TeTeT 1523 Posted October 11, 2013 (edited) With JDog's kind permission here comes a preview release of the Nimitz in Arma3. Please download the mod from:http://www.armaholic.com/page.php?id=23049 [Update 2020-05-06] New release video: [Update 2018-03-30] New release video: [Update 2017-01-21] Jacky created a tutorial and documentation video on the Nimitz that explains the carrier operations: The curent version is 0.103 and available on Armaholic and Steam Workshop. CREDITS CREDITS o Jaentzen for the massive amount of F/A-18 skins o Moose for the launch crew animation composition o NightIntruder for help with ambiance and numbers and new island texture o Odyseus for texturing hangar3 and 4 and new island texture o TheSn4k3 for the Mk29 Sea Sparrow launcher and improved textures o Grumpy Old Man for the weapons loadout script o hcpookie for helping with the air defense configuration o Joe for going beyond his contract in delivering models o Kim "Megadeth" Norman for the Tilly and the hull holes o Jacky for a video on the Nimitz, testing and an ambiance mission o Arrhythmix for a respawn mission o DAGGER for testing o dragon01 for testing Honourable mentions and further contributors JDog - Nimitz for Arma2 Leshrack for a new init system and pushing the scripts forward for multiplayer, eden and zeus compatibility Neptune[LLW] for a fix to the IFLOLS system, submitted long ago Tupolov for the CUP vehicle parking scripts Foxone for the icon for ambiance 3 module Janus for an updated Nimitz icon Issen for testing Ville for testing Flannel for testing sjones for sounds and testing Mr. Ewok for the sound vehicle Yanko for the weight on take-off script Arindfle for the approach script for AI Pennywize for testing Moon_chilD for testing Elvaron for testing Lordprimate for testing piedebeouf - new lights and starting the initiative for conversion Sealife - pointing to the missing crew John_Spartan - consulting and arrest script Phantom - upgraded elevator script rundll - permission to use his towing script in Arma3 Sierra - new deck textures armyinf - testing and documentation BloodOfTheScribe - new interior textures asbojay - new hull and deck textures soldier2390 - new hull textures, including secondary textures rory_pamphilon - top gun mission TeTeT - some scripts KNOWN ISSUES KNOWN ISSUES New: o refuel anim looks awkward on dedicated server in some angles o texture missing at elevator 3 (partially fixed) o water access platform ladder is glitching o rear balcony stairs lack road and geo lod Textures: o new textures at times stretched, especially in hallways o texture missing at elevator 3 o not all carrier areas freshly textured, hangar 4 for example o missing ceiling texture in hangar 4, small room General: o carrier not assembled correctly when place too far off map o high possibility to glitch through floor at Nimitz information poster o towing module for Nimitz still needed for ambiance module o see through wall glitch in hallways o wires on some planes get drawn up in the air o flight operations still very experimental Elevator: o weapons elevator can be quite deadly WORK AROUNDS On some places the carrier seems to work better than on others. If you get glitches, especially in the hangar falling through the floor, try to move the carrier a bit or change direction and see if it works better. The carrier flightdeck is usually between 17 and 17.5 meters. During testing it was found that placing vehicles slightly higher (18 meters) and giving them a downward velocity in init worked well. A line to use in init is: this setVelocity [0,0,-0.5]; This does not apply to the man class. WORK AROUND On some places the carrier seems to work better than on others. If you get glitches, especially in the hangar falling through the floor, try to move the carrier a bit or change direction and see if it works better. The carrier flightdeck is usually between 17 and 17.5 meters. During testing it was found that placing vehicles slightly higher (18 meters) and giving them a downward velocity in init worked well. A line to use in init is: this setVelocity [0,0,-0.5]; This does not apply to the man class. Changelog 2020-05-04 config - add new bulletin boards by Snakebite - remove not needed properties from p3ds - remove textures from road lod - replace elevator scripts with Leshrack's version 2020-04-28 scripts, config - start to integrate virtual garage 2020-04-27 scripts - add custom Virtual Garage 2020-04-18 model, config, scripts - Fix Tilly attach/detach - Add reset wires and cats to Tilly - Various improvements to scripts 2020-03-17 model, textures, config - revert to old island and carrier_9 - use joe_nauticalBridge again 2020-01-29 config - add/fix despawn option for arrest: [this, true] spawn TTT_fnc_arrest; this landAt (Nimitz getVariable "JDG_dynamicAirportNimitz"); this code will despawn the AI plane after landing 2020-01-28 model, config - Allow Firewill's F-14 to be used for populate carrier - Update and fix the island slightly - fix despawn option for landing 2019-10-06 config - make dynamic airport for AI shorter and align more towards island 2019-08-16 init - planeInit/heloInit/camanInit is now spawned rather than called to prevent race when using Zeus in MP - use new bikey (tetet_nimitz_exp) 2019-07-21 - automatically attach AI pilots to the cat before launching - fourth parameter of ttt_fnc_planeStart needs to be true for that, false and the plane won't be attached - added Belknap pole - added cat shuttle to things - cleanup script for launch crew that deletes them after 120 seconds 2019-07-05 - fix auto sync loop 2019-05-30 - remove old RSC classes from nimitzfunctions config.cpp 2019-05-28 - integrate Odyseys new island and lower deck 2019-05-22 - expose reset wires and cat to ground floor island action - fix reset cat for launch crew - fix air defense direction - improve ambiance 3 to be less error prone - add CBA keybinds for crane operation, ctrl-wsqe, keys need to be tapped 2019-05-21 - fix duplicate actions - check for variable before adding action - only add action where vehicle/unit is local 2019-04-21 - bug fixes on island - add reworked carrier_9 by Odyseus - add needed rvmat and textures for carrier_9 - re-add dll-tow to stay backward compatible 2019-04-07 - added Odyseus' reworked island - remove joe_nauticalbridge as it's integrated now - place air defenses with setPosASL rather than setPos - remove dll-tow 2019-04-01 - added LSO platform 2019-03-30 - Fix landing statistics, available in the island ground floor 2018-12-25 - fixed general quarters sound on island base 2018-12-09 - replaced bombs with new weapons cart on weapons elevator - add radar to island - inherit from B_Radar_System_01_F for ttt_nimitz_radar 2018-12-08 - add new weapons cart, courtesy of USAF mod - add landing statistics 2018-10-03 scripts, config - introduce maxDistZ to specify the height on which the wires catch you 2018-09-06 scripts, nimitzfunctions - print an error in Eden if the height of the Nimitz is not close to sea level - expand range when IFLOLS can be used 2018-08-10 nimitzfunctions - fix syncCatapult function - fix ambiance 1 teleport to cat 2018-08-07 nimitzfunctions - inline private in ttt_fnc_planeStart 2018-08-06 nimitzfunctions, model - add *_shuttle_start mem points to nimspots - use pos_launchbar and *_shuttle_start for a more precise catapult position - remove waitUntil and log from fn_global 2018-08-04 nimitzfunctions - ambiance means ambiance 1 module in the following changelog entry - equip Tanker in ambiance with buddypod - prefix alt with Tanker- for tanker planes in ambiance - wait for plane to be airborne before calling land functions in ambiance - add marker for SAR helo in ambiance - teleport plane to elevator after towing, for safety, in ambiance - raise tailhook after landing in ambiance - disarm plane when on elevator in ambiance - enable growler support if present in ambiance 2018-08-03 config, nimitzfunctions - re-enable syncLoop due to planes with overwritten init event handler - enable TTT crew and Jets yellow shirt 2018-07-25 nimitzfunctions - fix check for carrier compatibility config entry (isNil and isNull) - fix numbers script if user did not select a number in Eden attributes 2018-07-14 nimitzfunctions - try to fix ambiance 1 2018-07-11 config, scripts - introduce event handlers for plane, man and helo functions - deprecate syncLoop 2018-04-14 scripts - repair ambiance 1 slightly 2018-03-28 scripts - new numbers from NightIntruder - added heli landing script framework 2018-03-25 config, scripts - reverted numbers back to textures - shortened time to salute 2018-03-24 model, config, scripts - new numbers as p3d (68, 69, 70) - new script for using p3d as number 2018-03-23 model, scripts, config - new island texture by Odyseus - use vanilla RIM-* missiles in ttt_nimtech_aa 2018-03-22 scripts - add Dragged3DEN event handler for updating nimitz location - add Moose' improved fn_launchCrew script - update num68 p3d - add radar to nimtech_aa and Nimitz init - set air defense combatmode to red 2018-03-18 scripts - add new IFLOLS script, replace old one 2018-03-17 model, config - add IFLOLS selections 2018-03-16 model - added 75, 76, 77 deck 0 number objects 2018-03-14 model - apply deck.rvmat to elevators 2018-03-11 model, scripts, config - added 72, 73, 74 numbers - add general alarm sound - embedded general alarm sound when plane extends tailhook with blue action - fix for cat 4 markers 2018-03-10 model, scripts - change launch crew animations - alter cat launch to allow UAV to launch - add parameter to Tailhook Down to not show it if already deployed - blue tailhook down option now supports jets DLC plane and UAV - added 68, 69, 70 and 71 deck 0 number objects 2018-03-09 scripts - change launch crew animations 2018-03-08 config, scripts - add emissive number rvmat to island number - add rear left white shirt on launch for cat 1 - 3 (no space for cat 4) - changed shooter position - tailhook goes now a bit up when the wire is caught (animate 0.5) 2018-03-02 config, scripts - allow customizable launch crew function via catapult module - allow customizable landing function via arrest module - remove test nimitz radar - add attach/detach of planes to Tilly 2018-03-01 scripts - use new a3 animations for shooter 2018-02-25 model - enlarge images on monitors on bridge 2018-02-24 scripts, config - fix auto texture picker with custom init for planes - added ECM plane selection to populate, placed in fore hangar 2018-02-22 scripts, config - improve elevator config - remove script error in detachEdenEvents 2018-02-21 scripts, config - make elevator state configurable - add auto texture picker for planes 2017-11-03 scripts - change SAR helo pos in populate carrier, closer to E4 now 2017-11-01 scripts, configs, model - feelers script works in Eden now - add general quarters sound and action on bridge and island floor - add Monitor1 to MonitorE hidden selection in nautical bridge 2017-10-30 scripts - add ussrlongbow's cron scheduler - new launch crew animations 2017-10-28 model - make RAM more small missile like 2017-10-22 config, model, script - use all tubes of Mk-29 sea sparrow launcher - use all tubes of RIM-116 RAM - use smaller missile model for M-116 RAM - fix shadow and animated selections in M-116 RAM - add hcpookie's smoke effect upon missile launch - make use of BIS_fnc_missileLaunchPositionFix 2017-10-02 config, model - create air conditioning unit - place ac via init script - add engine sound to hangar 4 - make logistics loadout for GOM adjustable 2017-10-01 config, model - adjust dynamic airport for assisted landings - modified nautical bridge to stop columns from peeking out 2017-09-30 config, model - add weaponry to weapons elevator - add Grumpy Old Man Aircraft Loadout support, rename to GOM AL Nimtech Edition - remove under construction sign from island - add geo lod to information wall - fix corridor in 2nd deck 2017-09-24 config, model - add driver proxy - fix carrier_1 for deployable gangways - use deck crew as crew 2017-05-20 config - make init eventhandler stackable - revert carrier_1.p3d 2017-05-01 config, scripts - add JDG_dynamicAirportNimitz 2017-04-23 config, nimtech_aa, model - use new featureType = 2 config. removing featureSize - experiments with sensors for nimtech_aa - update carrier_1 from TheSn4k3 2017-04-09 model, config, nimtech - reverted medical bed to thingX from car_f - removed patuxent from download, it's not finished yet - added new textures from Shockley 2017-04-01 model, config - remove aft wall in entrance, showing Joes's wall - adjust weapons elevator to new 2nd floor height - add geo lod mass to weapons elevator 2017-03-26 functions - add pictureMap of terrain to area of operation in briefing and map room 2017-03-21 aa, functions - update Phalanx model and textures from TheSn4k3, update shadow, geo and fire geo lods - update aa defenses init, use the right variable name for crewing the AA - have Tilly remove all Air, Land, Ship wrecks 2017-03-20 sounds, functions - add touchdown sound, kudos to Jones - call touchdown sound from arrest 2017-03-19 config, logos - add new logos from Odyseus - add author information to carrier and aligner - fix geo lod for aftMast hiding 2017-03-04 model, config - add drawbridge from Joe, animate it 2017-02-28 model, config - make aft mast hideable: (this getVariable 'jdg_carrier_island') animate ['aftMast', 1, true]; 2017-02-27 textures, config - add numbers textures and Eden configuration - can mimick any Nimitz class carrier now 2017-02-19 scripts - remove leading \ from playSound3D sounds 2016-10-25 scripts - use attachTo for air defenses in Eden 2016-10-21 scripts - replace say3D with playSound3D - Reduce approach speed / braking distance in touchdown - initalize post processing effect disablement properly - add canTow check for tractor in ambiance - app CUP Tractor support - improve robustness of ttt_fnc_global 2016-10-17 model, scripts - option to disable cat launch post processing effects - change geo, road and physx lod in carrier_1, carrier_14 - change air defense mem points in nimspots - add setVectorUp to air defense 2016-10-16 bridge, scripts, air defenses, model - inverted some textures - add setPos to air defenses - add setVelocity to air defense - change geo lod in carrier_1 - create heavy baseplate on each air defense model - change air defense mem points in nimspots 2016-10-11 model - add mem point cameraMast for videos 2016-10-08 scripts, air defense - do not use attachTo for air defenses, causes a memory leak - removed CUP functions due to name conflict - increased speed of aa defense turrets - fix wires 2016-09-21 nimtech_aa - Added proper MainGun selection to Phalanx mem points 2016-09-19 model, scripts - Restricted air defense turning on Nimitz - Made mk29 sparrow launch sound louder - Enlarged medical room, new subsection - Added another map board to briefing room (index 9) - Remove cba debug output from IFLOLS - Added joe_beds 2016-09-18 scripts - Increase brake speed of wires - Use remoteExec to show smoke on every client 2016-09-16 nimitzfunctions, scripts - Fix placement of Eden objects at correct height - Add tractors to ambiance 2016-09-15 nimtech-aa - Add weight to Mk29 sea sparrow launcher - Add fire geo to Phalanx and RIM-116 2016-09-11 model, nimtech - Patched hangar door in hangar4 - Removed ceiling from weapons room - Added named selections to weapons room - Re-enabled weapons elevator - Added Jacky.paa for locker sign 2016-09-09 model, config - Remove odd object from bridge - Invert map of Altis on bridge - Show Chernarus map on map room - Add zodiac proxy to boat room - Remove scripted zodiac from boat room 2016-09-05 config - add Eden attribute for briefing room - add Tanoa map 2016-09-04 model - enlarge medical room hangar5 - remove pipes from hangar3 - add roadway and geo lod to gangway hangar3 - remove blocking geo lod hangar2 2016-09-02 model, scripts - restore old lower hangar - remove debugging output - put IFLOLS 50 cm higher 2016-08-26 config, scripts - add builtin and ambiance Eden properties 2016-08-23 scripts - add fn_syncLoop, encapsulating the auto sync of planes and men - introduce ttt_builtinSleep to alter sleep duration for auto sync 2016-08-21 config - add joe_nauticalbridge as dependency 2016-08-13 model - re-work geo lod for hangar_1 - remove components for geometric occluders - widen entrace between hangar7 and 8 2016-08-08 model, nimtech - add attendant=1 to med objects in nimtech for ACE compatibility - add geometric occluders to hull_0 to 3 - apply rvmat to fuel station - fix p3d of hull 0 2016-08-07 model - added more internal lights - removed the fake sound vehicle and embedded engine sound in Nimitz - add wire3pos and wire4pos to carrier_10 - medical station peeked out of the hull, fixed - added MedStation1 mempoint to hangar_5 2016-08-05 nimtech - retextured fuel station, by TheSn4k3 2016-08-05 nimtech, config.cpp, model - clean up JDG_Carrier config.cpp - split medical assets in individual models - add refuel and ACE refuel capability to fuel pump - add nimtech_acecompat pbo as option - add nimlightsInternal for hangar lights 2016-08-03 tilly - add wreck removal action to Tilly 2016-08-02 model - TheSn4k3 added lid to locker when opened - Megadeth contributed static Tilly crash crane 2016-07-31 model, init - added air defense init script - model improvements by Odyseus - hangar 3 fully textured! - hangar 4 partially textured - add ttt_nimtech and ttt_nimtech_aa pbos 2016-07-10 model - add walkway from fore to weapons room - fix some textures 2016-07-09 config.cpp, model - added new rooms but geo lod is in the way - halfway connected fore front walk to weapons room - fixed Apex crash, nimspots and nimlights have empty res 0 lod now 2016-06-18 config.cpp, model - added a 'door' to the hull at the fore, kudos to Megadeth - added preview image for editor 2016-02-20 config.cpp, models - add new rooms between weapons room and hangar4 - try to fix elevator 3 missing texture - try to fix geo lod for animated fence at elevator3 - fix road lod on hangar level, introduce new lods 2016-02-17 config.cpp, model.cfg, nimitzfunctions - add plane type support to ambiance 3 mdoule - ability to hide/show feelers - add parking functions, inspired by Tupolov's CUP scripts - update fn_lights to be independent from Nimitz variable - icon updated to solid color for Eden - adjust JBD4 texture, still needs further fixing - add animation support for the crane 2016-02-04 config.cpp, nimitzfunctions - fix switchable lights, but only local - fix elevators - add parking scripts 2016-01-31 config.cpp, in built functions - merge modifications by Leshrack - compatibility with 3DEN editor - new init functions, using CfgFunctions - Nimitz aligner for zeus - remove old Changelog - add CUP compatibility scripts - increase crew distance for cat script, different angle - add variable _vertSpeed to cat launch - add supported planes that use lower _vertSpeed for more realistic takeoff 2015-12-02 nimitzfunctions - introduce remoteSay3D to play sounds everywhere in multiplayer - hide height measurement vehicle - add CfgRemoteExec - add ambiance2 module for configurable plane roles - add utility functions for ambiance2 module 2015-11-30 mk29 sea sparrow, test engine stand, model.cfg - add JDG_testEngine to archive, a basic model for a test engine stand for an F-18 engine, model by Foxone - modify JDG_mk29SeaSparrow to use updated model by TheSn4k3 - more properly set up model.cfg 2015-11-29 nimitzfunctions, model - jdg_carrier_13 with the water access platform had a texture problem, reverted to old version - added ladder memory points to jdg_carrier_13 again - added climb aboard action for jdg_carrier_13 - add lightpoint via remoteExec everywhere - call syncOnShip only on server from simple module - remoteExec for JIP for auto sync actions - add new hangar icon from Janus - elevators push allVehicles and thingX now 2015-11-04 nimitzfunctions - hide light lamp via remoteExec on server - variable setting in ambiance module more robust - fn_touchdown range for teleporting is a parameter now - spawn boat in boat room only on server - decrease debug output for rescue - re-introduce range for spawning rescue boats 2015-11-03 nimitzfunctions, init.sqf - replace ALiVE_profileIgnore with ALiVE_combatSupport in init.sqf - remove debug output from elevator script - fix flightOps, add requirements check - set light to amber, make light more bright - replace rescue system with simple boats 2015-11-02 nimitzfunctions - only bump objects on elevator, not working for weapons elevator - improve flightOps script - add light script for internal lamps 2015-11-01 - add flightOps to ambiance module - rename UGVTractor to Tractor in ambiance - close, triangulate and sharpen all shadow lods 2015-10-31 nimitzfunctions, model - removed pipes through weapons elevator, hangar 1 - removed geo lod through weapons elevator, hangar 1 - reversed ladder on carrier 13 - fixed weapons elevator up script by bumping occupants 2015-10-26 dll_tow, nimitzfunctions, model - added ladder to carrier 13, only works downwards - fix elevator on dedicated server, using remoteExec - basic use of towing on dedicated server, using remoteExec 2015-10-25 init.sqf, model - fix geo and road lod of carrier 13 where the water access platform is - fix boat room - use BIS_fnc_MP to call cat and tailhook sync 2015-10-24 config, towing - add JDG_carrier_spawner to units[], so it can be spawned via Zeus - added F-14, C-1 Trader and Peral's tractor to towing config - added ALIVE_profileIgnore to each object that's spawned in init 2015-02-17 model, textures, sound - overhaul of Nimitz, basically new model and texture - new sound vehicle for providing engine sound 2015-01-10 model - complete new layout, geo, road and res lods combined - config.cpp adjusted slightly 2015-01-09 sound, texture and model - add new sounds - hangar renovation continuing - merge geo lods 1 to 7, 9, 13 with carrier and hangar p3ds 2015-01-08 texture and model - renovate hangar with LHD objects and textures - add new sounds - normalitze road lods in geo 1 to 10 2015-01-06 texture and model - island restructured - new stairs - island textures from arma2 LHD - new floor levels - merge of geo12.p3d and geo_island.p3d with island carrier5.p3d - normalize deck height in geo 1, 3, 5, 15, 16 2013-11-30 sound - config.cpp - increase JBD sound by ten 2013-11-17 public variable - scr\init.sqf - make TTT_NimitzCarriers a public variable 2013-11-16 New textures - tex\ - new island textures by AsboJay 2013-11-09 Remove globals - scr\init.sqf - remove all references to globals and store them in the _nim object, e.g. the carrier itself 2013-11-07 New textures - tex\ - new hull and deck textures, made from tga via texview2 2013-11-04 Start converting globals - scr\init.sqf - add test variable to nimitz object 2013-11-02 Public variable - scr\init.sqf - make JDG_steamFX a public variable 2013-10-27 New textures - tex\ - new textures sent by soldier2390 and asbojay 2013-10-26 Fix config.cpp error -config.cpp - rscTitle don't seem to have ReadAndWrite access anymore 2013-10-23 Missing semicolon - config.cpp - added missing semicolon for eventhandler 2013-10-22 Removed zodiac - res\carrier_3.p3d - removed built-in zodiacs 2013-10-21 Updated textures - replaced interior and comm board textures by those from BloodOfTheScribe 2013-10-19 Crew and init - xtracrew - removed the Nimitz crew for Arma2, better use FUTARM maritime pack - scr\init.sqf - set NimitzScripts to false to see if modules work 2013-10-17 Initialization - scr\init.sqf - add NimitzScripts global, if set to false no built-in scripts are run - scr\elevator.sqf - reverted to 05 version, planes and ugv sometimes launch to outer space 2013-10-16 rvmats - mats\lockers.rvmat, mats\metal.rvmat - new rvmat files, but no difference in looks? 2013-10-14 Textures - tex\ - added modified deck textures from piedebeouf - config.cpp - changed spawn height of Zodiac to old value again - scr\elevator.sqf - new version with smoother transitions, by Phantom - scr\sys_catapult_2.sqf - work around for teleporting to catapult 2013-10-12 Fix missing bmp.p3d and debug script - config.cpp - Add empty.p3d as model config to carrier spawner - Add empty turret section - Change crew to B_crew_F - res\empty.p3d - Added - scr\sys_catapult.sqf - make nimCat?Use a public variable for debugging and mp compatibility - scr\init.sqf - make nimHang1 public variable so weapons elevator works in mp 2013-10-09 Lights and overview - client_deckChecks.sqf - Added maps for Altis and Stratis (piedebouf) - config.cpp - Added piedebouf lights to the carrier - init.sqf - Initializes some globals 2013-10-08/2 Cleanup - client_deckChecks.sqf, init.sqf - Removed CBA_fnc_debug 2013-10-08 Work on towing - dll_tow\bbox.sqf, dll_tow\tow.sqf - Changed RoadCone to RoadCone_F for debugging - dll_tow\config.sf - Added entries for UGV and F/A-18E and F - dll_tow\tow.sqf - Removed nil = call 2013-10-06 Work on duplicated actions - client_deckChecks.sqf - add check for kindof plane before adding any action - add check for actionId before launch action 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 Enjoy, TeTeT Edited May 6, 2020 by TeTeT Update for 0.103 6 1 Share this post Link to post Share on other sites
Predator.v2 10 Posted October 11, 2013 Where can we find a towing tractor? And do you have any idea, why Johns/Sauls F18 keep exploding on the deck? I don't have to move, it will just explode after a few seconds.. Share this post Link to post Share on other sites
TeTeT 1523 Posted October 11, 2013 Where can we find a towing tractor? And do you have any idea, why Johns/Sauls F18 keep exploding on the deck? I don't have to move, it will just explode after a few seconds.. You can use the UGV as an ad-hoc replacement for towing the F/A-18 by John_Spartan/Saul, check out the sample missions. On the explosions, how do you place the plane on the carrier? Do you use setPosASL with the deck or hangar height? I haven't encountered any random explosions so far, only once when using the cat. Share this post Link to post Share on other sites
mistyronin 1181 Posted October 11, 2013 Thank you for your work, It's lovely to have the Nimitz back in A3, even in that conditions :) Share this post Link to post Share on other sites
Phantom 11 Posted October 11, 2013 wow... great !! :) Ähm, we can't start this beautyfull babe on a dedicated... bmp.p3d !! :( Share this post Link to post Share on other sites
Predator.v2 10 Posted October 11, 2013 On the explosions, how do you place the plane on the carrier? Do you use setPosASL with the deck or hangar height? I haven't encountered any random explosions so far, only once when using the cat. Just the way you did, with height 18 on the unit parameter. The FA-18 front wheel "hovers" a bit in the air, but after i shot the plane with one bullet the planes physics "activates" (old A2 trick). About towing, i only found the test mission with 4 pilots on the ship. Share this post Link to post Share on other sites
TeTeT 1523 Posted October 11, 2013 (edited) On the dedicated server, the process that works for me is quite awful. Maybe it works for you, but mileage may vary: Create dedi with needed addons including Nimitz Launch client with same addons Connect to server Wait for client to crash / freeze Kill client Launch client a second time, connect Server works (kind of) But for real, the missing bmp.p3d error needs to be overcome... T ---------- Post added at 06:08 PM ---------- Previous post was at 06:04 PM ---------- Just the way you did, with height 18 on the unit parameter. The FA-18 front wheel "hovers" a bit in the air, but after i shot the plane with one bullet the planes physics "activates" (old A2 trick).About towing, i only found the test mission with 4 pilots on the ship. Try these: http://www.armaholic.net/chili/addons/vehicles/USS_Nimtz_examplemissions.7z You can also find them here, I'll update the MP mission this weekend with some more targets: http://tspindler.de/arma/arma3/nimitz/ T Edited October 11, 2013 by TeTeT add info Share this post Link to post Share on other sites
piedebeouf 10 Posted October 11, 2013 Hello, yes the version is still in Alpha . But work on dedicated server , with Mp . Just this , I test it with my team several hours , and it's work .. some detail to correct . but now you can begin to enjoyed this addon's ... Work on this in progress... Just a little tips : put on the 18.10 better that ... it 's depend where you place it .. Share this post Link to post Share on other sites
Przemro 18 Posted October 11, 2013 I don` known why, but I get crashed every time I try to lunch mission with this ship. Mayby it`s becouse of mods? I use quite a lot of them :/ but they shouldn`t do that. Share this post Link to post Share on other sites
Sealife 22 Posted October 11, 2013 hi can you remove this old crew from arma2 it is crashing all the time if open as west and not empty , its very quick fix for you i`m sure ;). probably why bmp.p3d i think its hardcode to try stop violent crash , it doesnt exits at all just some way to stop game crash (normally) when a p3d is missing crew = "JDG_Nimitz_Crew_White"; Share this post Link to post Share on other sites
TeTeT 1523 Posted October 11, 2013 (edited) Przemro, please add the ship from the empty side for now, that should prevent the crashes, at least when launching with CBA_A3. Sealife, thanks for the pointer. Somehow I did all the tests with missions from the empty side and didn't catch that. [Edit] Just did a quick check with using a crew from Arma3, unfortunately there are still crashes when spawned as blufor vehicle. Edited October 11, 2013 by TeTeT new insight Share this post Link to post Share on other sites
diesel5187 73 Posted October 12, 2013 Now, how do I make my units respawn on top of the carrier??? Amazing mod, our crew has been playing none stop with this fantastic mod! Share this post Link to post Share on other sites
TeTeT 1523 Posted October 12, 2013 Diesel5187, take a look at the MP sample mission: I set an empty helipad to the deck height (approximately) and use that; see onPlayerRespawn.sqf. The Functions\vehicle_respawn.sqf file contains [EVO] Dan's vehicle respawn script, works as well out of the box. The missions can be downloaded here: http://www.armaholic.net/chili/addons/vehicles/USS_Nimtz_examplemissions.7z or here: http://tspindler.de/arma/arma3/nimitz/ T Share this post Link to post Share on other sites
diesel5187 73 Posted October 12, 2013 amazing! Thanks for the quick response! Share this post Link to post Share on other sites
p_siddy 58 Posted October 12, 2013 Just WOW! Im new to ARMA so have been looking at things on ARMA 2 (mainly from the 15th meu) and thinking when will the vehicles start coming over.. this has made me smile for about 3 hours this evening as I have been running around playing with everything and finding all the rooms. Great job! Share this post Link to post Share on other sites
TeTeT 1523 Posted October 12, 2013 (edited) Quick update, after a good nights sleep and some fresh coffee I found the mistake that I made that caused the missing bmp.p3d object. Seems that one cannot simply comment out missing model = in the config.cpp and expect it to work ;) I've also followed Sealife's hint and replaced the crew with B_crew_F. It worked today for me without crashes, so I added a bluforce test mission to the download. The download is right now at: http://tspindler.de/arma/arma3/nimitz/Nimitz-0.93arma3.05a1.zip I named it 05a1 with a1 being alpha 1, as I hope we can fix more stuff in version 05. In the beginning I want to do weekly releases, every Friday, so 05 should come next Friday. After a little while, maybe end of October, mid of November, this should revert to monthly releases. [Edit] Changelog: 2013-10-12 Fix missing bmp.p3d and debug script - config.cpp - Add empty.p3d as model config to carrier spawner - Add empty turret section - Change crew to B_crew_F - res\empty.p3d - Added - scr\sys_catapult.sqf - make nimCat?Use a public variable for debugging and mp compatibility - scr\init.sqf - make nimHang1 public variable so weapons elevator works in mp 2013-10-09 Lights and overview - client_deckChecks.sqf - Added maps for Altis and Stratis (piedebouf) - config.cpp - Added piedebouf lights to the carrier - init.sqf - Initializes some globals 2013-10-08/2 Cleanup - client_deckChecks.sqf, init.sqf - Removed CBA_fnc_debug 2013-10-08 Work on towing - dll_tow\bbox.sqf, dll_tow\tow.sqf - Changed RoadCone to RoadCone_F for debugging - dll_tow\config.sf - Added entries for UGV and F/A-18E and F - dll_tow\tow.sqf - Removed nil = call 2013-10-06 Work on duplicated actions - client_deckChecks.sqf - add check for kindof plane before adding any action - add check for actionId before launch action 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 T Edited October 12, 2013 by TeTeT Added changelog Share this post Link to post Share on other sites
Elena 2 Posted October 12, 2013 Is the Tailhook supposed to work? Like, without any additional Scripting? If so, i msut be doing something wrong, i always overshoot and crash into the water, no matter how slow i land. If it's not working, sice this is not yet done, that makes fine sense, i was just wondering about it, since it's not mentionned in the readme as a Known issue. Share this post Link to post Share on other sites
TeTeT 1523 Posted October 12, 2013 (edited) Elena, the tailhook works: The plane must either be spawned on the carrier or be added to the array NimitzPlanes. Have you tried the sample missions? And do you load CBA as well? With the F/A-18 you should have two tailhook entries, use the one in blue. [Edit] I started to write some documentation for mission makers, please see http://tspindler.de/arma/arma3/nimitz/html/ It's not much but a start. Edited October 12, 2013 by TeTeT add link Share this post Link to post Share on other sites
rory_pamphilon 16 Posted October 12, 2013 Hi Tetet, Stunning mod, I know its early days but this has huge potential & praise to Jdog for the original. Just to let you know I've ported my Top Gun mission over to your carrier, hope you like it.. http://steamcommunity.com/sharedfiles/filedetails/?id=185373754 Share this post Link to post Share on other sites
diesel5187 73 Posted October 12, 2013 Diesel5187, take a look at the MP sample mission: I set an empty helipad to the deck height (approximately) and use that; see onPlayerRespawn.sqf. The Functions\vehicle_respawn.sqf file contains [EVO] Dan's vehicle respawn script, works as well out of the box. The missions can be downloaded here: http://www.armaholic.net/chili/addons/vehicles/USS_Nimtz_examplemissions.7z or here: http://tspindler.de/arma/arma3/nimitz/ T Your respawn script does work, I have no idea how it does it, but it works. Problem is I am working on a PvP dogfighting map for my crew, in this case, I believe that the mobile respawns from BTC-Revive are a far better option. I'm in the process of testing, i'll let you know how it turns out. Share this post Link to post Share on other sites
abshire 2 Posted October 12, 2013 I do not understand how to make the F-18 land on the carrier...I got it to launch fine...I even did a few touch and go's without incident...but I cannot get the tailhook to work at all. I do not know how to add anything to an array because as far as I see there is no array...lol and I tried the _jet addEventHandler [“LandedTouchDownâ€, {_this execVM “JDG_carrierscrarrest.sqfâ€}]; but it tells me that there are invalid numbers in the expression. I am not a programmer...so whats up? Other than that it works fine...I have not had a plane explode on my yet... Share this post Link to post Share on other sites
progamer 14 Posted October 12, 2013 Would it be possible for the Nimitz to be drive able? That would make this one of the best addons out there! Share this post Link to post Share on other sites
diesel5187 73 Posted October 12, 2013 Found a little problem for my PvP dog fighting mission, if I spawn 2 carriers, only the first carrier's catapults and arresting cable will work, the second one will not work. Also, the Opfor UGVs cannot tow, but I'm pretty sure the issue is you haven't gotten that far. Any ideas? Share this post Link to post Share on other sites
TeTeT 1523 Posted October 12, 2013 Rory_pamphilon, thanks for the mission link, I'll check it out. But I'm certainly no Top Gun pilot :) Abshire, can you try the sample missions (link a few posts above) and see if these work for you? Do you get the blue tailhook entry when approaching from stern? ProGamer, I'm quite happy that there is at least a static carrier. I have no plans to work on that, as I have some doubts it can be done with the Nimitz. Diesel5187, the Nimitz does only work once on the map. It uses global variables for its systems and that breaks when placing multiple carriers. Share this post Link to post Share on other sites
rogerx 11 Posted October 13, 2013 Really a nice job on the carrier & F18's after testing this yesterday TeTeT! (Granted, I'm not a Navy kind of guy. ;-) I'm sure many users of this are really going to want to make the carrier movable, as a static carrier or ship defeats the purpose and makes a land base just as good. I would surmise Bohemia Studios has plans someplace for implementing larger ships at some point. Share this post Link to post Share on other sites