Spartan 163 0 Posted July 28, 2011 Are you serious? Is anyone out there reading anything I'm typing? I thought I made myself extremely clear. But maybe you guys see the words "wings up" and then stop reading anything else I write. My aunt does that too. Hears me say the word "money" then she tries to hide from me.I WANT THE WINGS UP FROM THE MILLISECOND THE GAME COMES ON. An Animation is an Animation. That means the wings start down then move up. That causes damage to the Hornet next to it. I DON'T WANT ANIMATION. I WANT TO START IN UP POSITION AND STAY IN UP POSITION. Animation is a movement. Thank you for the help, swissMAG, thank you for reading my message. It is an excellent addon though. But if you can make the wings stay up, then you can't park them close as in real life. I want the wings to start in down position as it already does. I worked on the F-18 for my whole time in the Navy. We always stored them in the down position when not on ship. There is only one carrier out now so the need to have it started folded is moot. Notice no caps. Share this post Link to post Share on other sites
f2f_bho 10 Posted July 28, 2011 Are you serious? Is anyone out there reading anything I'm typing? I thought I made myself extremely clear. But maybe you guys see the words "wings up" and then stop reading anything else I write. My aunt does that too. Hears me say the word "money" then she tries to hide from me.I WANT THE WINGS UP FROM THE MILLISECOND THE GAME COMES ON. An Animation is an Animation. That means the wings start down then move up. That causes damage to the Hornet next to it. I DON'T WANT ANIMATION. I WANT TO START IN UP POSITION AND STAY IN UP POSITION. Animation is a movement. Thank you for the help, swissMAG, thank you for reading my message. It is an excellent addon though. But if you can make the wings stay up, then you can't park them close as in real life. Wow,,,,,really,,,give the guy a break this addon is in the beta 1.2 stage it will all get worked out,, hmmm join the team and contribute a fix ....... Share this post Link to post Share on other sites
Meatball0311 79 Posted July 28, 2011 Dont worry all is good in the hood! @victim913 sorry mate misunderstood what you were asking. I dont have an answer for your question, but it seems others have explained that it may only be possible by scripting. @everyone: Thanks for your support and help in working out these issues. I feel that I got a lot of the fixes resolved yesterday. I still have not been able to look into the Multiplayer issues (I believe it is something to do with the landing gears not staying up or down and when one F/A-18 lowers gear the other F/A-18 does too.) I am a SP type of guy, so I dont know what I need to do to fix multiplayer issues... does anyone have any suggestions? Share this post Link to post Share on other sites
Gruman 123 Posted July 28, 2011 I want the wings to start in down position as it already does. I worked on the F-18 for my whole time in the Navy. We always stored them in the down position when not on ship. There is only one carrier out now so the need to have it started folded is moot. Doesnt really matter on how many Aircraft Carriers are out there. If you want to place the SuperHornets realisticly on an aircraft carrier (even only as a static) you will need them spawned up. Without much scripting, they will just collide with each other and probably explode. If you want them spawned at an airbase (as an example) with wings down, just start the animation at the start of the mission. By the time you see the aircraft they are allready down... Why do you need them to be unfolded at the start? The FIX if interested: Look for this inside the config.cfg: class r_wingfold { source = "user"; animPeriod = 2; initPhase = 0; }; class l_wingfold { source = "user"; animPeriod = 2; initPhase = 0; }; And Change it to this: class r_wingfold { source = "user"; animPeriod = 2; initPhase = 1; }; class l_wingfold { source = "user"; animPeriod = 2; initPhase = 1; }; Share this post Link to post Share on other sites
Spartan 163 0 Posted July 28, 2011 Same reason as to have them folded at spawn. Just because. Its easy to have it set up with triggers to fold them instead of working the addon to fold them in first place. I already had them set up on the carrier with wings folded 5 min after download. Share this post Link to post Share on other sites
Darkhorse 1-6 16 Posted July 28, 2011 It takes a bit of code to get the aircraft to span properly on a carrier anyways, so just take the time to add it in. Hell, I'm one of the laziest people on these forums, and even I take the time to do it! Meatball, my opinion ain't worth much, but I'd say leave the wings in the extended (Down) position, as more often than not the old gal will be starting from land, and it only takes a small amount of code to raise them up for the proper carrier look. Share this post Link to post Share on other sites
[frl]myke 14 Posted July 28, 2011 Check if the command surfaceIsWater returns true when applied on the position of the Nimitz (should IMHO), change the animspeed in the config to "immediately", check wether or not it is placed over water (and engine off in case of placed as flying), set animation state according to this result. For lowering/raising wings create a script that changes the anim value slowly over the desired timeframe. Problem solved for everyone. Share this post Link to post Share on other sites
Guest Posted July 28, 2011 Thanks for taking the time to inform us about the updated version :cool: Release frontpaged on the Armaholic homepage. F/A-18 Super Hornet v1.2GLT MissileboxGLT Real Air Weapons (RAW)Arma 2 Share this post Link to post Share on other sites
evil_brownie 17 Posted July 28, 2011 Something i accidentally found out while on the editor. With V1.2 there's an empty f/a-18 in the "air" section, which is a f-35 if actually using it. Some Config left-overs Meat :p? Share this post Link to post Share on other sites
Meatball0311 79 Posted July 28, 2011 Something i accidentally found out while on the editor. With V1.2 there's an empty f/a-18 in the "air" section, which is a f-35 if actually using it. Some Config left-overs Meat :p? Yes, I took care of that. FIXED on next release which should come soon. Thanks. ---------- Post added at 03:11 PM ---------- Previous post was at 03:09 PM ---------- It takes a bit of code to get the aircraft to span properly on a carrier anyways, so just take the time to add it in. Hell, I'm one of the laziest people on these forums, and even I take the time to do it!Meatball, my opinion ain't worth much, but I'd say leave the wings in the extended (Down) position, as more often than not the old gal will be starting from land, and it only takes a small amount of code to raise them up for the proper carrier look. Yes wings will be left in the extended (Down) pos. Share this post Link to post Share on other sites
Braker355 10 Posted July 28, 2011 Good job Meat, but your eject seat is not good compatible with the ACE mod because the ACE mod use a different ejection system... It is thus incompatible with your... Did you plan a correction for this? Kind regards... Sorry for my english... Share this post Link to post Share on other sites
Meatball0311 79 Posted July 28, 2011 Good job Meat, but your eject seat is not good compatible with the ACE mod because the ACE mod use a different ejection system... It is thus incompatible with your...Did you plan a correction for this? Kind regards... Sorry for my english... Good question. I havent really tested it using ACE. I want to get it stable before I do, so at the moment I am just doing ArmA II CO. But yes I would like it to be compatible with ACE. Share this post Link to post Share on other sites
panther42 52 Posted July 28, 2011 Very nice job with this one Meatball0311. I did notice when trying to use the Autolanding, the landing gear does not automatically deploy when within proper distance of a runway. I have used this on other aircraft, and the landing gear is deployed without pilot intervention. I this a bug, or something the other aircraft had scripted into the Autolanding action? Makes for a nice belly slide...:D Share this post Link to post Share on other sites
Meatball0311 79 Posted July 28, 2011 Very nice job with this one Meatball0311. I did notice when trying to use the Autolanding, the landing gear does not automatically deploy when within proper distance of a runway. I have used this on other aircraft, and the landing gear is deployed without pilot intervention. I this a bug, or something the other aircraft had scripted into the Autolanding action?Makes for a nice belly slide...:D Yeah I noticed that today.. I am on it. Doing the best I can of getting all of these scripts changed over to sqf and throwing out all the stuff that is not needed. Has anyone had any other problems with multiplayer? Share this post Link to post Share on other sites
Braker355 10 Posted July 28, 2011 Good question. I havent really tested it using ACE. I want to get it stable before I do, so at the moment I am just doing ArmA II CO.But yes I would like it to be compatible with ACE. Very good, even exellent, thanks Meat. But I have another question if this doesn't cause problem: How do we make to modify the weapons and payloads? I try with the class names and the commands: " this addMagazine; this addWeapon; this removeMagazine; [...] ", but that does not work... May be that I did not understand the Read-Me... Share this post Link to post Share on other sites
evil_brownie 17 Posted July 28, 2011 (edited) If you want to change your loadouts on the go: use MMA rearm (by parking your plane next to a rearming truck and turning the engine off) Check out the GLT missilebox .pdf for aircraft weapon classnames, or here for BIS ones: http://community.bistudio.com/wiki/ArmA_2:_Weapons (off topic, try putting a GAU-8 in a humvee, oh my :D) Then you have to choose your prefered weapons...so you can do this(be aware, the weapons, if using the following method, will start at one wing tip and go to the other, filling the slots as you add more weapons): In the plane you want, put the ammo slider to 0, then in the init of it put the weapons and magazines you want. I for instance tested out with napalm tanks from the unsung mod and they worked quite well :) (i unfortunately dunno atm how to remove the actual weapons still in the plane, so you'd have to cycle a lot of them to actually get to the ones you want, sure there's a better scripting form someone can help out with). Edited July 28, 2011 by Evil_Brownie making it clearer to whom reads it. Share this post Link to post Share on other sites
victim913 10 Posted July 28, 2011 To remove the weapons on the plane, set the ammo to 0 on the ammo bar in the editor, where the fuel and armor bars are. If that's what youre talking about. When cycling through weapons I see a dualrail weapon. Is it a weapon or is it there to hold the bombs in place? Because when you drop the dualrails, they explode pretty nicely when the hit ground, but if the bombs are still on the plane they just float under the wing. I notice the fuel tank doesn't explode when dropped, unleass dualrail is a weapon. And has anyone else had a problem ejecting as the WSO? When I selected eject as wso, the pilot ejected but not me. Share this post Link to post Share on other sites
Braker355 10 Posted July 29, 2011 If you want to change your loadouts on the go: use MMA rearm (by parking your plane next to a rearming truck and turning the engine off)Check out the GLT missilebox .pdf for aircraft weapon classnames, or here for BIS ones: http://community.bistudio.com/wiki/ArmA_2:_Weapons (off topic, try putting a GAU-8 in a humvee, oh my :D) Then you have to choose your prefered weapons...so you can do this(be aware, the weapons, if using the following method, will start at one wing tip and go to the other, filling the slots as you add more weapons): In the plane you want, put the ammo slider to 0, then in the init of it put the weapons and magazines you want. I for instance tested out with napalm tanks from the unsung mod and they worked quite well :) (i unfortunately dunno atm how to remove the actual weapons still in the plane, so you'd have to cycle a lot of them to actually get to the ones you want, sure there's a better scripting form someone can help out with). Thanks, but i don't find the class name of the droppable fuel tank, you know what is it? Share this post Link to post Share on other sites
Meatball0311 79 Posted July 29, 2011 Weapon Classname: fz_f18_droptank Ammo Classname: GLT_1Rnd_fz_f18_droptank Share this post Link to post Share on other sites
evil_brownie 17 Posted July 29, 2011 (edited) Thanks for putting that up Meat, now i don't have to view your pbo for the classname for the tank, as i want to try out putting it in some other planes :D EDIT: have tried it out, seems that the tank is placed a bit below the pylon on other planes, but then again, i guess that is just because it was meant to be used with the f-18, so no problem. Edited July 29, 2011 by Evil_Brownie Share this post Link to post Share on other sites
Ironwood 10 Posted July 29, 2011 Wonderful work, I'm looking forward to seeing your next work. But in this latest update, 1.2 receive an F35 instead of F18 .. Thanks for this beautiful aircraft. Share this post Link to post Share on other sites
evil_brownie 17 Posted July 29, 2011 That has been fixed for 1.3. When searching for the empty ones: Empty > VMFA (AW)-533. Share this post Link to post Share on other sites
JAG201509 10 Posted July 29, 2011 HELL YEAH!!! now to get A2 working Share this post Link to post Share on other sites
Gruman 123 Posted July 29, 2011 (edited) Just had an empty dedicated server for a couple minuits, so I taken that chance to make a video of the Gear - Issue when using the Superhornet on a Dedicated Server. Here the video: (sorry for the wierd aspect ratio... youtube dont support eyefinity properly yet :P ) CDx5IGjzf7Y Some infos: -Only one Superhornet is in the mission -Startet from the Nimitz on Namalsk -Im the only one on the server and I'm flying without an AI -Im below the max speed for the gear -As told above, on a dedicated server Description what is happening: Basicly Im flying straight ahead way at about 200km/h, which should be perfectly fine for lowering the gear. So I use the user action to lower the Landing Gear [F-18]. The Landing Gear starts to go down, locks and then moves immidiatly back up into the fuselage. I try it several times with different speeds. Any thoughts? Any more infos needed? Best regards and keep up the superb work! Coming along really nicely. PS: Had today a wierd encounter with the MK82 Bombs... when I droped them via Mando, they launched like a Maverick... Was pretty funny :D This wasnt there in the V1.1. Any similiar reports? Edited July 29, 2011 by swissMAG Share this post Link to post Share on other sites