konyo 14 Posted August 2, 2012 I would guess that the hatch is only completly removable... probably taken out and stowed with some straps.Maybe would be worth a thought: Adding the additional Ramps on the ramps, so a wheeled vehicle can drive up the ramp... as an additional useraction, when the ramp is down. This way you have the detail and the feature. Gn8 :) Best regards Yeah that was my guess too, can't make it do that though as the hatch would suddenly disappear and then suddnly appear stowed away under some seats. So I think I'll make it animate to fold up under the helicopter because that's as realistic as i can get it. & Yes will add those parts of the ramp tomorrow, maybe won't get them to animate in this version, as wouldn't know how to set it up to animate only when I ramp is lowered. Share this post Link to post Share on other sites
konyo 14 Posted August 2, 2012 +1 swiss mag ^^ Will be in this release, just not animated :P Share this post Link to post Share on other sites
Gruman 123 Posted August 2, 2012 Couldnt you just use hiddenselections for the hatch? Dont think that hatch deserves so much detail ;-) you would just set the condition on the ramp animate state? But step by step... :-) Share this post Link to post Share on other sites
konyo 14 Posted August 2, 2012 Couldnt you just use hiddenselections for the hatch? Dont think that hatch deserves so much detail ¤;-) Too late, it's done now :D ---------- Post added at 10:35 PM ---------- Previous post was at 10:29 PM ---------- you would just set the condition on the ramp animatestate? But step by step... :-) Ahhhh yeah, i can put it to animate with the ramp, so when the ramp gets set to lowered the extra ramps will extend out... the same way I done the hatch. Swiss your a ledgend ;) Share this post Link to post Share on other sites
sup3r6f0ur 2 Posted August 3, 2012 (edited) Found , looked intreasting. Although its a MH47g still could help out some.Quick Questions... How many crew memebers does it have? How many Passengers can it carry? And how many weapons/magazines can be stored inside of it? Edited August 3, 2012 by Sup3r6F0ur Add questions. Share this post Link to post Share on other sites
konyo 14 Posted August 3, 2012 Found , looked intreasting. Although its a MH47g still could help out some.Quick Questions... How many crew memebers does it have? How many Passengers can it carry? And how many weapons/magazines can be stored inside of it? That was a good video, was it animated or for a game? It currently has 6 crew members. It can hold 24 Passengers. & No magazines or weapons. Share this post Link to post Share on other sites
BasileyOne 10 Posted August 3, 2012 Too late, it's done now :D---------- Post added at 10:35 PM ---------- Previous post was at 10:29 PM ---------- Ahhhh yeah, i can put it to animate with the ramp, so when the ramp gets set to lowered the extra ramps will extend out... the same way I done the hatch. Swiss your a ledgend ;) yeah, could be nice to do airdrops over water with scuba gear over water for stealth insertion ;-) Share this post Link to post Share on other sites
sup3r6f0ur 2 Posted August 3, 2012 That was a good video, was it animated or for a game? It currently has 6 crew members. It can hold 24 Passengers. & No magazines or weapons. I'm not sure, all I know is Boing (the maker of the Chinook) made it as a demonstrations. I think they may have used the Cry engine to make it. Do you have any plans to be able to store stuff in it. (like maybe 10 weapons, 10 backpack slots, 60 magazine slots in it). That way it gives mission makers a bit of room. (For instance we can put extra med supplys and the MH47 comes to transit the troops somewhere else mid mission, or if people want to put it in Domination or Warfare storing weapons in it may be handy. Share this post Link to post Share on other sites
konyo 14 Posted August 3, 2012 yeah, could be nice to do airdrops over water with scuba gear over water for stealth insertion ;-) You certianly ca :D When its hovering you can get out and walkaround inside, so you can simply run off end of ramp and plop into the sea. I'm not sure, all I know is Boing (the maker of the Chinook) made it as a demonstrations. I think they may have used the Cry engine to make it. Do you have any plans to be able to store stuff in it. (like maybe 10 weapons, 10 backpack slots, 60 magazine slots in it). That way it gives mission makers a bit of room. (For instance we can put extra med supplys and the MH47 comes to transit the troops somewhere else mid mission, or if people want to put it in Domination or Warfare storing weapons in it may be handy. Ah fair enough, looks a very well made video. I dont have any plans at the moment for adding magazines & weapons, but maybe in a future release... or in this release if i have time then maybe ill add it :D Share this post Link to post Share on other sites
Gruman 123 Posted August 3, 2012 Loading the MH-47 with various Weapons wouldnt do much good... There is way to much stuff anyway, at the end the whole chopper is filled with cr*p. ;-) Your Team or the MH-47 Crew can load that stuff up on Mission Start or even better... do some Slingloading... At least that stuff gives the Crew something to do, while the rest of the team operates. And if you want the MH-47 to be crewed by AI, then the Mission Designer can load up stuff or sling some loads under it, if needed. Konyo, did you ever tried the BAS MH-47 for OFP? Share this post Link to post Share on other sites
sup3r6f0ur 2 Posted August 3, 2012 Thats what I mean, create slots for the players or missionmakers to put weapons in the helicopter. Maybe I should have explained that a little better. Share this post Link to post Share on other sites
Gruman 123 Posted August 3, 2012 As long as he inherits the code from a base class, he should have plenty of place for gear. He could even expand that so more could be loaded. Even better would be some backpacks hanging arround in the bird so they can be accessed when walking arround... but thats probably a littlebit to much for the time beeing... ;-) Share this post Link to post Share on other sites
konyo 14 Posted August 3, 2012 Loading the MH-47 with various Weapons wouldnt do much good... There is way to much stuff anyway, at the end the whole chopper is filled with cr*p. ;-) Your Team or the MH-47 Crew can load that stuff up on Mission Start or even better... do some Slingloading... At least that stuff gives the Crew something to do, while the rest of the team operates. And if you want the MH-47 to be crewed by AI, then the Mission Designer can load up stuff or sling some loads under it, if needed. Konyo, did you ever tried the BAS MH-47 for OFP? No never tried the BAS MH-47 for OPF. Was it any good? I didnt start playing untill ArmA2 got released lol :D & thats only because my mate got me playing the Armed Assault Demo with him a few weeks before ArmA2 was released. As long as he inherits the code from a base class, he should have plenty of place for gear. He could even expand that so more could be loaded.Even better would be some backpacks hanging arround in the bird so they can be accessed when walking arround... but thats probably a littlebit to much for the time beeing... ;-) Thats not a bad idea... but way too time consuming, maybe in version 1.1? They will be hanging up above seats etc and you can place weapons and magazines inside them etc? ;) Share this post Link to post Share on other sites
astast 12 Posted August 3, 2012 I'm going to get on YuraPetrov's case (shoot a pm his way) and see if he can make some MH-60K's and MH-60L's to go with your bird. He has the perfect model for the job and he has the skills to make it realistic. He's already making a MH-60L Share this post Link to post Share on other sites
konyo 14 Posted August 3, 2012 (edited) Regarding the little ramps on the main ramp so you can drive a car into the MH47E.... How's this look? On second thoughts is it really worth adding it into the addon? As you cant hold a car inside without possible attachto script? Or can you do this with ACE? Also how if i get it to animate when the ramp is lowered, what happens when someone lowers the ramp while flying? They will also animate which isan't good. Edited August 3, 2012 by konyo Spelling Share this post Link to post Share on other sites
Gruman 123 Posted August 3, 2012 [sarcasm] Dont see your problem mate: http://www.chinook-helicopter.com/chinook/Surfin_CH-47.jpg [/sarcasm] :cool: It's your decision, mate. Maybe interesting when you are dooing a seperate cargo version I wouldnt automaticly extend those ramps when the ramp is lowered... I would enable another useraction, when the ramp is at its lowest state. Or even only usable, when looking at them directly... So its like you really have to but them down by yourself :) Share this post Link to post Share on other sites
konyo 14 Posted August 3, 2012 [sarcasm]Dont see your problem mate: http://www.chinook-helicopter.com/chinook/Surfin_CH-47.jpg [/sarcasm] :cool: It's your decision, mate. Maybe interesting when you are dooing a seperate cargo version I wouldnt automaticly extend those ramps when the ramp is lowered... I would enable another useraction, when the ramp is at its lowest state. Or even only usable, when looking at them directly... So its like you really have to but them down by yourself :) Only problem with that is I don't know how to script It so the user action only pops up when the ramp is lowered? :( Share this post Link to post Share on other sites
Gruman 123 Posted August 3, 2012 Your useraction config will probably look pretty similiar to this one class UserActions { class OpenRear { displayName = "Lower Ramp"; position = "pos_driver"; radius = 6; condition = "(this animationPhase ""Ani_Ramp"" > 0.4)&& (alive this)"; statement = "this animate[""Ani_Ramp"",0]"; onlyforplayer = 0; priority = 4; showWindow = 1; }; class LevelRear { displayName = "Level Ramp"; position = "pos_driver"; radius = 6; condition = "((this animationPhase ""Ani_Ramp"" < 0.3) || (this animationPhase ""Ani_Ramp"" > 0.5)) && (alive this)"; statement = "this animate[""Ani_Ramp"",0.4]"; onlyforplayer = 1; priority = 5; showWindow = 1; }; class CloseRear { displayName = "Raise Ramp"; position = "pos_driver"; radius = 6; condition = "(this animationPhase ""Ani_Ramp"" < 0.5)&& (alive this)"; statement = "this animate[""Ani_Ramp"",1]"; onlyforplayer = 0; priority = 6; showWindow = 1; }; [color=#ff0000] class LowerWheelramp { displayName = "Lower Wheelramp"; position = "pos_driver"; radius = 6; condition = "(this animationPhase ""Ani_Ramp"" < 0.1)&& (alive this)"; //If Ramp is fully lowered, show this Useraction statement = "this animate[""Ani_Wheel_Ramp"",0]"; onlyforplayer = 0; priority = 7; showWindow = 1; }; class RiseWheelramp { displayName = "Rise Wheelramp"; position = "pos_driver"; radius = 6; condition = "(this animationPhase ""Ani_Wheel_Ramp"" < 0.1)&& (alive this)"; [/color][color=#FF0000]//If WheelRamp is fully lowered, show this Useraction[/color][color=#ff0000] statement = "this animate[""Ani_Wheel_Ramp"",1]"; onlyforplayer = 0; priority = 7; showWindow = 1; };[/color] }; You will need to rise the Wheelramp again, when rising the ramp in anyway... Not sure how/if you can do two statements in one useraction definition. Long time no coding... ;-) Share this post Link to post Share on other sites
scarecrow398 43 Posted August 4, 2012 Regarding the little ramps on the main ramp so you can drive a car into the MH47E.... How's this look?http://i794.photobucket.com/albums/yy222/konyo-napster4/d84b2a50.jpg On second thoughts is it really worth adding it into the addon? As you cant hold a car inside without possible attachto script? Or can you do this with ACE? Also how if i get it to animate when the ramp is lowered, what happens when someone lowers the ramp while flying? They will also animate which isan't good. Not something ACE can do, i do recall someone in my group making a script allowing you to walk around inside a flying chinook, something about firing AT-4's out the back :D (or so im told, i'll ask next time he's online.) Share this post Link to post Share on other sites
sup3r6f0ur 2 Posted August 4, 2012 He's already making a MH-60L Look at the date and time I posted that and then check the time he posted the wip shot of the MH60. Share this post Link to post Share on other sites
astast 12 Posted August 4, 2012 Look at the date and time I posted that and then check the time he posted the wip shot of the MH60. sorry mate for being inappropriate. Share this post Link to post Share on other sites
konyo 14 Posted August 4, 2012 Your useraction config will probably look pretty similiar to this one class UserActions { class OpenRear { displayName = "Lower Ramp"; position = "pos_driver"; radius = 6; condition = "(this animationPhase ""Ani_Ramp"" > 0.4)&& (alive this)"; statement = "this animate[""Ani_Ramp"",0]"; onlyforplayer = 0; priority = 4; showWindow = 1; }; class LevelRear { displayName = "Level Ramp"; position = "pos_driver"; radius = 6; condition = "((this animationPhase ""Ani_Ramp"" < 0.3) || (this animationPhase ""Ani_Ramp"" > 0.5)) && (alive this)"; statement = "this animate[""Ani_Ramp"",0.4]"; onlyforplayer = 1; priority = 5; showWindow = 1; }; class CloseRear { displayName = "Raise Ramp"; position = "pos_driver"; radius = 6; condition = "(this animationPhase ""Ani_Ramp"" < 0.5)&& (alive this)"; statement = "this animate[""Ani_Ramp"",1]"; onlyforplayer = 0; priority = 6; showWindow = 1; }; [color=#ff0000] class LowerWheelramp { displayName = "Lower Wheelramp"; position = "pos_driver"; radius = 6; condition = "(this animationPhase ""Ani_Ramp"" < 0.1)&& (alive this)"; //If Ramp is fully lowered, show this Useraction statement = "this animate[""Ani_Wheel_Ramp"",0]"; onlyforplayer = 0; priority = 7; showWindow = 1; }; class RiseWheelramp { displayName = "Rise Wheelramp"; position = "pos_driver"; radius = 6; condition = "(this animationPhase ""Ani_Wheel_Ramp"" < 0.1)&& (alive this)"; [/color][color=#FF0000]//If WheelRamp is fully lowered, show this Useraction[/color][color=#ff0000] statement = "this animate[""Ani_Wheel_Ramp"",1]"; onlyforplayer = 0; priority = 7; showWindow = 1; };[/color] }; You will need to rise the Wheelramp again, when rising the ramp in anyway... Not sure how/if you can do two statements in one useraction definition. Long time no coding... ;-) Thats good :D I Will try that and see how i get on. Thanks. Not something ACE can do, i do recall someone in my group making a script allowing you to walk around inside a flying chinook, something about firing AT-4's out the back :D (or so im told, i'll ask next time he's online.) Yes that would be great too! Thanks :D Share this post Link to post Share on other sites
astast 12 Posted August 4, 2012 (edited) Hey konyo, are you thinking about adding the "AN/AVR-2 Laser Warning System" here is more info about it: http://www.globalsecurity.org/military/systems/aircraft/systems/an-avr-2.htm It's used on helicopters like mh-60L and K and also on the mh-47e Regards, astast Edited August 4, 2012 by astast Share this post Link to post Share on other sites
konyo 14 Posted August 4, 2012 Hey konyo, are you thinking about adding the "AN/AVR-2 Laser Warning System"here is more info about it: http://www.globalsecurity.org/military/systems/aircraft/systems/an-avr-2.htm It's used on helicopters like mh-60L and K and also on the mh-47e Regards, astast Not sure if this is the same sort of system as BIS uses, but it currently has Lock detection & Missile warning sounds :) Share this post Link to post Share on other sites