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USS Nimitz

How should aircraft maintenance be arranged?  

50 members have voted

  1. 1. How should aircraft maintenance be arranged?

    • Refuel/Rearm/Repair all in one spot on flight deck
      15
    • Refuel/Rearm between elevators 1&2, Repair in hangar bay
      24
    • Rearm between elevators 1&2, Refuel towards rear of deck, Repair in Hangar bay
      11


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Yeah this would be my guess. Task Force 86 uses a lot of addons, so I'm think what's causing the issue is the shear load of objects/how long it takes the misson to load.

For example:

I run ACE, ACEX, CBA, Mando, GLT, GLTF16, A few islands, TF86 Addons etc..

I'll try to de-Addonize it and see what happens. If it persists I'll upload the misson for you to see. Maybe it has something to do with Comp Specs

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Carrier spawn time shouldn't have anything to do with it anymore. I'm pretty sure the new spawning method executes as a call instead of an execVM as it previously did, meaning the "init" of the carrier won't be done until its done spawning. And The mission doesn't start I don't think until the init is done.

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Another option might be to add something to the init of the cv after the parts are assembled. Then look for all the units lower than 16m and inside CV visual model boundaries, and place them in the same X,Y and deck's Z.

something like:

// Catch valid units around in _units array and then
{
  _pos = cv worldToModel getPos _unit;
  if ((abs(_pos select 0) < cv_width/2) && (abs(_pos select 1) < cv_length/2)) then
  {
     _x setPos [getPos _x select 0, getPos _x select 1, 16];
  };
} forEach _units;

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ZZEZ, first, that's really weird cuz I'm assuming those things are saying it basically doesn't exist. Second, why aren't you?

Our community didn't update yet.

Its a RPT error that occurs on the first load of the Nimitz, if you can find whats causing it and fixing it, it will help performance.

@People that are having issues with spawning in the water, you are doing something wrong or you have another addon causing issues, the method the carrier is using spawns it during the briefing screen before anything else starts, we started a game with 58 players and about 20 vehicles on the Nimitz and not a single person or vehicle spawned in the water.

Another thing to check is if your using setPos or setPosASL, you should be using setPosASL.

The switch from execVM to call screwed up setPos, not much can be done about it - just switch to setPosASL.

I would recommend before anyone blames the Carrier to ensure that its actually it and not another addon messing with call compile, using a combination of ACE/ACRE and various custom units/islands we don't have this issue.

Edited by ZZEZ

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My issue involves manned jets spawning correctly but i do not wish them to be manned....when i disable the ai they spawn on the bottom of the ocean.

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My issue involves manned jets spawning correctly but i do not wish them to be manned....when i disable the ai they spawn on the bottom of the ocean.

Place a empty aircraft then.

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I cant get them empty,everytime i read something about it people say to select from the empty faction but theres no such thing....when i place "playable" or not playable it doesnt work. and the side=empty didnt work either.......im sure im being dumb but....sigh...

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Does the example mission not work for you? I'm pretty sure I put empty aircraft in that.

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Gentlemen i shall quote a lil boy, "It's working!!it's working!!!".......have i told you guys how handsome you look today?! MAN im dumb!.....and man am i gonna have fun setting up my scenario,thanks alot for the help and JDG for this piece of art :)

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I cant get them empty,everytime i read something about it people say to select from the empty faction but theres no such thing....when i place "playable" or not playable it doesnt work. and the side=empty didnt work either.......im sure im being dumb but....sigh...

You need one of the units to be "player" before you can select the empty side.

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Man im glad it got sorted out,i've already made the player respawn work with no problems....all i need now is the jets to respawn when destroyed and i can fill in the scenario....thanks alot guys! :)

---------- Post added at 08:36 PM ---------- Previous post was at 07:25 PM ----------

Well i spoke too soon,it appears there is no respawn for the jets that works...which makes the fact that i can now spawn the jets correctly,i can respawn as a player.....but the aircrafts themselfs cannot respawn on the deck.

Im using Tophe's respawn script,the redfor jets on an airbase respawn when destroyed....the blufor on the Nimitz dont\or do but dont settle on the deck....not sure yet...sometimes i hear an explosion. :(

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Man im glad it got sorted out,i've already made the player respawn work with no problems....all i need now is the jets to respawn when destroyed and i can fill in the scenario....thanks alot guys! :)

---------- Post added at 08:36 PM ---------- Previous post was at 07:25 PM ----------

Well i spoke too soon,it appears there is no respawn for the jets that works...which makes the fact that i can now spawn the jets correctly,i can respawn as a player.....but the aircrafts themselfs cannot respawn on the deck.

Im using Tophe's respawn script,the redfor jets on an airbase respawn when destroyed....the blufor on the Nimitz dont\or do but dont settle on the deck....not sure yet...sometimes i hear an explosion. :(

Search for simple vehicle respawn script. It works every time and is simple to use. It is also on Armaholic.

---------- Post added at 08:11 PM ---------- Previous post was at 07:48 PM ----------

If you need a link or it is down send me a PM and I will send it to you.

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You probably just need to edit the respawn script to spawn things at the appropriate height ASL.

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Thats the one im using Prototype.

Jdog,i tried this>>>...doesnt work....any other options?

class Item16
	{
		position[]={2502.4905,0.13354263,38.302917};
		special="NONE";
		id=16;
		side="EMPTY";
		vehicle="PRACS_Mirage3";
		lock="UNLOCKED";
		skill=0.60000002;
		init="this setPosASL [getPos this select 0, getPos this select 1, 18]";veh = [this, 1, 30, 0, FALSE, FALSE, "this setPosASL [getPos this select 0, getPos this select 1, 18"] execVM "vehicle.sqf"
	};

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As I see the vehicle.swf is the script that allows a respawn of that vehicle. Isn't it?

Then what you must do is to edit the spawning coordinates that are referenced inside that vehicle.sqf file.

What you have shown to us is a portion of the mission.sqm. What it's relevant is the respawning script file, not the sqm.

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I have never had a problem with that script. All my jets and vehicles spawn just fine on the Nimitz. What set height do you have?

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You are using CBA? This addon requires it. Not sure if that would account for your problem, but its worth a shot. I was getting similar issues before I enabled it and once apon a time it was not on the required addons list : P

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This is my respawn script,my height is 18.......ill go check if the @CBA might help.

/*  
=========================================================
 Simple Vehicle Respawn Script v1.7
 by Tophe of Östgöta Ops [OOPS]

 Put this in the vehicles init line:
 veh = [this] execVM "vehicle.sqf"


 Options:
 There are some optional settings. The format for these are:
 veh = [this, Delay, Deserted timer, Respawns, Effect, Static] execVM "vehicle.sqf"


 Default respawn delay is 30 seconds, to set a custom
 respawn delay time, put that in the init as well. 
 Like this:
 veh = [this, 15] execVM "vehicle.sqf"

 Default respawn time when vehicle is deserted, but not
 destroyed is 120 seconds. To set a custom timer for this 
 first put the respawn delay, then the deserted vehicle timer. (0 = disabled)
 Like this:  
 veh = [this, 15, 10] execVM "vehicle.sqf"

 By default the number of respawns is infinite. To set a limit
 First set the other values then the number of respawns you want (0 = infinite).
 Like this:
 veh = [this, 15, 10, 5] execVM "vehicle.sqf"


 Set this value to TRUE to add a special explosion effect to the wreck when respawning.
 Default value is FALSE, which will simply have the wreck disappear.
 Like this:
 veh = [this, 15, 10, 5, TRUE] execVM "vehicle.sqf"

 By default the vehicle will respawn to the point where it first
 was when the mission started (static). This can be changed to 
 dynamic. Then the vehicle will respawn to the position where it was destroyed. 
 First set all the other values then set TRUE for dynamic or FALSE for static.
 Like this:
 veh = [this, 15, 10, 5, TRUE, TRUE] execVM "vehicle.sqf"

 If you you want to set the INIT field of the respawned vehicle, first set all other 
 values, then set init commands. Those must be inside quotations.
 Like this:
 veh = [this, 15, 10, 5, TRUE, FALSE, "this setDammage 0.5"] execVM "vehicle.sqf"

 Default values of all settings are:
 veh = [this, 30, 120, 0, FALSE, FALSE] execVM "vehicle.sqf"




Contact & Bugreport: harlechin@hotmail.com

=========================================================
*/

if (!isServer) exitWith {};

// Define variables
_unit = _this select 0;
_delay = if (count _this > 1) then {_this select 1} else {30};
_deserted = if (count _this > 2) then {_this select 2} else {120};
_respawns = if (count _this > 3) then {_this select 3} else {0};
_explode = if (count _this > 4) then {_this select 4} else {false};
_dynamic = if (count _this > 5) then {_this select 5} else {false};
_unitinit = if (count _this > 6) then {_this select 6} else {};
_haveinit = if (count _this > 6) then {true} else {false};

_hasname = false;
_unitname = vehicleVarName _unit;
if (isNil _unitname) then {_hasname = false;} else {_hasname = true;};
_noend = true;
_run = true;
_rounds = 0;

if (_delay < 0) then {_delay = 0};
if (_deserted < 0) then {_deserted = 0};
if (_respawns <= 0) then {_respawns= 0; _noend = true;};
if (_respawns > 0) then {_noend = false};

_dir = getDir _unit;
_position = getPosASL _unit;
_type = typeOf _unit;
_dead = false;
_nodelay = false;


// Start monitoring the vehicle
while {_run} do 
{	
sleep (2 + random 10);
     if ((getDammage _unit > 0.8) and ({alive _x} count crew _unit == 0)) then {_dead = true};

// Check if the vehicle is deserted.
if (_deserted > 0) then
{
	if ((getPosASL _unit distance _position > 10) and ({alive _x} count crew _unit == 0) and (getDammage _unit < 0.8)) then 
	{
		_timeout = time + _deserted;
		sleep 0.1;
	 	waitUntil {_timeout < time or !alive _unit or {alive _x} count crew _unit > 0};
		if ({alive _x} count crew _unit > 0) then {_dead = false}; 
		if ({alive _x} count crew _unit == 0) then {_dead = true; _nodelay =true}; 
		if !(alive _unit) then {_dead = true; _nodelay = false}; 
	};
};

// Respawn vehicle
     if (_dead) then 
{	
	if (_nodelay) then {sleep 0.1; _nodelay = false;} else {sleep _delay;};
	if (_dynamic) then {_position = getPosASL _unit; _dir = getDir _unit;};
	if (_explode) then {_effect = "M_TOW_AT" createVehicle getPosASL _unit; _effect setPosASL getPosASL _unit;};
	sleep 0.1;

	deleteVehicle _unit;
	sleep 2;
	_unit = _type createVehicle _position;
	_unit setPosASL _position;
	_unit setDir _dir;

	if (_haveinit) then 
				{_unit setVehicleInit format ["%1;", _unitinit];
				processInitCommands;};
	if (_hasname) then 
				{_unit setVehicleInit format ["%1 = this; this setVehicleVarName ""%1""",_unitname];
				processInitCommands;};
	_dead = false;

	// Check respawn amount
	if !(_noend) then {_rounds = _rounds + 1};
	if ((_rounds == _respawns) and !(_noend)) then {_run = false;};
};
};

---------- Post added at 09:08 AM ---------- Previous post was at 08:51 AM ----------

CBA doesnt do anything.

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They still dont respawn when destroyed.....ill compare your code with mine....gotta be something im doing wrong.

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Check your in box Grrr. Sent you sample with working respawn on deck and below deck. If anyone else needs send me a PM.

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Hello i'am looking fot he methods or a script for respauwn vehicules planes, on the deck or in the hangar of the uss nimitz .

Could you help me i'm begin in a little scripting ?

Thanks a lot .

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