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Preview release: Nimitz for Arma3 (0.103)

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Anyone know how to get VVS script (virtual vehicle spawner) to spawn vehicles on the nimitz?

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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.

 

ilxbgo.jpg

 

 

So i choose activate ramp and it works:

 

2cijuk4.jpg

 

 

However, after a few seconds, trouble:

 

2qb91fn.jpg

 

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) 

 

2w5pms1.jpg

 

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:

 

2hxlxxy.jpg

 

Works great when it works

 

2i8bwjt.jpg

 

 

 

Can anyone tell my why it keeps going back to original rotation on dedicated server?

Sorry for the image spam.

 

 

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@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;

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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 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

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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!

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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
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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 :)

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works now. someone told me to use [[[],"callramp.sqf"],"BIS_fnc_execVM",false,true] call BIS_fnc_MP;        

 

Thanks TeTet.

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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 :)

CHANGELOG

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



TODOs
o texture hangar3 and hangar4
o integrate sjones objects: pole, weapons platform, IFLOLS addons, Bubble, LSO platform
o teleport out of weapons room, due to bugged weapons elevator

WISHLIST

o alarm sound when a vehicle is destroyed in proximity of the ship
o renovate the bridge
o add cameras to different ship parts on the bridge
o add lights to hangar and other structures below deck
o floodable room (not feasible as Nimitz model stops at the waterline)
o air defense system
o radio control tower for approaching planes, broadcasting a landing plane
o working respawn system
o path to forward platforms on starboard and port side
o add a green light at the shooter position for night missions
o markers for pattern area
o wire trap counter, maintenance for wires
o working carrier crane at the aft port section


KNOWN ISSUES

Textures:
o new textures at times stretched, especially in hallways
o texture missing at elevator 3
o JBD 4 still has old textures
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 water access platform not working well yet, weird texture
o high possibility to glitch through floor at Nimitz information poster
o towing module for Nimitz still needed for ambiance module
o shooter animation not mirrored on cat 4
o see through wall glitch in hallways
o rescue module boats are quite far from carrier
o wires on some planes get drawn up in the air
o flight operations still very experimental
Aircraft:
o vanilla arma3 planes don't work to well with the carrier
o UAVs don't work at all with the carrier
Elevator:
o weapons elevator at times not functional going up
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.

CREDITS

o Odyseus for an all new model and approach to the carrier!
o sjones for sounds and testing
o Mr. Ewok for the sound vehicle
o Yanko for the weight on take-off script
o Arindfle for the approach script for AI
o Pennywize for testing
o TheSn4k3 for testing
o Moon_chilD for testing
o Janus for testing
o Lordprimate for testing
o Nimitz skype chat for various tests and suggestions

Honourable mentions and further contributors

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

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So do we need to additionally download Leshrack's towing script or is it built in to the nimitz?

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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.

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    - 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.

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    - 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.

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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.

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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.

 

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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.

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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.

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Would be awfully nice if someone made a mission and shared it with us. :)

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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.

 

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