Purzel 35 Posted February 28, 2014 Great mod! but how can I lower the ramp via trigger, script or WP? Heli animate ["Ani_Ramp",1]; Heli animateDoor ["Ani_Ramp",1]; does not work for me.. Share this post Link to post Share on other sites
Snottus 1 Posted February 28, 2014 Gave it a try, great work man! Must've been a lot of work. Are you going to implement A3 flight-model and physX? Sorry if you've already answered this. I guess faulty HUDs and missing shadows have been mentioned already. Share this post Link to post Share on other sites
chortles 263 Posted February 28, 2014 I'm not sure that I understood you point mate ... this addon is based to the open models (unbinarized) of A2 that BIS published ... most of them are from OA version ofcourse.Well, "most of them from OA version ofcourse" certainly answers that question. :DAs for the pilot/gunner proxies, I mean the fact that in my F-35B port (and seemingly the Blackfoot) the HUD was off-center relative to the default pilot view (i.e. when the Blackfoot pilot assumes fire control over the gun), whereas I see that we both went with the Kajman pilot/gunner proxies for our respective ports which caused the game crosshairs and the center of the pilot HUD (when in manual fire) to be seemingly centered properly... I suppose I was wondering whether you did any moving of the pilot proxy inside the model (i.e. left, right) and whether this would have affected the pilot's FOV (and thus where the center of the screen -- and thus the game crosshair -- would be relative to the pilot's view/HMD center when not free-looking). Share this post Link to post Share on other sites
SxepTicon 10 Posted February 28, 2014 Can someone zoom in/out when flying the Apache? 1st abd 3rd person? I for some reason can't. Sry if it's allready mentioned Share this post Link to post Share on other sites
Αplion 1122 Posted February 28, 2014 New mod v1.0 available at withSIX. Download now by clicking:http://img-cdn.withsix.com/mods/rv/@hafm_helis.png @ Aplion; Soon you will be able to manage the promo pages of your content on our web platform and publish new content yourself. To do so, please hit 'this is me' button on the page while logged in and you will get connected to your work. For now you can send new content or releases our way through withsix.wetransfer.com or add your notification at getsatisfaction.withsix.com. Thanks for this mate, appreciated :) ---------- Post added at 11:44 ---------- Previous post was at 11:43 ---------- Just a correction for your first post. The classname for the AH64 isn't "AH64" but rather "AH64D" ;) Ops ... my fault ... thanks a lot :) ---------- Post added at 11:51 ---------- Previous post was at 11:44 ---------- Great mod! but how can I lower the ramp via trigger, script or WP? does not work for me.. Cargo door is only accessible by players ... ---------- Post added at 11:52 ---------- Previous post was at 11:51 ---------- Gave it a try, great work man! Must've been a lot of work.Are you going to implement A3 flight-model and physX? Sorry if you've already answered this. I guess faulty HUDs and missing shadows have been mentioned already. What do you mean "faulty HUDs and missing shadows" ... no one else has been reported such thing so far ... Share this post Link to post Share on other sites
toxicsludge 12 Posted February 28, 2014 Thank you for releasing this Aplion, fantastic work! Hope you don't mind, I did a quick showcase on these bad boys:D Share this post Link to post Share on other sites
dav 22 Posted February 28, 2014 Thank you for this really great mod, when calling in air support the units just nose dive out of the sky, it would be great if they could be used for air support radio calls. Share this post Link to post Share on other sites
Αplion 1122 Posted February 28, 2014 @ToxicSludge ... nice one mate ;) @Dav ... maybe it is something has to be inherited by some default A3 values ... I don't know but I'll do a search about. Share this post Link to post Share on other sites
Snottus 1 Posted February 28, 2014 @ToxicSludge ... nice one mate ;)@Dav ... maybe it is something has to be inherited by some default A3 values ... I don't know but I'll do a search about. When I tested the mod yesterday, in Takistan, on the apache only the cockpit and rotor gave off any shadows on the ground, the rest of the fuselage was missing. And the HUD was incomplete, missing some bits. The HUD in the Cobra was just a mess of green lines. Share this post Link to post Share on other sites
Αplion 1122 Posted February 28, 2014 When I tested the mod yesterday, in Takistan, on the apache only the cockpit and rotor gave off any shadows on the ground, the rest of the fuselage was missing. And the HUD was incomplete, missing some bits. The HUD in the Cobra was just a mess of green lines. About shadows ... have a look on ToxicSludge video above ... About HUD ... try to run this addon using vanila ArmA 3 (plus this addon) ... maybe some other mod you are running causes some conflict. EDIT : You said that you have tested in Takistan ... that means that you are running another ArmA 2 import (the islands or all in arma) ... I'm sure that may causes some conflict. Share this post Link to post Share on other sites
Snottus 1 Posted February 28, 2014 How about A3 fm and physX then, you going to implement it? Share this post Link to post Share on other sites
Αplion 1122 Posted February 28, 2014 How about A3 fm and physX then, you going to implement it? I know that this thread has almost 9 pages of posts but this has been answered before ... so again ... I'll do that in the future ... right now I need a rest :) Share this post Link to post Share on other sites
Snottus 1 Posted February 28, 2014 I know that this thread has almost 9 pages of posts but this has been answered before ... so again ... I'll do that in the future ... right now I need a rest :) Ah sorry 'bout that.. Anyway, great work so far man, get some well deserved rest! Share this post Link to post Share on other sites
McKeewa 7 Posted February 28, 2014 Nice mod, I dunno if the error was already reported. But I got this : Cannot open objecthafm_arma2\ch47\ch_47fwreck.p3d Keep moding Share this post Link to post Share on other sites
HorbeySpector 164 Posted February 28, 2014 is it me or does the chinook look... small? also, some helo's have working flares and some don't. besides that, really like the mod. :) thank you! Share this post Link to post Share on other sites
Αplion 1122 Posted February 28, 2014 is it me or does the chinook look... small? also, some helo's have working flares and some don't. besides that, really like the mod. :) thank you! - Default ArmA 2 (BIS) model. - Can you be more specific about flares ? Share this post Link to post Share on other sites
lincolnlou 10 Posted February 28, 2014 Thank you for making this mod. Its nice to see the lights and everything work just right with this port. Do you plan on porting some jets or vehicles? I am stuck on trying to port over the MaxproMrap i see you know what you are doing if you can help me in anyway that be awsome http://forums.bistudio.com/showthread.php?171139-MRAP-Maxxpro-Light-armoed-Vehicle Share this post Link to post Share on other sites
Αplion 1122 Posted February 28, 2014 (edited) Thank you for making this mod. Its nice to see the lights and everything work just right with this port. Do you plan on porting some jets or vehicles? I am stuck on trying to port over the MaxproMrap i see you know what you are doing if you can help me in anyway that be awsome http://forums.bistudio.com/showthread.php?171139-MRAP-Maxxpro-Light-armoed-Vehicle Mate I can't promise nothing more that I'll have a look on that MRAP and I'll contact you if it is "easy" to be ported. EDIT : I have put a question in your thread .. Edited February 28, 2014 by Aplion Share this post Link to post Share on other sites
oktyabr 12 Posted February 28, 2014 Have you considered asking LJH about using his A2 chopper sounds? He seems very amiable about such things... :) http://forums.bistudio.com/showthread.php?170226-Jsrs2-1 Share this post Link to post Share on other sites
Αplion 1122 Posted February 28, 2014 Have you considered asking LJH about using his A2 chopper sounds? He seems very amiable about such things... :)http://forums.bistudio.com/showthread.php?170226-Jsrs2-1 I'll contact directly with LJ ... but first things first ... I have to fix any "major" issue before this .. Already answered I believe :) Share this post Link to post Share on other sites
dynamo11 11 Posted February 28, 2014 I love it! The more real materiel we can get into ArmA3 the better, still can't stand that "future" stuff. Share this post Link to post Share on other sites
stoffl 13 Posted February 28, 2014 Love it as well. Just one thing emerged - the Huey seems to be overresponsive. The slightest movement of my joystick almost causes it to flip, unlike any other. Is there something you can do about it or may it be a problem on my side? I've tried some stuff but it doesn't seem to change it. Share this post Link to post Share on other sites
Ian Bones 35 Posted March 1, 2014 About the flares: The UH60M and UH60M_MEV can eject flares, you can hear the ejection sound and can see some smoke coming off the sides where the flares should be but there are no flares or to be specific: You cant see them glow. Another thing is that the mod itself doesn't seem to be compatible with the virtual vehicle spawner. As far as I know the VVS fetches all available vehicle-classnames from cfg/vehicles, dont know if that matters, Would it be possible to get this mod working with the VVS? Share this post Link to post Share on other sites
oktyabr 12 Posted March 1, 2014 (edited) About the flares: The UH60M and UH60M_MEV can eject flares, you can hear the ejection sound and can see some smoke coming off the sides where the flares should be but there are no flares or to be specific: You cant see them glow.Another thing is that the mod itself doesn't seem to be compatible with the virtual vehicle spawner. As far as I know the VVS fetches all available vehicle-classnames from cfg/vehicles, dont know if that matters, Would it be possible to get this mod working with the VVS? This isn't a problem with this helicopter mod, it's that VVS is as yet unfinished. ;) This is what I did, to set up "custom" Air and Car lists... in the VVS/functions folder go into fn_filterType.sqf and change the two lines below so it will work with custom vehicle lists, including this mod: _vehicleList = switch(_filter) do { case "All": {(VVS_pre_Car + VVS_pre_Air + VVS_pre_Ship + VVS_pre_Submarine + VVS_pre_Armored + VVS_pre_Support + VVS_pre_Autonomous)}; case "Car": {VVS_Car}; case "Air": {VVS_Air}; case "Ship": {VVS_pre_Ship}; case "Submarine": {VVS_pre_Submarine}; case "Armored": {VVS_pre_Armored}; case "Autonomous": {VVS_pre_Autonomous}; case "Support": {VVS_pre_Support}; default {[]}; }; You will notice I removed the "_pre" bit from both the VVS_Car and VVS_Air lines... I have one spawn for each and this works perfectly using the following configuration.sqf: //Only display vehicles for that players side, if true Opfor can only spawn Opfor vehicles and so on. VVS_SideOnly = false; //Only set to true if you are making pre-made vehicle lists with VVS_x (i.e VVS_Car) //VVS_Premade_List = true; //If you are going to use Pre-set VVS Vehicles it is recommended to set this to true as it will not run through the config saving CPU resources on initialization, otherwise leave as default. VVS_Premade_List = true; /* Pre-set VVS Vehicles This is similar to VAS's functionality, using these variables will only make those vehicles available. Leave them the way they are if you want to auto-fetch the entire vehicle config and list every vehicle. Example: VVS_Car = ["C_Offroad_01_F","C_Quadbike_01_F"]; VVS_Air = ["B_Heli_Light_01_armed_F"]; */ VVS_Car = ["B_MRAP_01_F","B_MRAP_01_gmg_F","B_MRAP_01_hmg_F","B_Quadbike_01_F","B_mas_usn_Offroad_01_armed_F","B_mas_usd_Offroad_02_armed_F","B_mas_usd_Offroad_02_F","B_mas_usn_Offroad_01_F","B_Truck_01_Repair_F","B_Truck_01_medical_F","B_Truck_01_fuel_F","B_Truck_01_ammo_F","B_Truck_01_mover_F","B_Truck_01_box_F","B_Truck_01_transport_F","B_Truck_01_covered_F"]; VVS_Air = ["B_Heli_Light_01_F","B_Heli_Light_01_armed_F","I_Heli_Transport_02_F","CH_47F","AH64D","UH60M"]; VVS_Ship = []; VVS_Armored = []; VVS_Submarine = []; VVS_Autonomous = []; VVS_Support = []; /* Vehicle restriction Again, similar to VAS's functionality. If you want to restrict a specific vehicle you can do it or you can restrict an entire vehicle set by using its base class. Example: VVS_Car = ["Quadbike_01_base_F"]; //Completely removes all quadbikes for all sides VVS_Air = ["B_Heli_Light_01_armed_F"]; //Removes the Pawnee */ VVS_R_Car = []; VVS_R_Air = []; VVS_R_Ship = []; VVS_R_Armored = []; VVS_R_Submarine = []; VVS_R_Autonomous = []; VVS_R_Support = []; Change yours to suit what you want to do. Edited March 1, 2014 by Oktyabr Share this post Link to post Share on other sites
marsvinet 1 Posted March 1, 2014 Noting a couple of things: As stoffl mentioned, the UH1H is oversensitive when pitching sideways, but feels like a brick when pitching forward/backward The Chinook Co-Pilot seat puts you in the middle of the fuselage. All transport heli's have the weird HUDs, would be nice if they didnt have them. Share this post Link to post Share on other sites