG_SP5 // --- must be asset class name
{
cost = 100; // --- Command Points required
requirements[]={}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbour))
};
class uns_men_US_5SFG_SP3
{
cost = 100;
requirements[]={};
};
class uns_men_US_5SFG_MRK
{
cost = 100;
requirements[]={};
};
class uns_men_US_5SFG_AT
{
cost = 100;
requirements[]={};
};
class uns_men_US_5SFG_GL2
{
cost = 100;
requirements[]={};
};
class uns_men_US_5SFG_MED
{
cost = 100;
requirements[]={};
};
};
class Vehicles
{
class uns_willys
{
cost = 250;
requirements[]={};
};
};
class Aircraft
{
};
class Naval
{
};
class Gear
{
class uns_resupply_crate_US
{
cost = 200;
requirements[]={};
};
};
class Defences
{
class uns_M2_high
{
cost = 250;
requirements[]={};
};
};
};
class EAST// --- assets available for BLUFOR
{
class Infantry
{
class uns_men_NVA_68_AS5// --- must be asset class name
{
cost = 100; // --- Command Points required
requirements[]={}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbour))
};
class uns_men_NVA_68_MRK // --- must be asset class name
{
cost = 100; // --- Command Points required
requirements[]={}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbour))
};
class uns_men_NVA_68_AT2 // --- must be asset class name
{
cost = 100; // --- Command Points required
requirements[]={}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbour))
};
class uns_men_NVA_68_HMG// --- must be asset class name
{
cost = 100; // --- Command Points required
requirements[]={}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbour))
};
class uns_men_NVA_68_MED // --- must be asset class name
{
cost = 100; // --- Command Points required
requirements[]={}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbour))
};
};
class Vehicles
{
class uns_nvatruck
{
cost = 250;
requirements[]={};
};
};
class Aircraft
{
};
class Naval
{
};
class Gear
{
class uns_AmmoBoxVC
{
cost = 200;
requirements[]={};
};
};
class Defences
{
class uns_dshk_high_NVA
{
cost = 250;
requirements[]={};
};
};
};
};
};

Cheers
R0adki11

Kerberos Jan 2, 2019 @ 3:48pm 
you sir are a legend!
Thank you so much for this.
hugely appreciated
R0adki11 Feb 8, 2019 @ 1:31am 
Originally posted by GOTOPOST:
Originally posted by R0adki11:
Hi,

I have an WIP Warlords Mission for Unsung.
Cheers
R0adki11

Can this be used with the Spawn ai module?

Is that a Warlords Module?
R0adki11 Feb 8, 2019 @ 2:21am 
Originally posted by GOTOPOST:
Originally posted by R0adki11:

Is that a Warlords Module?

No, its the regular "Spawn ai" module for Arma 3. Really sad that it wont detect Unsung mod, since it has detected many other mods like Ifa3.

Well this thread is about creating Missions for the Arma3 Game Mode called Warlords. As far as i am aware you can't use the other Modules with it. If you want the Spawn AI for other missions. I would suggest creating a new thread.
< >
Showing 1-4 of 4 comments
Per page: 1530 50