lifetap 188 Posted September 15, 2017 AI are unaffected by the safety. Its the same tech we and others have used in the helicopters 1 Share this post Link to post Share on other sites
wansec_6 200 Posted September 15, 2017 G'day Guys, Thanks for the info. Just tried it and it works great. Didn't think about using fire mode selector. Thanks again. Keep up the great work. 1 Share this post Link to post Share on other sites
loopdk 92 Posted September 15, 2017 Do the flag need to be PAA? and is there a size.. i just get a white canvas with a jpg file Share this post Link to post Share on other sites
UK_Apollo 476 Posted September 15, 2017 All the Arma 3 flags are .paa, 512x256. Share this post Link to post Share on other sites
loopdk 92 Posted September 15, 2017 Just now, UK_Apollo said: All the Arma 3 flags are .paa, 512x256. Yep but my home made flag for the flagpool is not :D tnx for fast respons mate!!! Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted September 15, 2017 In my experience jpg is terrible and inconsistent when using custom images. .paa loads instantaneously. Arma Tools can convert that for you (I've had my best luck converting jpg to png first, then converting the png to paa). 2 Share this post Link to post Share on other sites
UK_Apollo 476 Posted September 15, 2017 Start with .tga. Load it up in TexView2 from the ArmA Steam Tools. File > Save As Change the extension to .paa on the File name > Save 2 Share this post Link to post Share on other sites
lifetap 188 Posted September 15, 2017 I'd also recommend paa, not jpg. The other point to consider is the size of the image. If using paa, the dimensions have to be in powers of 2. e.g. 128, 256, 512, etc 3 Share this post Link to post Share on other sites
scottb613 285 Posted September 15, 2017 Just thanks for all the effort and work on the update - much appreciated...Regards,ScottSent from my iPhone using Tapatalk 2 Share this post Link to post Share on other sites
Maj.Boggie 47 Posted September 15, 2017 Hey guys, Loving the update, is there a way to spawn the new Navy helis in, with the rotors and tail already folded? Share this post Link to post Share on other sites
UK_Apollo 476 Posted September 15, 2017 11 minutes ago, Maj.Boggie said: Hey guys, Loving the update, is there a way to spawn the new Navy helis in, with the rotors and tail already folded? Thanks :-) Yes, sort of... You can spawn them in and they'll immediately fold by adding this line to the vehicle INIT in the Eden Editor: this animateSource ['Fold', 1]; or this animateSource ['Fold', 1, 100]; The first takes the default amount of time to fold up, the second speeds it up 100 times, so it looks instantaneous. You could of course also run this command from a mission script or from the debug console on named vehicles. I don't know if there's a script command to force the animation state to 1 without any actual animation taking place? Share this post Link to post Share on other sites
Maj.Boggie 47 Posted September 15, 2017 5 minutes ago, UK_Apollo said: Thanks :-) Yes, sort of... You can spawn them in and they'll immediately fold by adding this line to the vehicle INIT in the Eden Editor: this animateSource ['Fold', 1]; or this animateSource ['Fold', 1, 100]; The first takes the default amount of time to fold up, the second speeds it up 100 times, so it looks instantaneous. You could of course also run this command from a mission script or from the debug console on named vehicles. I don't know if there's a script command to force the animation state to 1 without any actual animation taking place? Not 100% sure about the script command, However just tried the code you sent and it works perfectly, Thank you very much :) Share this post Link to post Share on other sites
da12thMonkey 1943 Posted September 15, 2017 3 hours ago, loopdk said: Do the flag need to be PAA? and is there a size.. i just get a white canvas with a jpg file If you're running CUP Terrains, it might be that. The mod currently overwrites some of the parameters used in the updated Arma 3 vehicle flag proxies, and breaks their ability to animate and assign textures. Results look like how you describe: 1 Share this post Link to post Share on other sites
UK_Apollo 476 Posted September 15, 2017 23 minutes ago, da12thMonkey said: If you're running CUP Terrains, it might be that. The mod currently overwrites some of the parameters used in the updated Arma 3 vehicle flag proxies, and breaks their ability to animate and assign textures. Yes, da12thMonkey is right. Thanks for the tip off. Confirmed our flags are also broken when running with Cup Terrains, and without it they are fine. 1 Share this post Link to post Share on other sites
Flax 397 Posted September 15, 2017 50 minutes ago, UK_Apollo said: I don't know if there's a script command to force the animation state to 1 without any actual animation taking place? Just use this : this animateSource ["Fold", 1, true]; 2 Share this post Link to post Share on other sites
UK_Apollo 476 Posted September 15, 2017 Thanks Flax, that works nicely. I read the script command description too quickly and assumed "true" was the same as "1", but they don't give the same results. 1 Share this post Link to post Share on other sites
Ry4nD 84 Posted September 16, 2017 Looking forward to using the new content! Share this post Link to post Share on other sites
scottb613 285 Posted September 16, 2017 Hi Folks, Just a heads up on the Apache - that issue with the perpetual climb still seems present... Ran a another test and recorded the results with (3) helicopters with (3) move waypoints each... Units Tested: UNIT_1: (3CB) Apache AH1 Multi UNIT_2: (VAN) AH-99 Blackfoot UNIT_3: (3CB) Merlin HC4 18 GPMG Criteria: All helicopters had waypoints created by script so they are identical. Tested without script to confirm results. Ordered altitude = 30 meters. Length of run = 16 kilometers. Departure staggered so distance varies on each data point. Test ran over water to eliminate ground interference. Mode was set to "CARELESS". Given - the altitude isn't held very well when passing waypoint. The first two data points are on ground so you have some odd results. Result: As you can see by the data presented below - after an approx. 16K meter run - the Apache is at a final height of 180 meters - while the other two examples seem to hold their programmed height of 30 meters (more or less). If you notice in the first few data points on the Apache it seems to try and hold its altitude but when it gets up to full speed it just can't control it... I did try limiting the speed but even then - when it hits the max set limit it starts to climb... TRACKguns.sqf ## ## UNIT_1: Apache AH1 Multi || Time = 71.934 || Alt = 23.4918 || Spd = 0.604495 || Dist = 0.576934 ## UNIT_2: AH-99 Blackfoot || Time = 71.934 || Alt = 22.3154 || Spd = 4.6578e-006 || Dist = 0.00472832 ## UNIT_3: Merlin HC4 18 GPMG || Time = 71.934 || Alt = 23.8356 || Spd = -2.6469e-005 || Dist = 0.00855532 ## ## UNIT_1: Apache AH1 Multi || Time = 81.939 || Alt = 56.6002 || Spd = 146.949 || Dist = 180.6 ## UNIT_2: AH-99 Blackfoot || Time = 81.939 || Alt = 41.5377 || Spd = 4.14278 || Dist = 19.628 ## UNIT_3: Merlin HC4 18 GPMG || Time = 81.939 || Alt = 23.8356 || Spd = 4.88869e-005 || Dist = 0.00855532 ## ## UNIT_1: Apache AH1 Multi || Time = 91.947 || Alt = 31.4076 || Spd = 225.354 || Dist = 699.083 ## UNIT_2: AH-99 Blackfoot || Time = 91.947 || Alt = 61.1974 || Spd = 166.55 || Dist = 276.12 ## UNIT_3: Merlin HC4 18 GPMG || Time = 91.947 || Alt = 61.9951 || Spd = 63.6128 || Dist = 63.6897 ## ## UNIT_1: Apache AH1 Multi || Time = 101.955 || Alt = 27.96 || Spd = 264.516 || Dist = 1376.33 ## UNIT_2: AH-99 Blackfoot || Time = 101.955 || Alt = 29.7623 || Spd = 232.612 || Dist = 826.667 ## UNIT_3: Merlin HC4 18 GPMG || Time = 101.955 || Alt = 43.7224 || Spd = 171.525 || Dist = 417.519 ## ## UNIT_1: Apache AH1 Multi || Time = 111.967 || Alt = 28.0334 || Spd = 283.254 || Dist = 2135.56 ## UNIT_2: AH-99 Blackfoot || Time = 111.967 || Alt = 28.4176 || Spd = 268.65 || Dist = 1526.01 ## UNIT_3: Merlin HC4 18 GPMG || Time = 111.967 || Alt = 25.3103 || Spd = 222.42 || Dist = 968.215 ## ## UNIT_1: Apache AH1 Multi || Time = 121.97 || Alt = 28.0274 || Spd = 289.866 || Dist = 2927.58 ## UNIT_2: AH-99 Blackfoot || Time = 121.97 || Alt = 28.3971 || Spd = 283.527 || Dist = 2291.13 ## UNIT_3: Merlin HC4 18 GPMG || Time = 121.97 || Alt = 23.1417 || Spd = 245.521 || Dist = 1617.37 ## ## UNIT_1: Apache AH1 Multi || Time = 131.975 || Alt = 48.124 || Spd = 285.515 || Dist = 3723.5 ## UNIT_2: AH-99 Blackfoot || Time = 131.975 || Alt = 40.2371 || Spd = 288.88 || Dist = 3083.81 ## UNIT_3: Merlin HC4 18 GPMG || Time = 131.975 || Alt = 22.9608 || Spd = 256.459 || Dist = 2313.93 ## ## UNIT_1: Apache AH1 Multi || Time = 141.983 || Alt = 66.1732 || Spd = 287.296 || Dist = 4408.54 ## UNIT_2: AH-99 Blackfoot || Time = 141.983 || Alt = 61.4336 || Spd = 277.425 || Dist = 3846.32 ## UNIT_3: Merlin HC4 18 GPMG || Time = 141.983 || Alt = 22.9317 || Spd = 264.269 || Dist = 3040.09 ## ## UNIT_1: Apache AH1 Multi || Time = 151.986 || Alt = 103.965 || Spd = 283.241 || Dist = 5146.41 ## UNIT_2: AH-99 Blackfoot || Time = 151.986 || Alt = 34.8361 || Spd = 291.229 || Dist = 4538.41 ## UNIT_3: Merlin HC4 18 GPMG || Time = 151.986 || Alt = 27.4719 || Spd = 271.028 || Dist = 3770.11 ## ## UNIT_1: Apache AH1 Multi || Time = 162.002 || Alt = 103.858 || Spd = 290.486 || Dist = 5932.93 ## UNIT_2: AH-99 Blackfoot || Time = 162.002 || Alt = 53.9406 || Spd = 281.933 || Dist = 5299.63 ## UNIT_3: Merlin HC4 18 GPMG || Time = 162.002 || Alt = 27.4162 || Spd = 275.728 || Dist = 4421.71 ## ## UNIT_1: Apache AH1 Multi || Time = 172.004 || Alt = 100.014 || Spd = 296.536 || Dist = 6735.18 ## UNIT_2: AH-99 Blackfoot || Time = 172.004 || Alt = 29.4626 || Spd = 292.949 || Dist = 6087.08 ## UNIT_3: Merlin HC4 18 GPMG || Time = 172.004 || Alt = 27.924 || Spd = 279.006 || Dist = 5146.85 ## ## UNIT_1: Apache AH1 Multi || Time = 182.014 || Alt = 110.454 || Spd = 293.867 || Dist = 7538.22 ## UNIT_2: AH-99 Blackfoot || Time = 182.014 || Alt = 28.3872 || Spd = 294.584 || Dist = 6889.25 ## UNIT_3: Merlin HC4 18 GPMG || Time = 182.014 || Alt = 27.7116 || Spd = 276.851 || Dist = 5917.6 ## ## UNIT_1: Apache AH1 Multi || Time = 192.015 || Alt = 121.534 || Spd = 293.183 || Dist = 8347.64 ## UNIT_2: AH-99 Blackfoot || Time = 192.015 || Alt = 28.3859 || Spd = 293.973 || Dist = 7695.82 ## UNIT_3: Merlin HC4 18 GPMG || Time = 192.015 || Alt = 27.7277 || Spd = 276.947 || Dist = 6682.43 ## ## UNIT_1: Apache AH1 Multi || Time = 202.021 || Alt = 127.11 || Spd = 293.583 || Dist = 9161 ## UNIT_2: AH-99 Blackfoot || Time = 202.021 || Alt = 28.3997 || Spd = 295.738 || Dist = 8507.15 ## UNIT_3: Merlin HC4 18 GPMG || Time = 202.021 || Alt = 27.737 || Spd = 276.38 || Dist = 7450.1 ## ## UNIT_1: Apache AH1 Multi || Time = 212.021 || Alt = 125.242 || Spd = 295.055 || Dist = 9971.82 ## UNIT_2: AH-99 Blackfoot || Time = 212.021 || Alt = 28.387 || Spd = 296.002 || Dist = 9323.08 ## UNIT_3: Merlin HC4 18 GPMG || Time = 212.021 || Alt = 27.7153 || Spd = 274.894 || Dist = 8219.24 ## ## UNIT_1: Apache AH1 Multi || Time = 222.029 || Alt = 136.642 || Spd = 294.137 || Dist = 10783.3 ## UNIT_2: AH-99 Blackfoot || Time = 222.029 || Alt = 28.4041 || Spd = 295.443 || Dist = 10136.8 ## UNIT_3: Merlin HC4 18 GPMG || Time = 222.029 || Alt = 27.7492 || Spd = 276.158 || Dist = 8987.69 ## ## UNIT_1: Apache AH1 Multi || Time = 232.047 || Alt = 131.575 || Spd = 295.138 || Dist = 11596.3 ## UNIT_2: AH-99 Blackfoot || Time = 232.047 || Alt = 28.3863 || Spd = 295.11 || Dist = 10951.2 ## UNIT_3: Merlin HC4 18 GPMG || Time = 232.047 || Alt = 27.7524 || Spd = 273.208 || Dist = 9754.29 ## ## UNIT_1: Apache AH1 Multi || Time = 242.052 || Alt = 144.917 || Spd = 289.494 || Dist = 12404.5 ## UNIT_2: AH-99 Blackfoot || Time = 242.052 || Alt = 28.3941 || Spd = 296.049 || Dist = 11764.9 ## UNIT_3: Merlin HC4 18 GPMG || Time = 242.052 || Alt = 27.7564 || Spd = 273.559 || Dist = 10515.1 ## ## UNIT_1: Apache AH1 Multi || Time = 252.067 || Alt = 145.401 || Spd = 291.973 || Dist = 13200.4 ## UNIT_2: AH-99 Blackfoot || Time = 252.067 || Alt = 31.9889 || Spd = 289.125 || Dist = 12576.5 ## UNIT_3: Merlin HC4 18 GPMG || Time = 252.067 || Alt = 27.7277 || Spd = 273.847 || Dist = 11280.3 ## ## UNIT_1: Apache AH1 Multi || Time = 262.072 || Alt = 139.392 || Spd = 293.91 || Dist = 14010.1 ## UNIT_2: AH-99 Blackfoot || Time = 262.072 || Alt = 28.4011 || Spd = 292.796 || Dist = 13379.7 ## UNIT_3: Merlin HC4 18 GPMG || Time = 262.072 || Alt = 27.7267 || Spd = 272.288 || Dist = 12042.8 ## ## UNIT_1: Apache AH1 Multi || Time = 272.082 || Alt = 134.061 || Spd = 294.362 || Dist = 14825.8 ## UNIT_2: AH-99 Blackfoot || Time = 272.082 || Alt = 28.3901 || Spd = 294.335 || Dist = 14193.2 ## UNIT_3: Merlin HC4 18 GPMG || Time = 272.082 || Alt = 27.8487 || Spd = 268.697 || Dist = 12798.5 ## ## UNIT_1: Apache AH1 Multi || Time = 282.085 || Alt = 175.377 || Spd = 284.423 || Dist = 15567.5 ## UNIT_2: AH-99 Blackfoot || Time = 282.085 || Alt = 32.3064 || Spd = 291.363 || Dist = 15007.2 ## UNIT_3: Merlin HC4 18 GPMG || Time = 282.085 || Alt = 27.6874 || Spd = 271.031 || Dist = 13552.5 ## ## UNIT_1: Apache AH1 Multi || Time = 292.093 || Alt = 180.971 || Spd = 291.329 || Dist = 16097.8 ## UNIT_2: AH-99 Blackfoot || Time = 292.093 || Alt = 60.3474 || Spd = 280.634 || Dist = 15692.2 ## UNIT_3: Merlin HC4 18 GPMG || Time = 292.093 || Alt = 27.7172 || Spd = 273.59 || Dist = 14315.9 ## ## Repro Mission: Includes data tracking script (data copied to Windows clipboard) - Helicopter Launch and Data Collection kicked off by Radio Trigger: https://www.dropbox.com/s/1wrwf8nroel11rs/SCO-GUNS-DEMO.Altis.zip?dl=0 Hope this helps... Regards, Scott 2 Share this post Link to post Share on other sites
tom.tucka 75 Posted September 17, 2017 On 15/09/2017 at 10:29 PM, UK_Apollo said: Thanks :-) Yes, sort of... You can spawn them in and they'll immediately fold by adding this line to the vehicle INIT in the Eden Editor: this animateSource ['Fold', 1]; or this animateSource ['Fold', 1, 100]; The first takes the default amount of time to fold up, the second speeds it up 100 times, so it looks instantaneous. You could of course also run this command from a mission script or from the debug console on named vehicles. I don't know if there's a script command to force the animation state to 1 without any actual animation taking place? @UK_Apollo Would be cool if we can get this in the arsenal so we can spawn them already folded Share this post Link to post Share on other sites
UK_Apollo 476 Posted September 17, 2017 I'll look into it Tom. My initial guess is that yes, it should be possible. Share this post Link to post Share on other sites
SnakeDocc 72 Posted September 17, 2017 Thanks for the update guys, so good to have the Apache back in the air. In regards to this though. On 30/10/2014 at 3:54 AM, 3cb said: Added implementation of new Servicing UI for pylons-enabled air vehicles I Don't see this new UI and neither the Wildcat or the Apache appear to have pylon settings in the editor or GOM's pylon menu? Share this post Link to post Share on other sites
andy1 71 Posted September 17, 2017 That has been added to future proof the mod. The process of adding the pylons is a long and complicated one. It has been started but we didn't want to implement it in this release to avoid feature creep.Sent from my iPhone using Tapatalk Share this post Link to post Share on other sites
Nick Seafort 29 Posted September 17, 2017 To extend on that: Andy was doing some really good work on the Pylons for our helicopters, but we decided to pause that to get this release out. The Servicing Menu upgrade means that now you can rearm all vehicles again - the old servicing method was incompatible with the new Pylons system, and ended up stealing armament. So for now, you can use the Servicing Menu with any Vanilla pylon-enabled vehicle (such as the A-164 or AH-9), and for third-party pylon-enabled vehicles (as long as they either have a compatibility patch, or the UserAction added to them via scripting). Share this post Link to post Share on other sites
SnakeDocc 72 Posted September 17, 2017 I assumed that was the case (it doesn't look like bi made it easy) just thought I would check. Edit: Thanks for clarifying that nick One other question, the logistics system, I saw the option to add custom options to the logistics menu was added, is this done via the optional pbo? and is it fully configurable for a unit that doesn't use baf weapons ie replacing all the current supply options/crates with custom ones? Share this post Link to post Share on other sites
Nick Seafort 29 Posted September 17, 2017 Hmm... I can't see that we've properly published that anywhere - I'll make a note to get that sorted out! In the Logistics Point or Logistics Module's options in the Editor, there is now a field where you can type in the classnames of any crates you want to offer as a comma-separated list. So if you wanted to offer none of the default loadouts but just a Vanilla Ammo and Grenades crate, you'd type Box_NATO_Ammo_F, Box_NATO_Grenades_F into the text field, and then untick all the BAF options below. Let me know if you want further clarification :) 4 Share this post Link to post Share on other sites