franze 196 Posted April 5, 2014 Are you placing it in a init line or init.sqf? Share this post Link to post Share on other sites
R3DF4LC0N 10 Posted April 6, 2014 i placet in the init line? Share this post Link to post Share on other sites
franze 196 Posted April 6, 2014 Yes, has to go in an init line or init.sqf of your mission. Share this post Link to post Share on other sites
R3DF4LC0N 10 Posted April 9, 2014 I've tried it, but it does not work. can you give me another solution? Share this post Link to post Share on other sites
franze 196 Posted April 11, 2014 Can you post a screenshot of how you're using the command? Share this post Link to post Share on other sites
R3DF4LC0N 10 Posted April 14, 2014 here is the Screenshot Share this post Link to post Share on other sites
R3DF4LC0N 10 Posted April 14, 2014 here is the Screenshot Share this post Link to post Share on other sites
franze 196 Posted April 17, 2014 Hmm, try adding it to the end of your init.sqf with a slight delay prior to running it. Share this post Link to post Share on other sites
Geronimo62 10 Posted April 30, 2014 Hey, I got this great mod, thx to france & nodunit for their work, never saw an addon like this! But even after different tries of installing I still have some problems. I always get the message: No entry 'config.bin/RscinGameUI.RscUnitInfoNoHUD'. I have both messages in Arma 2 and Arma 3. I fly with Arma 2 OA with Take On Helicopters (TOH) - rearmed Patch, so I have a nice flight physic and more freedom with TrackIR (6 degress of freedom- 6 DOF)! Every helicopter works great with it, but sadly not this new apache mod. Will there be a version soon, which allows this in TOH? Or can I help myself with this (activating DOF?) Would be very thankful for help!!!! Share this post Link to post Share on other sites
franze 196 Posted May 1, 2014 I believe the 'NoHud' issue is related to TKOH not having the HUD definition, but I'm not entirely sure. The TKOH version has been in progress for a while now and I believe I fixed it for that dedicated version. In ArmA3, you need to make sure you use the appropriate ArmA3 controls file (the ArmA2 one doesn't work properly). Share this post Link to post Share on other sites
Geronimo62 10 Posted May 3, 2014 Thank you so much for answering. The "No entry 'config...." Message do I get in Arma 3 aswell. Where can I check, if you updated version will be released? Share this post Link to post Share on other sites
2LT. Tom vd H. 16 Posted May 4, 2014 Have the latest changes to the mod enabled proper use in multiplayer? Guess only 1 way to find out! :D Share this post Link to post Share on other sites
johnnygitarr 7 Posted May 4, 2014 hi franze and nod, i like your ah64 most of all mods i've ever tried. after the info roadmap for arma 3 (toh flightmodel, ...), i hope you will find time to bring the ah64 fully integrated to arma 3. can you give us a info how the BIS decision would change your future plans? (i know this question is early requested, but i think you guys have made already thoughts bout this ...) thnx for your work so far, i'm looking forward to the ongoing developement and news about it (maybe you can give a small hint!?) cheers johnny Share this post Link to post Share on other sites
nodunit 397 Posted May 4, 2014 (edited) The two largest problems are that helicopterX breaks interaction capability and something is off with weapons. Right now I'm waiting to see where this idea on helicopter expansion leads to, I don't want to get too hopeful but the basic things such as landing gear, having auto rotation back and a more authentic flight model would definately help, especially if its an option aside from helicopterX but that still leaves weaponry issues. Franze was working on TKOH's version but I think he's taking a break for now, I know he was experimenting with PIP but it seems there are even more limitations in TKOH that A3 doesn't have such as banking and an occasional wierd washout. Thermal itself is still far too...subdued imo, when we tested it originally it seemed as though NVG worked best (A3 test) http://i229.photobucket.com/albums/ee200/NodUnit/PIPT_zps0488d3a0.jpg http://i229.photobucket.com/albums/ee200/NodUnit/PIPT2_zps369f19e7.jpg I am working on retexturing the bird, adding detail in some places where there was little or none and adding "artificial lighting"...I made the mistake of relying on materials too much and a recent revisit back to WoW reminded me that while shaders are nice and all, they just can't get highlights and shadows perfect for fact that they don't bounce light.. Also trying to lower the size of the PSD in hopes of one day releasing it so that people can make whatever paint scheme they want and only have to recolor the base layers (taking some time with 846), and thinking of remaking the weapon models and UV's to be more "standalone" as a thing that we could release for anyone to use on whatever they want in future. Edited May 4, 2014 by NodUnit Share this post Link to post Share on other sites
franze 196 Posted May 4, 2014 As Nodunit said, one of the issues is HelicopterX causes a desync with the model space and world space; I don't exactly know why, but others have had similar issues with the new PhysX simulations in ArmA3. The second issue is there is a synchronization issue with animations in multiplayer which causes problems with the turret and pylon elevation. This problem makes it impossible for the gunner to effectively use the weapons in either a manual or automatic capacity. Share this post Link to post Share on other sites
Geronimo62 10 Posted May 5, 2014 But why is your bird the only one, which doesn't allow 6DOF...? Share this post Link to post Share on other sites
franze 196 Posted May 5, 2014 In ArmA3 it has 6DOF. The ArmA2 version was designed for vanilla ArmA2:CO which doesn't have 6DOF. Share this post Link to post Share on other sites
nodunit 397 Posted May 6, 2014 Make certain you use the Arma 3 controls file located on the first page, not the Arma 2 that it comes bundled with on default. Share this post Link to post Share on other sites
Geronimo62 10 Posted May 6, 2014 Yep, thx for that. It helped. Now I have 6DOF, but it's impossible to start up in Arma 3. No fuel and it ignorates all tries of refueling. Can not click the buttons inside the cockpit. New message now: 'no entry "bin\config.bin/RscTitles/fza_ah64_mapfake/controlsBackground/fza_ah64_cMap.PowerSolar'. Puh... hope it will work someday :-/ Share this post Link to post Share on other sites
2LT. Tom vd H. 16 Posted May 6, 2014 Wow Geronimo, maybe I understand your tone wrong, but you realize these guys made this mode for ARMA2:OA, right? The addon was never supposed to be fully functional in ARMA3. They're trying to get it to work in ARMA3 as an extra treat, but much of ARMA3's software doesn't support the many features they added. If you want, I can send you my repacked version that is 'works' in my game. Share this post Link to post Share on other sites
R0adki11 3949 Posted May 6, 2014 Spookeh said: Wow Geronimo, maybe I understand your tone wrong, but you realize these guys made this mode for ARMA2:OA, right? The addon was never supposed to be fully functional in ARMA3. They're trying to get it to work in ARMA3 as an extra treat, but much of ARMA3's software doesn't support the many features they added. If you want, I can send you my repacked version that is 'works' in my game. Did you ask permission to edit the addon? Share this post Link to post Share on other sites
2LT. Tom vd H. 16 Posted May 6, 2014 R0adki11 said: Did you ask permission to edit the addon? No, I piratedd the whole thing and now I'm gonna pretend I made this mod I didn't 'edit' anything, I just added the ARMA3 control file to the original mod as was intended, someone just appears to have an issue, so I'm offering them to send them my combined folder. Share this post Link to post Share on other sites
nodunit 397 Posted May 6, 2014 That's fine, if we do something like that then I'll also see about adding reflective materials to the nose sensors and see about darkening the paint scheme. Share this post Link to post Share on other sites
Geronimo62 10 Posted May 7, 2014 I know that it's done for Arma 2 OA, but when there are control files for Arma 3, I quess there is a way, to start up the engines. That's only what I'm asking for. I hope, a TKOH Version will be released some day wit hworking 6DOF. Now I shut up :-) Share this post Link to post Share on other sites
cpcannon 10 Posted May 12, 2014 (edited) Hello Nodunit. First off I want to express how much I really enjoy this mod. It really brings realism to the game. I do require some help. For some reason lately the hellfires seem to fire directly into the ground in front of the Heli. I have a lock box and diamond and tried both LOBL and LOAL. The LOBL is the one that fires into the ground and the LOAL fires out over the target randomly. I am not sure if the problem is related to the Zeus update for Arma3 or something I started doing wrong. It used to perform flawlessly. Any help is appreciated just let me know what info you may need. There is one error I get when loading. no entry config.bin.rsctitles/fza_ah64_mapfake/controlsbackground/fza_ah64_cmap.powersolar I tried to trace it down in the config and as far as I can see the entries exist and the fza_ah64_fake.p3d is there as well. Not sure if this would be somehow associated with the failure of the missle to hit its target. edited: Note- silly me did not have the IHADS in the correct mode. It is now targeting and hitting its target very precisely. Do you know what to do about the load error? Edited May 12, 2014 by cpcannon Share this post Link to post Share on other sites