kickbuttakis01 14 Posted November 2, 2015 That looks nice. Can you share it? Sure, just need to clean it up a bit. I'll let you know when its ready. Share this post Link to post Share on other sites
zafjr 50 Posted November 2, 2015 Anyone know how to get VVS script (virtual vehicle spawner) to spawn vehicles on the nimitz? Share this post Link to post Share on other sites
sfod-d_snakebite 80 Posted November 3, 2015 I use MCC Sandox for spawning veichle on the boat. U can choose altitude also. Share this post Link to post Share on other sites
zafjr 50 Posted November 3, 2015 Well i want the players to be able to spawn jet s too when im not around of course :-p. Have a problem, and the most likely cause is im doing the wrong thing. I tried to make a loading ramp for vehicles (i like nimitz more than ATLAS) using concrete ramps. What i do is (this was my first time scripting/whatever, and i hated doing it.) have an addaction to activate the ramp, which call on callramp.sqf callramp.sqf: nramp attachTo [nimitz,[18,-96.5,6.4]]; nramp2 attachTo [nimitz,[18,-103,6.4]]; nplat attachTo [nimitz,[40.2,-97.8,-1.3]]; uisleep 2; nramp setdir -90;nramp setVectorUp [0.3,0,1]; nramp2 setdir -90;nramp2 setVectorUp [0.3,0,1]; nplat setVectorDirAndUp [[0,1,0],[0.12,0,0.5]]; uisleep 4; detach nramp; detach nramp2; detach nplat; nramp, nramp2, and nplat are the concrete ramps. I use detach because vehicles clip through the ramps when attached to something. So i choose activate ramp and it works: However, after a few seconds, trouble: Oh no! Why is it reverting. As if the setvectorup/setvectordirandup is being negated. (took me 2 hours to get the proper values for those. Jeezus there has to be a better way of getting something rotated and angled, i was mostly guessing trial and error. I still dont understand that function after numerous explanations on the web) And then the others follow suit. :( Why is this happening? This only happens when i run it on the dedicated server. On SP and Local MP it works fine: Works great when it works Can anyone tell my why it keeps going back to original rotation on dedicated server? Sorry for the image spam. 2 Share this post Link to post Share on other sites
phxdefcon 36 Posted November 3, 2015 Awesome works guy's ! :O Share this post Link to post Share on other sites
SAS_Raptor 30 Posted November 3, 2015 @zafir: I guess your changes to the direction don't get synchronized over the network. Try to set position afterwards to "force" a sync: nramp attachTo [nimitz,[18,-96.5,6.4]]; nramp2 attachTo [nimitz,[18,-103,6.4]]; nplat attachTo [nimitz,[40.2,-97.8,-1.3]]; uisleep 2; nramp setdir -90;nramp setVectorUp [0.3,0,1]; nramp setPos (getPos nramp); nramp2 setdir -90;nramp2 setVectorUp [0.3,0,1]; nramp2 setPos (getPos nramp2); nplat setVectorDirAndUp [[0,1,0],[0.12,0,0.5]]; nplat setPos (getPos nplat); uisleep 4; detach nramp; detach nramp2; detach nplat; Share this post Link to post Share on other sites
TeTeT 1523 Posted November 3, 2015 zafjr, where do you call the script? The setVectorUp and setVectorDirAndUp use local arguments, so when for example the objects are spawned on the dedicated server and the script runs on the client it doesn't work. You could try to use remoteExec, for example [nramp, [0.3,0,1]] remoteExec ["setVectorUp", 0, false]; and see if that works better. Meantime we've been busy improving the Nimitz, here the changelog for the last few days: 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 boats2015-11-02 nimitzfunctions - only bump objects on elevator, not working for weapons elevator - improve flightOps script - add light script for internal lamps2015-11-01- add flightOps to ambiance module- rename UGVTractor to Tractor in ambiance- close, triangulate and sharpen all shadow lods2015-10-31 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 4 Share this post Link to post Share on other sites
sfod-d_snakebite 80 Posted November 3, 2015 Hello tetet. I have a question for you: I think about a kind of "system" that allow you to use also the chopper in the hangar of the Nimitz, and I think this: for example if I park CH-47 and I want to use it, there is no way that I fly with it in the hangar and go out, so I'm asking: there is possible to make and "add acion menu" that send the heli (or the plane) to the elevator (only if it is on the low deck) and attach to it via teleport? So when u send the elevator up u can use the chopper or the other plane that aren't towable by any script/addons. Do you think is it possible somethingh like this or I am crazy? :D Thanks! Share this post Link to post Share on other sites
TeTeT 1523 Posted November 4, 2015 sfod-d_snakebite, should be quite possible with some scripting. This simple mission shows you the position of the relevant memory points in the nimspots.p3d: http://tetet.de/arma/arma3/nimitz/experimental/%5bSP%5dnimspots.Stratis.pbo You're most likely interested in the elevator memory points E1B to E4B. You can script an elevator to go down, teleport a vehicle and go up with: _nimspots = ["nimspots"] call TTT_fnc_global; _posE1 = _nimspots modelToWorld (_nimspots selectionPosition "E1"); _ele1Obj = _posE1 nearestObject "JDG_carrier_ele_1"; [_ele1Obj, 1] call TTT_fnc_elevator; waitUntil {_ele1Obj animationPhase "ani_ElevBarB" < -0.9}; // your code to teleport/move the heli or whatever on the elevator [_ele1Obj, 0] call TTT_fnc_elevator; waitUntil {_ele1Obj animationPhase "ani_ElevBarT" < 0.05}; // do whatever you want with your vehicle 1 Share this post Link to post Share on other sites
sfod-d_snakebite 80 Posted November 5, 2015 Oh, and the mission u link make all of this thinghs? Awesome, I will try the mission, but I have no deal with script, editing, or modding in Arma. I will try however. Thanks for your reply tetet :) Share this post Link to post Share on other sites
zafjr 50 Posted November 5, 2015 works now. someone told me to use [[[],"callramp.sqf"],"BIS_fnc_execVM",false,true] call BIS_fnc_MP; Thanks TeTet. Share this post Link to post Share on other sites
Guest Posted November 5, 2015 Thanks for sending us the newest alpha version :) Release frontpaged on the Armaholic homepage. USS Nimitz v0.94 alpha 2 Community Base addons A3 Share this post Link to post Share on other sites
TeTeT 1523 Posted November 5, 2015 The past two weeks saw quite some activity on the Nimitz. A lot of positive feedback was received on the carrier and the tremendous improvements Odyseus foremost introduced, but also sjones' work on the sounds.Nevertheless there were quite a number of issues to be addressed and more than a few still remain. However, we decided to release alpha 2 today. Most work was done on the scripts, where I was reinforced by arindfle who provided a script for AI to approach the carrier and line up. Other improvements include turning on lights at night, adding a flight operations option to ambiance module (very crude at the moment), add ALiVE_combatSupport flags to the carrier so it doesn't spawn twice in ALiVE, improve the elevator scripts, replace the rescue boat module, fix the boat room. Further the model shadow lods were hopefully improved, as well as the water access platform - which still isn't completed yet. Unfortunately the weapons elevator is also not always working. We added basic support for Zeus, so the carrier is spawnable via Zeus, but only in north direction it seems.There was also some work done on the built-in towing module configuration to allow towing of more planes and use Peral's tractors. However, with the release of Leshrack's towing script, the Nimitz towing module is deprecated. It will be removed in the upcoming beta version.For the beta version of 0.94, which will hopefully be released in first quarter of 2016, we plan to address as many known issues as possible. There are currently no plans to increase functionality of the carrier or make it drivable :)CHANGELOG2015-11-04 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 boats2015-11-03 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 boats2015-11-02 nimitzfunctions - only bump objects on elevator, not working for weapons elevator - improve flightOps script - add light script for internal lamps2015-11-01 - add flightOps to ambiance module - rename UGVTractor to Tractor in ambiance - close, triangulate and sharpen all shadow lods2015-10-31 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 occupants2015-10-26 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 remoteExec2015-10-25 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 sync2015-10-24 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 initTODOso texture hangar3 and hangar4o integrate sjones objects: pole, weapons platform, IFLOLS addons, Bubble, LSO platformo teleport out of weapons room, due to bugged weapons elevatorWISHLISTo alarm sound when a vehicle is destroyed in proximity of the shipo renovate the bridgeo add cameras to different ship parts on the bridgeo add lights to hangar and other structures below decko floodable room (not feasible as Nimitz model stops at the waterline)o air defense systemo radio control tower for approaching planes, broadcasting a landing planeo working respawn systemo path to forward platforms on starboard and port sideo add a green light at the shooter position for night missionso markers for pattern areao wire trap counter, maintenance for wireso working carrier crane at the aft port sectionKNOWN ISSUESTextures:o new textures at times stretched, especially in hallwayso texture missing at elevator 3o JBD 4 still has old textureso not all carrier areas freshly textured, hangar 4 for exampleo missing ceiling texture in hangar 4, small roomGeneral:o carrier not assembled correctly when place too far off mapo water access platform not working well yet, weird textureo high possibility to glitch through floor at Nimitz information postero towing module for Nimitz still needed for ambiance moduleo shooter animation not mirrored on cat 4o see through wall glitch in hallwayso rescue module boats are quite far from carriero wires on some planes get drawn up in the airo flight operations still very experimentalAircraft:o vanilla arma3 planes don't work to well with the carriero UAVs don't work at all with the carrierElevator:o weapons elevator at times not functional going upo weapons elevator can be quite deadlyWORK AROUNDSOn 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.CREDITSo Odyseus for an all new model and approach to the carrier!o sjones for sounds and testingo Mr. Ewok for the sound vehicleo Yanko for the weight on take-off scripto Arindfle for the approach script for AIo Pennywize for testingo TheSn4k3 for testingo Moon_chilD for testingo Janus for testingo Lordprimate for testingo Nimitz skype chat for various tests and suggestionsHonourable mentions and further contributorsJDog - Nimitz for Arma2piedebeouf - new lights and starting the initiative for conversionSealife - pointing to the missing crewJohn_Spartan - consulting and arrest scriptPhantom - upgraded elevator scriptrundll - permission to use his towing script in Arma3Sierra - new deck texturesarmyinf - testing and documentationBloodOfTheScribe - new interior texturesasbojay - new hull and deck texturessoldier2390 - new hull textures, including secondary texturesrory_pamphilon - top gun missionTeTeT - some scripts 1 Share this post Link to post Share on other sites
kecharles28 197 Posted November 5, 2015 Updated mod v0.94.2-alpha available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
sargken 286 Posted November 5, 2015 So do we need to additionally download Leshrack's towing script or is it built in to the nimitz? Share this post Link to post Share on other sites
TeTeT 1523 Posted November 5, 2015 So do we need to additionally download Leshrack's towing script or is it built in to the nimitz? It's a separate download, not built in. Share this post Link to post Share on other sites
zafjr 50 Posted November 6, 2015 - replace rescue system with simple boats What does that mean, Is it a module? Or is it similar to what i did (put 4 boats around nimitz with a teleport to boatroom action)? How do i access it? So i can delete my boats :p. Share this post Link to post Share on other sites
TeTeT 1523 Posted November 6, 2015 - replace rescue system with simple boats What does that mean, Is it a module? Or is it similar to what i did (put 4 boats around nimitz with a teleport to boatroom action)? How do i access it? So i can delete my boats :P. Yes, it is the same system as yours. Place the rescue module with F7 in the editor and define a spawn range for the boats. Share this post Link to post Share on other sites
Nummi 12 Posted November 6, 2015 So far I've tested the mod with vanilla aircraft, and the RHS A10. None of these were able to launch off the carrier without exploding. Could it be stated somewhere more clearly, what kind of mod this carrier works with, why it doesn't work with vanilla, and if it is something you plan to fix?Looks great otherwise btw. Share this post Link to post Share on other sites
YenLin801215 12 Posted November 6, 2015 I have a question.Today, I play with my team,and find a problem that my teammate can't find the "Lower Launch bar" and "salute" and "tailhook" action.But I can find and use this three action. We all use the same plane of the F/A-18E, and the dedicated server is made by me. Share this post Link to post Share on other sites
zafjr 50 Posted November 6, 2015 So far I've tested the mod with vanilla aircraft, and the RHS A10. None of these were able to launch off the carrier without exploding. Could it be stated somewhere more clearly, what kind of mod this carrier works with, why it doesn't work with vanilla, and if it is something you plan to fix? Looks great otherwise btw. Its in the list of known issues: vanilla arma3 planes don't work to well with the carrier. As for the A10, i would like that also so lets message RHS team and request nimitz support :) these 2: http://www.armaholic.com/page.php?id=22594 f18 by john spartan http://www.armaholic.com/page.php?id=29663f14 by firewill They were made with nimitz in mind and work the best with it. Share this post Link to post Share on other sites
janus0104 3 Posted November 6, 2015 So far I've tested the mod with vanilla aircraft, and the RHS A10. None of these were able to launch off the carrier without exploding. Could it be stated somewhere more clearly, what kind of mod this carrier works with, why it doesn't work with vanilla, and if it is something you plan to fix? Looks great otherwise btw. Armaholic page lists what jets are recommended. Personally, I recommend John Spartan's F/A-18E / F. As for A-10, those are not carrier capable in real life :P As for random exploding, try moving the nimitz around a bit in the editor, it seems to help. Share this post Link to post Share on other sites
Kevinbahia 0 Posted November 6, 2015 Hi, very nice job!! You will add something like this http://www.armaholic.com/page.php?id=10161? So that the AI aircraft can autoland and takeoff there? Share this post Link to post Share on other sites
pulstar 55 Posted November 6, 2015 Would be awfully nice if someone made a mission and shared it with us. :) Share this post Link to post Share on other sites
jeza 5416 Posted November 6, 2015 Thanks for the update chaps. For request above, adding a video of a mission I found called Nimitz Tactical Strike (F-14D Edition) link in description. Share this post Link to post Share on other sites