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piedebeouf

Arma2nitmitz

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hello,

I would like to play in arma 3 with nimitz addon creted by JDOG , but I've a message error like this :

Warning Message: No entry 'config.bin/CfgVehicles/JDG_carrier_nimspots.coefSpeedInside'.

Warning Message: '/' is not a value

Warning Message: No entry 'config.bin/CfgVehicles/JDG_carrier_nimspots.windSockExist'.

Warning Message: '/' is not a value

I didn't find where could be the problem , and as write in the readme pdf and don't touch on model , just script like the license say in theArma nitmitz pdf write by JDOG , I try to contact him several time but no answer!And I think there are no longer connect to this forum .

So I asked help for this addons to restored this addons for playing in arma 3 and keep the dream alive , thanks a lot for you help , scripting , and texturing also . Thanks a lot Hope I could realise this dream

Extract from the pdf :

All scripts and textures: Attribution-NonCommercial-ShareAlike

You are free to use and/or modify for use in addons for the ArmA series. Given credit is nice,

but not required. For use elsewhere, please notify me about it (see contact on first page).

Edited by piedebeouf

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I would love to see the US Nimitz 100% working in Arma 3! Despite having errors it worked in stratis, and the elevator and other features work, but these errors should be fixed. Anybody who could do it?

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Just did a quick test there mate, Nimitz works in Altis..

Off to try the F18 with the carrier hook :)

Place this into your init..

this setPosASL [getposASL this select 0, getposASL this select 1, 15.9];

That will place your aircraft on the top of it.. Elevators work and the launch control works.. Cant seem to grab the landing wires, or see the landing lights :( No calling the ball :(

Couldn't raise gear for some reason..

LoL, I forgot to unfold my wings, but I guess a script within the F-18 kicked in and quickly unfolded them as I was launched :)

Edited by marker

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I saw that too doing a hard takeoff, might be that the landing gear is being damaged on take off, just something to look into.

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Does the Nimitz require AiA to work properly? I wanted to try it, but I don't want to use AiA again, as some of my friends don't own Arma 2/OA.

Thanks! :)

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It needs it for some aspects...

But you can run it without it..

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From what I can tell, AiA seems to be needed for "calling the ball" (IFLOLS) and for an actual trap -- with AiA you get a different tailhook option in the action menu than F/A-18E/F normally has.

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Yes it'work with cba addons, but have always the error message in the beginning of this post so i coud'nt star a dedicated server with this addons , and for some reason i don't use All in ARMA.

But all the message and script's are welcome , and also new texture .

And the zodiac work also ...

Just a but could'nt take of with a drone plane . for the light i have my ideas ... and test it , if i have time i take a picture shoot .

So keep the pressure , and search help to keep this dream alive ... and the new demand it's a tractor towing for place the plane and a script for fold helico's ...

Much work to do ...

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From what I can tell, AiA seems to be needed for "calling the ball" (IFLOLS) and for an actual trap -- with AiA you get a different tailhook option in the action menu than F/A-18E/F normally has.

Weird thing happened there, on the main runway on Altis with the Nimitz out in the bay.. I could use my IFLOLS on the runway but not on the Nimitz.. Probably because it isn't classed as a runway within A3... Still no lights on board even using AiA..

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That's odd, since my IFLOLS HUD seemed to be tied to the Nimitz (whose "tailhook" option replaces the F/A-18E/F's built-in tailhook option -- unless John_Spartan meant for that to happen?) whereas the aircraft's own, built-in "line up" indicator in its own HUD seems tied to the Stratis Air Base runway. And yeah, the Arma 2 Nimitz not being classed as a runway seems to explain the lack of "built-in line up" indicator or landing autopilot support for the Nimitz.

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I changed some of the scripts and haven't got any script errors on loading so far, but not sure if the carrier works completely. I removed the extra crew config, as I could not find a working base class for the soldiers. Any advice on what to chose for this?

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I've uploaded the changed scripts and config to http://tspindler.de/arma/changedScriptsConfigs.zip. The catapult start works now, as does the tailhook. Note that when you use the F-18 for Arma3, you have two tailhook entries. Use the one in blue. Also note that it's best to land from stern, as the script takes a while to start slowing down the plane. The other action is also available, also I have not much of an idea what it does ;)

Note that you need to add any plane you want to provide the actions need to be placed in the NimitzPlanes array, for example from the init:

NimitzPlanes = NimitzPlanes + [this];

I added this work around as the nearestObject function used in the original script does slow down ArmA3 considerable, including a complete freeze.

If you want to test and experiment with the scripts, unpbo the carrier pbo and replace the scripts found in the script.

Changelog:

2013-10-03

- scr/fx_steamShot.sqf

- Changed _particle again to smoke.p3d

- scr/fx_steamCharge.sqf

- Changed _particle as in fx_steamShot.sqf

- scr/client_deckChecks.sqf

- Changed nearestObjects for planes to vehicle player for

performance and also reliability. nearestObjects does not work

perfectly anymore

- Added actions to vehicles in NimitzPlanes unconditionally

- Breaks the automatic addition of these actions when

doing more than one sortie

2013-10-02

- Removed xtra_crew/config.bin as the base class is no longer

available

- config.cpp

- Changed CfgFactionClass to NATO

- Changed faction in JDG_carrier_Spawner to BLU_F

- Removed model ca\misc\empty

- Added coefSpeedInside (2) and windSockExist (0) to

JDG_carrier_nimspots

- scr/init.sqf

- Changed HeliHEmpty to Land_HelipadEmpty_F

- scr/client_deckChecks.sqf

- Initialized deckCheck ("")

- Initialized global variables for catapults (nimCat?FX)

- scr/fx_steamShot.sqf

- Considered making first check for ObjNull instead of 0

- Changed _particle to a3 particle model

- Changed jet to local _jet in while loop

- scr/client_sounds.sqf

- Changed meaningless comparison to assignment

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Hmm, I was using All in Arma with both the Nimitz and the F/A-18E/F, and I thought that I saw the Nimitz-granted blue tailhook option replace the F/A-18E/F's default tailhook option, any chance that you could get that to happen here or for the carrier to use the existing F/A-18E/F tailhook option?

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Hmm, I was using All in Arma with both the Nimitz and the F/A-18E/F, and I thought that I saw the Nimitz-granted blue tailhook option replace the F/A-18E/F's default tailhook option, any chance that you could get that to happen here or for the carrier to use the existing F/A-18E/F tailhook option?

That's what happened to me as well Chortles...

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The Zodiac station kind of works too, at least locally in SP. The original scripts use nearestObject, so I added a new global variable for the boat. Question is: does it work in Multiplayer? I use 'vehicle player' to get to the current boat at the water side of the station and don't know if that's safe to use in MP.

Anyway, MP should be broken until you provide bmp.p3d to the server. Maybe via AiA?

[edit] On the hook, I get two menu entries, not sure if they can be synchronized somehow?[/edit]

Edited by TeTeT
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Can it not be changed to one of the NATO boats mate?

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Can it not be changed to one of the NATO boats mate?

I don't think so, the animation for the crane (or however it is called) seems to be just fine for a zodiac. The larger minigunboat probably will not fit in as nicely.

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@ TETET

Hello thanks for the scripts , really enjoy !! thanks

For the MarkerLights I use this not prefect but light :

hope some could examine and revise the script :

class MarkerLights

{

class RedBlinking

{

color[] = {1,0.2,0.2,1};

ambient[] = {0.2,0.02,0.02,1};

intensity = 50;

name = "redBlinking";

hitpoint = "";

useFlare = 0;

flareSize = 2;

flareMaxDistance = 1500;

activeLight = 0;

blinking = 1;

dayLight = 1;

drawLight = 1;

class Attenuation

{

start = 0;

constant = 0.1;

linear = 0;

quadratic = 0;

hardLimitStart = 1500;

hardLimitEnd = 2000;

};

};

class RedStill

{

color[] = {0.9,0,0};

ambient[] = {0.3,0.03,0.03,1};

intensity = 50;

name = "redStill";

hitpoint = "";

useFlare = 0;

flareSize = 2;

flareMaxDistance = 1500;

activeLight = 0;

blinking = 0;

dayLight = 1;

drawLight = 1;

class Attenuation

{

start = 0;

constant = 0.1;

linear = 0;

quadratic = 0;

hardLimitStart = 1500;

hardLimitEnd = 2000;

};

};

class GreenStill

{

color[] = {0.025,0.2,0.025,1};

ambient[] = {0.03,0.3,0.03,1};

intensity = 50;

name = "greenStill";

hitpoint = "";

useFlare = 0;

flareSize = 2;

flareMaxDistance = 1500;

activeLight = 0;

blinking = 0;

dayLight = 1;

drawLight = 1;

class Attenuation

{

start = 0;

constant = 0.1;

linear = 0;

quadratic = 0;

hardLimitStart = 1500;

hardLimitEnd = 2000;

};

};

class YellowStill

{

color[] = {0.05,0.05,0,1};

ambient[] = {0.3,0.03,0.03,1};

intensity = 50;

name = "yellowStill";

hitpoint = "";

useFlare = 0;

flareSize = 2;

flareMaxDistance = 1500;

activeLight = 0;

blinking = 0;

dayLight = 1;

drawLight = 1;

class Attenuation

{

start = 0;

constant = 0.1;

linear = 0;

quadratic = 0;

hardLimitStart = 1500;

hardLimitEnd = 2000;

};

};

class WhiteStill

{

color[] = {0.2,0.2,0.2,1};

ambient[] = {0.03,0.03,0.03,1};

intensity = 50;

name = "whiteStill";

hitpoint = "";

useFlare = 0;

flareSize = 2;

flareMaxDistance = 1500;

activeLight = 0;

blinking = 0;

dayLight = 1;

drawLight = 1;

class Attenuation

{

start = 0;

constant = 0.1;

linear = 0;

quadratic = 0;

hardLimitStart = 1500;

hardLimitEnd = 2000;

};

};

class WhiteBlinking

{

color[] = {1,1,1,1};

ambient[] = {0.2,0.2,0.2,1};

intensity = 50;

name = "whiteBlinking";

hitpoint = "";

useFlare = 0;

flareSize = 2;

flareMaxDistance = 1500;

activeLight = 0;

blinking = 1;

dayLight = 1;

drawLight = 1;

class Attenuation

{

start = 0;

constant = 0.1;

linear = 0;

quadratic = 0;

hardLimitStart = 1500;

hardLimitEnd = 2000;

};

};

};

hope this is useful for you

Edited by piedebeouf

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Are these nicer lighting models than the one on the stock Nimitz, possibly using advanced features from ArmA3?

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Some changes to the scripts that should make it possible to run the Nimitz on a dedicated server. I tested it with one and I got duplicated entries for tailhook and launch, but otherwise it worked. If you don't get a launch action after landing, get out and in the plane and see if you have two then ;)

On the problem with the duplicated entries, I suspect the reason is the use of 'player' in the init eventhandler. In multiplayer it's not initialized, or at least not fully and so some checks don't seem to work. It makes me wonder how workable the approach is to put all the logic for the vehicle in the addon and not in a separate script package supplied with the addon?

If you check the code, give me some slack, it's the second time I do multiplayer scripting for arma ;) So any hints on how to do better are welcome.

2013-10-05 Some changes for running Nimitz on a dedicated server

- client_deckChecks.sqf

- Added initialization for 'NimitzPlanes', when mission does

not define it

- Changed exitWith{} to waitUntil as the first seems to break

on dedicated server

- Script does no longer run on dedicated server

- hasActions and Cat_Action in objects is a public variable now

- wait until player is alive before script is run - probably

does not work either, as player is undefined during

multiplayer here according to BIS wiki

- init.sqf

- make nimCableReady a public variable

- client_sounds.sqf, arrest2.sqf, arrestRemovehandler.sqf,

arrestAddHandler

- do not run on dedicated server

- sys_ordnance.sqf

- use variable 'nimTractors' for tractor detection, remove

call to nearestObjects

- sys_ordnance_fill.sqf, elevator.sqf

- try to change tractor type to UGV

2013-10-03 / 3 Fix Zodiacs

- config.cpp

- Changed spawn height of Zodiac to align with floor

- Removed destroying Zodiac after recovery, can be reused again

- Changed "boat" to "nimBoat"

2013-10-03 / 2 Fix Zodiacs

- config.cpp

- Changed "Zodiac" to "B_Boat_Transport_01_F"

- Introduced new global variable "boat" to make zodiac

deployment and recovery possible again

- scr/zodiacBoard.sqf, scr/zodiacDismount.sqf, scr/zodiacDown.sqf,

- Removed use of nearestObject, use new global "boat"

- scr/zodiacUp.sqf

- use "vehicle player" instad of nearestObject, unclear how

this affects multiplayer

2013-10-03 Fix catapults

- scr/fx_steamShot.sqf

- Changed _particle again to smoke.p3d

- scr/fx_steamCharge.sqf

- Changed _particle as in fx_steamShot.sqf

- scr/client_deckChecks.sqf

- Changed nearestObjects for planes to vehicle player for

performance and also reliability. nearestObjects does not work

perfectly anymore

- Added actions to vehicles in NimitzPlanes unconditionally

- Breaks the automatic addition of these actions when

doing more than one sortie

- config.cpp

- Changed font from bitstream to puristaLight

2013-10-02 Start conversion for arma3

- Removed xtra_crew/config.bin as the base class is no longer

available

- config.cpp

- Changed CfgFactionClass to NATO

- Changed faction in JDG_carrier_Spawner to BLU_F

- Removed model ca\misc\empty

- Added coefSpeedInside (2) and windSockExist (0) to

JDG_carrier_nimspots

- scr/init.sqf

- Changed HeliHEmpty to Land_HelipadEmpty_F

- scr/client_deckChecks.sqf

- Initialized deckCheck ("")

- Initialized global variables for catapults (nimCat?FX)

- scr/fx_steamShot.sqf

- Considered making first check for ObjNull instead of 0

- Changed _particle to a3 particle model

- Changed jet to local _jet in while loop

- scr/client_sounds.sqf

- Changed meaningless comparison to assignment

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Hello,

I try to use this addon on multi , to make several test .

I think we have better thing than the beggening

Light work also . Just adjustment to do .

Need also some towing tractor , new texture ...

And thanks for the help of everyone

I'll check also the script's not a pro , just try some code . Hope I could help .

But thanks for your help TeTeT .

If you have new script or config think to me .....

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I wanted to use the UGV as towing tractor. Would be kind of nice to control it from your pilot seat. But I found two problems: First, it's engine doesn't start all the time; second, it cannot use the weapon's elevator.

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