GranolaBar 10 Posted November 8, 2013 in armahollic, the F-18 mod link is broken it says "not allowed to do this" when i go to it. please fix it. It's not the good topic and not the good author of the addon. Wait and See Share this post Link to post Share on other sites
Stricky 10 Posted November 8, 2013 I got another (maybe advanced?) question: I am currently trying to create a mission including the Nimitz for multiplayer. Now I want any dying Blufors to respawn ON the Nimitz on death. Is that possible? Because doing it by using an ingame respawn_west icon with a description including respawn and respawndelay makes you spawn in the water (under the ship). Share this post Link to post Share on other sites
TeTeT 1523 Posted November 8, 2013 (edited) Here comes another preview release of the Nimitz for ArmA3. In this release new exterior textures made by ASBOJay were integrated, and soldier2390 outlined the path to using secondary textures by his textures. The modules have been upgraded by three new top level modules: flightdeck, briefing and hangar. Any unit synchronized to these modules should be tied to the lower level modules (arrest, catapult, repair, etc) depending on the units class. Please download the mod from: http://www.armaholic.com/page.php?id=23049 The most important changes from version 07: o new deck and hull textures by ASBOJay and soldier2390 o unified colour coding for new actions o added IFLOLS module o added fuel module o updated sample missions o inclusion of rory_pamphilon's top gun mission o fixed problems in config.cpp On the roadmap for version 09, which is planned to be released on 22th Nov: o new documentation o fixing bugs in modules, hopefully improving dedicated server support o multiple carriers on map that are somewhat functional (catapult and arresting wires) o new rvmat files for deck and hull textures CREDITS JDog - Nimitz for Arma2 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 - sometimes you spawn in the water with the onShip and Flightdeck/Briefing/Hangar module - placing the ambiance module without towing will produce an error and towing will not work - the carrier does not move - there can only be one Nimitz on the map, at least working - sometimes the plane will suddenly explode when moved into the catapult position - the plane will take some damage when landing - for towing only the F-18 is supported right now, other arma3 vehicles may follow - towing does not work on dedicated server - unless the towed vehicle is local to the towing player - clipping errors where the sub models of the Nimitz connect - you can fall through invisible cracks - in 3d view you can see through walls /CODE][/spoiler] CHANGELOG [spoiler][code] 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 Edited November 8, 2013 by TeTeT use armaholic URL Share this post Link to post Share on other sites
CyclonicTuna 87 Posted November 8, 2013 Quick question. Is this project intended just to port the Nimitz to Arma 3, or do you guys have plans for the future? If so, I was thinking how cool it would be to have some functional defences on the nimitz. Or maybe a command and control in the tower or something. Share this post Link to post Share on other sites
Predator38 10 Posted November 9, 2013 Hey, I have a problem since the previous version of the carrier. I can't take off with the catapult, idem for the arresting cables ! NOTHING work ! Same for the modules. What's wrong with the addon ? Problem of compatibility with an other mod ? Help me please, I very like this addon :/ Share this post Link to post Share on other sites
catdog13 10 Posted November 9, 2013 I got another (maybe advanced?) question: I am currently trying to create a mission including the Nimitz for multiplayer. Now I want any dying Blufors to respawn ON the Nimitz on death. Is that possible? Because doing it by using an ingame respawn_west icon with a description including respawn and respawndelay makes you spawn in the water (under the ship). You need to set the height of the marker to be the same height as the deck you will need to put thins in the inif line: this setPos [getPos this select 0, getPos this select 1, 18];"; Share this post Link to post Share on other sites
Stricky 10 Posted November 9, 2013 @catdog13 many thanks, will try it! @Predator38 I had the same issues, it is a bit confusing(assumed that you installed it correctly (CBA community addons, the F18 and Nimitz, possibly FUTARM Maritime units): the nimitz itself does NOT come with scripts to use the catapult etc, it is all done by using modules. So just placing the nimitz in editor won't do anything, you got to place down the correct module (modules>nimitz) and sync the moudel either to the pilot or the plane. You can find a link to a full documentation of the modules in the first post or the documentation that comes with the download. If you do not want to mess around with the editor, you can also try "[sP]AllModules.Stratis". Just place it in your arma 3 missions folder and play it, but make sure to have the FUTARM Maritime Units Pack installed Share this post Link to post Share on other sites
TeTeT 1523 Posted November 9, 2013 @CyclonicTuna, these are nice wishlist items! Right now the focus lies on the multiple carrier on map support from the scripting side and textures and rvmats on the graphics side. It's not been decided what comes after that. @Predator38, have you tried the [sP]NimitzAllModules and [sP]NimitzSimpleModules missions and are they broken for you? @catdog13, good solution, thanks for helping Stricky. Share this post Link to post Share on other sites
BadHabitz 235 Posted November 9, 2013 TeTeT, if you or any of your texture guys have any time, do you think there's any possibility of including multiple hull number textures so we can change which carrier we want to use? Obviously this is way down on the priority list, but I thought I would suggest it if it hasn't already been suggested. Share this post Link to post Share on other sites
Stricky 10 Posted November 9, 2013 you will need to put thins in the inif line: this setPos [getPos this select 0, getPos this select 1, 18];"; Well, if you insert a marker ingame, there is no init box like with units or other things, so I it did not work there. Or do you mean that I should add this into the description.ext? Share this post Link to post Share on other sites
TeTeT 1523 Posted November 9, 2013 @BadHabitz, it's planned, but first I need to check if the use of hiddenselections does not cause any texture problems. @Stricky, you can use onPlayerRespawn.sqf, see http://community.bistudio.com/wiki/Arma_3_Respawn and for an example de-pbo [MP]NimitTestv08.Altis. There you find: if (isDedicated) exitWith {}; // waitUntil { player distance getMarkerPos "respawn_west" < 5 }; player setPos (getPos NimitzSpawn); player setDir 0; [player, 17.5] call TTT_fnc_syncSimple; //[[player,"clean deck",TeTeT_fnc_cleanNimitz],"Fock_fnc_addActionMP",nil,false] spawn BIS_fnc_MP; Not pretty, but seems to do the job. Share this post Link to post Share on other sites
Predator38 10 Posted November 9, 2013 (edited) I've try to play the mission in the rar of the addon, but it's don't work, nothing happens... EDIT : Wait I try an other idea. EDIT 2 : Yeah, I launch the mission successfully but, nothing work, the same in multiplayer... Only the the v3.06 work for me. :( Edited November 9, 2013 by Predator38 Share this post Link to post Share on other sites
TeTeT 1523 Posted November 10, 2013 @Predator38, did you remove the Nimitz folder before applying the updates? Otherwise the old modules might conflict with the new ones. Share this post Link to post Share on other sites
Predator38 10 Posted November 10, 2013 (edited) No, but if I do that, when I launch my mission, it's tell me "downloadable content was deleted" and I can see all names of the modules, etc... EDIT : Ok it's work now, thanks TeTeT ;) PS : Very good job for the textures and the scripts ;) Edited November 10, 2013 by Predator38 Share this post Link to post Share on other sites
Predator38 10 Posted November 10, 2013 For the next update, can you put more crewmen which a crewman do that animation ? :DThat would be cool ! :D Share this post Link to post Share on other sites
vengeance1 50 Posted November 10, 2013 Maybe I am doing something wrong but now that the Catapult has to have a Module to work I sync it with the FA18 but on the Dedi Server in MP it does not work? What am I doing wrong? Share this post Link to post Share on other sites
AV8R_Six 110 Posted November 10, 2013 Hey TeTeT, missed you in TS3 the other night due to schedules. I would still like to get with you online to chat about the Nimitz upgrade. For starts, can you move the skid-marks closer together and move them down to the wire field...where they are currently, they look like an huge truck landed short. AV8R Share this post Link to post Share on other sites
TeTeT 1523 Posted November 11, 2013 @Predator38, glad it worked. No plans for supporting these custom anims right now, sorry. @vengeance1, I have hardly tested the modules on dedicated server, so it might be a bug. Can you try syncing the plane against Flightdeck and see if that works better? @JTF-AV8R, thanks for the feedback. I try to catch you on the TS server later this week. Cheers. I've written up some very basic introduction to the module system: http://tspindler.de/arma/arma3/nimitz/NimitzModulesDoc.pdf It's just an introduction, but probably better than nothing. Share this post Link to post Share on other sites
Predator38 10 Posted November 11, 2013 (edited) I don't know if it's a bug or not, but the arresting cables stops the aircraft too fast. It stops immediately instead of going further on the deck of the carrier. Edited November 11, 2013 by Predator38 Share this post Link to post Share on other sites
TeTeT 1523 Posted November 13, 2013 (edited) @Predator38, I have only seen that when the plane basically crashed on the deck rather than landing. The arresting wire script is supposed to slow down the plane gradually. I would think that it is rather to lax than to fast, when you catch the fourth wire you're about to splash. The last days I worked on some ambient traffic mission, the result will be made available when the carrier download has been updated on 22nd Nov. A video showing the mission: Note that there are still many problems with the scripts involved. Taxiing is bumpy, starting and landing the plane loves to break out, the scripts assume a best case when it comes to directing traffic. But if you don't mind this, feel free to use the scripts in missions of your own. The player has no real purpose in this mission besides watching ;) Edited November 13, 2013 by TeTeT forgot that the mission needs a yet unreleased module Share this post Link to post Share on other sites
Predator.v2 10 Posted November 13, 2013 When i try to start this mission i get "You can't play ... content that has been deleted.ttt_nimitzelevator". I have downloaded the latest nimitz version from your first post armaholic link. Share this post Link to post Share on other sites
TeTeT 1523 Posted November 13, 2013 @Predator.v2, thanks, I removed the download link for the mission for now. I got carried away and simply forgot that it needs the experimental carrier version which most people will not want to test. I'll include the mission with v09 download, which is scheduled to be out on Nov 22nd. Share this post Link to post Share on other sites
Stricky 10 Posted November 14, 2013 (edited) Looks really good so far. I have a request: would it be possible to implement an action (or let the jet(s) do it automatically after hitting the salute action) that will move flaps, vertical and horizontal stabilizer a little? Like the check pilots do just before takeoff in . Edited November 14, 2013 by Stricky Share this post Link to post Share on other sites
rory_pamphilon 16 Posted November 14, 2013 (edited) Hi Tetet, Just thought I would let you know Im having a few people complaining of things spawning in the ocean on my mission start. I've tried running it as a non dedicated server on my pc and everything is fine yet when running a dedicated and joining it all players seem to spawn in the water as if the briefing module isnt working. The planes on the flight deck seem ok though. Im going to put setPosASL back into the inits of objects just now until I can resolve it. Cheers *edit : A bit more testing, seems like briefing, cat, ifols & arrest aren't working on dedicated although I think you removed those on the assumption flightdeck would do those functions. Flight deck spawning of F18's is ok but im unable to see the cat launch option when inside one sitting on the cat. I've only had to setPosASL the players in the briefing room, everything else is spawning ok at the correct height so far. Edited November 14, 2013 by rory_pamphilon Share this post Link to post Share on other sites
TeTeT 1523 Posted November 14, 2013 @Stricky, I wouldn't know how to alter the control surfaces remotely on the jet, sorry. @rory_pamphilon, currently wrote for a fix for this, but waiting for test results. Seems to affect the new simple modules on dedicated server. Guess all of these functions are broken right now. Share this post Link to post Share on other sites