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F/A-18 Super Hornet and Su-35S Flanker E

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place a marker called respawn_vehicle_west, type in this respawnVehicle [3] into the plane's init field.

3 is the delay in seconds until respawn. for AI pilots I have nothing. the above method won't work, probably

Hi Sorphx,

Thanks for that, ok next questions, say I wanted 20-25 individual spawn points for F18's to spawn on the Nimitz deck, I can number them respawn_vehicle_west1, respawn_vehicle_west2 etc but I believe they spawn randomly into one of those. I want the F18 to respawn back on its correct place on the deck without landing on a different aircrafts position and potentially blowing it up if it hasn't yet been moved.

If I can get that to work then id just have to work out how to set the plane to correct height upon respawn :/

Cheers

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to tell you the truth, I don't know if there's an easy way of doing what you want to do. I usually do it with scripts, using one respawn marker and moving it around. maybe someone in here knows a better way

if you know a thing or two about scripting, check this example out: http://www.kylania.com/ex/?p=113 - you could modify it to do what you need

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Respawn, I used this old script from A2.

/*

=========================================================

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;};

};

};

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Slightly off-topic, but would a re spawned F18 still work with the catapult and capture system on the Nimitz? I know other aircraft need to be sync'd with the modules for these, but F18's don't initially.

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It should? Probably a good question to ask Tetet, I usually don't have to respawn mine lol.

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@zach72, the catapult system needs to be synced, I'd recommend using TTT_fnc_syncSimple with the right height, e.g. for flight deck:

[this, 17.5] call TTT_fnc_syncSimple

This will currently give you the Nimitz actions for tailhook, catapult, fuel, IFLOLS and towing. The towing module needs to be synced against the Nimitz as a pre-requisite. If you encounter any problems or need further help, let me know by PM or in this thread: http://forums.bistudio.com/showthread.php?166706-Preview-release-Nimitz-for-Arma3

@Saul, while I waste my jet quite often, I use the ambiance module with tons of planes deliberately ;)

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For some reason I can't lock on to enemy tanks, cars, or anything enemy related single seat fighter can't lock on but 2 seater fighter with me as pilot and ai as gunner then I switch to Manuel fire and I can lock on to all the above? Only in 2 seater model and with ai if I remove ai gunner then I can't lock help have I done something wrong?

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Hey Spartan and Saul,

I came across this the other day:

Was wondering what your guys's opinion is on that. This guys has gone pretty far into cockpit simulation with help of Franze (he worked on the AH-64D for Arma 2). I think it would be pretty cool if you guys could implement some of the same features. I espescially am very fond of the fully functional MFD's controlling the targeting pod using PIP.

Here's the thread: http://forums.bistudio.com/showthread.php?169460-A-10C-for-Arma-3

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Hey Spartan and Saul,

I came across this the other day:

Was wondering what your guys's opinion is on that. This guys has gone pretty far into cockpit simulation with help of Franze (he worked on the AH-64D for Arma 2). I think it would be pretty cool if you guys could implement some of the same features. I espescially am very fond of the fully functional MFD's controlling the targeting pod using PIP.

Here's the thread: http://forums.bistudio.com/showthread.php?169460-A-10C-for-Arma-3

+1 The cockpit interaction is very nice!

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Hi John / Saul,

Just curious (I think I know the answer from speaking to Tetet) if there is any possibility of you managing to make the F18 respawnable with the standard Arma 3 multiplayer>Vehicle Respawn module? It has an error saying plane should be airplanex class instead of airplane. I take it its not as simple as changing the class of your F18 to airplanex?

Cheers

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Pleaasseeeee submit this masterpiece for the Make ArmA not War contest. If it doesn't win, I'm going to s**t my f**k.

ave,

the_Demongod

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Gnat;2574618'](Scans editing forum for various reports of airplaneX issues......)

Ok so maybe there are lots of posts about airplanex issues, that's not really what I was wondering though. Is there any way you can make a work around or craft a respawn module for the F18? I know there is custom respawn scripts etc but please remember not all of us are that hot on cutting old scripts to fit new scenarious. A simple solution would help everyone. Just a module where you could select spawn height would be ideal :)

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?.. A simple solution would help everyone....

Your right, that's BI providing a working sample airplaneX model .....

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As gnat said, we need a working sample airplaneX model which most likely will not be released until the opfor and blufor jets are released. Believe me we would love to get the ball rolling, but it's honostely not worth it yet.

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Are you using Franze's interactive cockpit technology? It looks similar.

---------- Post added at 04:59 ---------- Previous post was at 04:54 ----------

I am of course referring to this lovely tutorial for an interactive cockpit from Franze here: http://forums.bistudio.com/showthread.php?170122-Key-Interaction-Cockpit-Interaction-Tutorial&p=2579346

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