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Preview release: Nimitz for Arma3 (0.99)

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After a consulting session with John_Spartan on the weekend, I want to move the scripts from the current built-in status to different modules. The old scripts and the new modules will probably co-exist for a week or two, but then the old built-in scripts will be gone and mission makers will need to use the modules. Please let me know if you're already creating an arma3 mission that might be affected. I'll help in the transition.

Please message me if you have not yet received one, otherwise let me know to delete this if you have.

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is there a way to make the F/A-18s respawn with the same loadouts using the Ambiance module?

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@ramius86, I'm pretty sure the deck is a flat surface without any bumps. Maybe it's an effect caused by the lack of physX lod for the carrier? Probably it can be fixed once the tools for arma3 are out.

@NoxFord, check your mail, would be happy to have you aboard.

@marker, that's an awesome work and I think some module will add some soldiers to the Nimitz soonish :)

@rory_pamphilon, thanks for the link, just checked it. Can you please change the download link for the Nimitz to go to Armaholic? I'd prefer that to be the primary download location. I think I'll try your mission right now ;)

Tetet iv changed the link. The one on armaholic though is version .305 and the other link was .305a? Don't you want the most recent version shared?

Hope you liked the mission. The one on steam workshop (0.51)has been updated considerably, new deck layout, more F18's all with folded wings, more weapons in hangar & generally neater layout. will update armaholic zip soon.

Cheers :)

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This is still a preview release. There were a few changes from version 05:

o new rvmat files, but probably no visible effect

o updated deck textures by Sierra

o updated elevator script by Phantom

o work around for teleporting to catapult, unfortunately an 'empty' action will stay

o Zodiac spawns in suspension and not on the floor again

The biggest change have been made by transitioning to modules, rather than using scripts built into the carrier. A mission maker will have a choice on which modules to include, so functionality can be swapped out. For example, you want a populated carrier, but want to set planes up on flight deck yourself: replace the ambient module with one of your own. You need not a zodiac but a speedboat spawned from the boat station? Replace the zodiac module (to be written).

Currently the modules are all in alpha stage and need a heavy dose of testing, especially NimitzArrest. As the original scripts are still in the carrier, you will have multiple action items for a few weeks, when you place the module. The color code for the original actions is blue for tailhook and yellow for catapult.

On the roadmap for next week's release are

o catapult module (alpha)

o zodiac module (alpha)

o work around module for missing zodiac (release)

o repair module (alpha)

o arrest module (release)

o onShip module (release)

o removal of built-in arresting scripts

Thanks for all your feedback and help! The credits go to:

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

TeTeT - some scripts

If you find a problem with the carrier, please take a look at the known bugs first:

KNOWN ISSUES

- modules may conflict with built-in functionality, foremost towing

- the Zodiacs in the boat room are missing, causing an error during mission start

Cannot open object ca\water\zodiac.p3d

- textures at the flight deck where the wires are located go to high resolution very late

- UAV does not like the carrier flight deck

- catapult action can be permanent, will teleport you to that catapult if within 200 meters

- the carrier does not move

- there can only be one Nimitz on the map, at least working

- on some systems the Nimitz will freeze Arma3 on Altis, if you experience this and

are willing to test an experimental solution, get in touch with TeTeT on the BIS forum

- sometimes the plane will suddenly explode when moved into the catapult position

- the plane will take some damage when landing

- action menu entries might get duplicated

- for towing only the F-18 is supported right now, other arma3 vehicles may follow

- towing does not work on dedicated server

- the weapons elevator does not work on dedicated server

- lower tailhook action can be missing

- clipping errors where the sub models of the Nimitz connect

- you can fall through invisible cracks

- in 3d view you can see through walls

Changelog:

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

Until the armaholic mirror has been updated, feel free to download from

http://tspindler.de/arma/arma3/nimitz/Nimitz-0.93arma3.06.zip

---------- Post added at 06:23 PM ---------- Previous post was at 05:39 PM ----------

@soulsink: mail sent.

@catdog13: currently not, I have some problems getting the respawn script to work in the module.

@rory_pamphilon: a was for alpha, so it was not the most recent release ...

Edited by TeTeT
forgot download link

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Thanks for sending us the newest version :cool:

Release frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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There are still serious issues with lod for the textures of the rear part of the landing deck.

https://dl.dropboxusercontent.com/u/106806270/GBB%20Files/Nimitz/Screenshot9281.bmp

https://dl.dropboxusercontent.com/u/106806270/GBB%20Files/Nimitz/Screenshot8366.bmp

https://dl.dropboxusercontent.com/u/106806270/GBB%20Files/Nimitz/Screenshot8513.bmp

https://dl.dropboxusercontent.com/u/106806270/GBB%20Files/Nimitz/Screenshot8597.bmp

My texture filtering is on Ultra, plus i have enable anisotropic filtering x16 over the nvidia control panel. Texture quality is on very high.

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@Predator.v2, acknowledged, but I admit right now I wouldn't know where to look for a solution for this. Maybe an experienced modder can add some information on how the replacement of textures is done depending on distance?

Quick update: JDog shared the unbinarized models with me, so the missing zodiac object error will be gone in this Friday's release. Right now most of the functionality of the Nimitz has been moved to a few modules. For some documentation, see http://tspindler.de/arma/arma3/nimitz/html/ or http://tspindler.de/arma/arma3/nimitz/NimitzArma3.pdf . The modules are still very low level, e.g. arrest, catapult, repair are all separate modules. Further on higher level modules will be created that make it easier for mission makers. Thanks to BloodOfTheScribe new interior textures have also been added, hope you are welcoming the new looks :)

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If i use the Ambiance Module with FUTARM maritime then all the people that spawn in die when they spawn in

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@catdog13, can you provide a sample mission? I based some sample mission on the maritime units and never noticed anything like that.

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@catdog13, can you provide a sample mission? I based some sample mission on the maritime units and never noticed anything like that.

It happens on the mission the comes packed with the 3.07 release from today

here's a screen shot http://imgur.com/pqYYb2n

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Love the mod, me and a friend had a blast do takeoffs and landings. We noticed a small issue. When we are on final to the carrier, the model doesn't start drawing in until 1.9kms out. We tried increasing our model detail distance and it didn't seem to affect this. I had my draw distance set to 7km. It makes it a bit hard to get the landing right as you cant see the ship until the last 30secs of flight. Maybe a LOD is missing or is too reduced?

DasClark

ps - I might be able to help with modelling the bridge and some other details if you want. Not experienced as a modder but have done alot of CG work.

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@catdog13, the file you mention is up there for testing first, I wouldn't call it a release yet. If no critical bugs are found, it will be released on Friday, but there might be some minor modifications to it. Nevertheless I haven't seen any crew member from the ambiance module seen dying while spawning although at times they spawn at the wrong height. Do you run the dev build of Arma3 or any other mods that might affect the crew?

@DasClark, thanks for the report on the view distance. I'm not sure if that can be set in the model, or if it is tied to the building class the carrier parts use. While clearly a work around, I found it useful to place a map marker with the approximate degrees towards the carrier some kilometers away. It helps in setting up a nicer approach. On modelling the bridge or anything, I'll get in touch via PM. Thanks for the offer.

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Thanks for sending us the new updated version :cool:

Release frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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@Foxhound, thanks a lot for the mirror! The primary download location for the Nimitz is http://www.armaholic.com/page.php?id=23049

This is still a preview release, it is the first testbed for the new module functionality. The changes from version 06:

o updated interior and comm board textures by BloodOfTheScribe

o removed Zodiac models from boat station, removing error on start up

o removed xtra crew completely from pbo, use FUTARM maritime units by BloodOfTheScribe instead

o removed initialization of built-in Nimitz scripts (NimitzScripts = false)

o added new SP and MP test missions for 'allModules', illustrating the module concept by example

o moved the different modules in a common pbo, reducing number of files

The biggest change was probably an internal one: JDog has kindly given me access to the unbinarized models. With this help we hopefully can convert the Nimitz to be fully Arma3 compatible one day.

On the roadmap for the next release are

o fixing bugs in modules

o adding IFLOLS module

o easy to use high level modules (Nimitz Flight Deck, Nimitz Hangar, Nimitz Briefing, Nimitz Ambiance, Nimitz Towing)

o update of sample missions

o removal of original boat station and fuel station scripts, replaced by modules

o finding two config.cpp errors upon binarization

o new documentation

The planned date for the next release is two weeks from now, 11th November 2013.

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

BloodOfTheScribe - new interior textures

TeTeT - some scripts

KNOWN ISSUES

- placing the ambiance module without towing will produce an error and towing will
 not work
- the aft textures of the carrier go to low quality very fast
- textures at the flight deck where the wires are located go to high resolution very late
- UAV does not like the carrier flight deck
- catapult action can be permanent, will teleport you to that catapult if within 200 meters
- 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
- the weapons elevator does not work on dedicated server
- clipping errors where the sub models of the Nimitz connect
- you can fall through invisible cracks
- in 3d person view you can see through walls

CHANGELOG

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

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I like that you (or BloodOfTheScribe) keep working on the texture. You have also solved the low quality lod issue.

Still gotta say, that the dark blue ground texture doesn't hit my taste..

I have a problem on the sp all modules mission. I won't get the IFOLS anymore and even though the "lower tailhook" option is highlighted in "pink" now, i can't see any animation on the jet, neither will the hook catch one of the landing ropes. I have tried it lots of times (created a save game a few hundreds meter away from the carrier on a landing approach), couldn't land even once..

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@Predator.v2, interesting finding. Not sure if that fixes the core of the problem, but I uploaded a version for testing here: http://tspindler.de/arma/arma3/nimitz/Modules/ttt_nimitzfunctions.pbo Just replace the ttt_nimitzfunctions.pbo in @Nimitz\Addons with that and see if it fixes the problem for you. But your save game probably won't work, as I doubt the arma engine does hot code replacement...

When you do a touchdown the distance between the plane and the center of the wires is checked. This was set to 50 meters before and is in the test build relaxed to 100 meters. Also a bunch of variables in fn_useTailhook.sqf was made private.

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"Include file TTT_NimitzFunctions\fn_ambiance\Config.h not found"

They are indeed missing in the pbo you just uploaded and game won't start like that.

I am using the stable build.

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Check, uploaded the functions another time, hope it works now.

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5 attempts, 5 successful landings. I think you fixed it. Now we just need new signatures for the Nimitzfuncitons-pbo.

What are your plans about the IFOLS? I really liked that feature at carrier landings.

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Predator, I think the current function is to make it an module like everything else, IT is being added though.

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I moved the fixed modules here, with key: http://tspindler.de/arma/arma3/nimitz/Modules-07-fix/

Just a warning: I wouldn't recommend to download the pbo from the Modules/ directory regularly, unless you want to help testing. If you're interested in that, let me know by PM.

Module support for IFLOLS is planned, but work has not started on it.

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We are having issues re-syncing the modules after the vehicle re-spawns.

Also the F-18 still requires the arrestor module to be synchronized to it.

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Hi Tetet,

Just a couple of issues. I was having issues with two hook showing purple but not moving when hitting option.

Also how does towing work now? Can I still do it the old way? or do I have to use the new module? do I sync the UGV to the module or the module to the F18 or module to both? I did read your pdf but I don't think it states how to sync the towing module.

Thanks:)

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I have a request for this mod, do you think you can somehow incorporate ambient Soldiers on it from the FUTARM Maritime mod as part of the Ambient Nimitz module like in the briefing room and guarding doors. i'll provide an picture later

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@Duckman416, as discussed on teamspeak, for now best use the ttt_fnc_sync<module> functions directly when creating the respawning vehicle.

@rory_pamphilon, the tailhook did not move in the released version, I provided a fix here: http://tspindler.de/arma/arma3/nimitz/Modules-07-fix/ For towing you need to sync the UGV and the F/A-18 against the module. I agree that the documentation is quite lightweight at the moment, but I'm getting help there :) While the old built-in towing scripts are still there, they are not automatically active any longer.

@AngelWingGamingJacob, if FUTARM maritime is present, soldiers from this addon will be spawned on deck. For guards and populating the interior, I'm open for suggestions.

Quick update on the roadmap, I got several contributions in form of textures for the hull and flightdeck. So the next update in about two weeks will provide a new look. The IFLOLS has been placed in a module, though I'm not quite sure if it works at all - anyone interested in testing drop me a PM. The new high level modules have just been written, so instead of having half a dozen modules on the map, you will just need four if you're happy with the defaults: Flightdeck, Hangar, Briefing and Towing. If possible at all, I want to reduce the number of global variables that the Nimitz exposes. If your mission or so uses any of the globals, best use the transition function ttt_fnc_global, for example ["nimspots"] call ttt_fnc_global.

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