jonpas 294 Posted December 21, 2014 Try using: "marker_name" setMarkerPosLocal [markerPos "marker_name" select 0, markerPos "marker_name" select 1, <height>]; Share this post Link to post Share on other sites
Baguette 10 Posted December 21, 2014 Try using: "marker_name" setMarkerPosLocal [markerPos "marker_name" select 0, markerPos "marker_name" select 1, <height>]; As it seems, Adding the following would move the ship in the right height. Not really efficient, as I have to spawn the ship underwater first, and then move it to the correct place, but atleast, it works. _LHD1_VEH setPos [getPos _LHD1_VEH select 0, getPos _LHD1_VEH select 1, 0] Thanks for pointing me in the right direction! Share this post Link to post Share on other sites
jonpas 294 Posted December 21, 2014 Glad I could help! Share this post Link to post Share on other sites
j0nes 194 Posted December 22, 2014 for all of you trying to script the opening of the well deck HERE YOU GO! in the init of the ship in the editor null = [this]execVM "openwelldeck.sqf"; openwelldeck.sqf _LHD = _this select 0; //wait for the part of the ship with the well deck to spawn while{isNil "_part" || _part == ObjNull}do { _part = nearestObject [_LHD,"ATLAS_LHD_7"]; sleep 0.1; }; //once it has spawned, continue _part animate ["door_welldeck",15]; _part animate ["door_welldeck_2",15]; _part animate ["door_welldeck_3",15]; why does it have to be done this way? because putting the animation sources in the 'ship' in the editor is actually telling the LHD helper (ship spawner) to animate the well deck (which it doesnt have) so instead, you need to find the nearest "ATLAS_LHD_7" which is the classname for the stern of the ship with the welldeck and give it the animate command, code is untested, but should work Share this post Link to post Share on other sites
Dunbagin 1 Posted December 22, 2014 Hey, we're having troubles with the server key, or something within the mod that is kicking us out of our server. Error: 5:40:59 Player XXX: Wrong sinature for file C:\XXXX\addons\atlas_weapons.pbo Share this post Link to post Share on other sites
jabeitor 10 Posted December 22, 2014 for all of you trying to script the opening of the well deck HERE YOU GO! Thanks you JOnes!!!!! Share this post Link to post Share on other sites
wansec_6 200 Posted December 23, 2014 J0nes, was the text for the sqf listed above complete. I tried it and it isn't working. Is anybody else having the same trouble? Share this post Link to post Share on other sites
jabeitor 10 Posted December 23, 2014 J0nes, was the text for the sqf listed above complete. I tried it and it isn't working. Is anybody else having the same trouble? same as above, it must be incomplete because have no seen effect on the welldeck door. Share this post Link to post Share on other sites
tazmania720 16 Posted December 27, 2014 J0nes, was the text for the sqf listed above complete. I tried it and it isn't working. Is anybody else having the same trouble? Same here. Share this post Link to post Share on other sites
TeTeT 1523 Posted January 4, 2015 I had some success with the following code. The LHD needs to be named "LHD" and the following code placed in the Init.sqf. It seems to work, but may be be brittle on slow systems or where a lot of objects are loaded. Increasing the sleep call from 0.1 to 1 or even higher might help then. [] spawn { private ["_part"]; sleep 0.1; _part = position LHD nearObjects ["ATLAS_LHD_7", 200]; _part = _part select 0; _part animate ["door_welldeck",1]; _part animate ["door_welldeck_2",1]; _part animate ["door_welldeck_3",1];} Share this post Link to post Share on other sites
Von Quest 1163 Posted January 4, 2015 Just tried this out this weekend. Very cool! The details are great!! ;) I think we might be switching to this over the Nimitz for Spec-Ops missions because of the easy access to/from the water. BUT,.... there are walls of death. Ouch. You can't touch them if leaving the lowest deck. Otherwise, keep it up brother!! Share this post Link to post Share on other sites
jonpas 294 Posted January 4, 2015 Some fixes are needed and this mod will be rocking! :D I would be happy to help out with stuff like light placing and whatever requires Object Viewer (it seems like lights in the well deck are placed with script and because Arma that obviously misplaces them on different maps, it should be done by proxies in the model itself). I am not sure if the falling through the door just below the deck (where you go into compartment below) got fixed in this, but I fixed it in my community's LHD. Share this post Link to post Share on other sites
Ketchup0434 13 Posted January 4, 2015 This is easily one of the better LHDs out there, it would be perfect if there would be more rooms, a deck which STOVL aircraft can go faster than 18kmph and a template in the editor but otherwise it is perfect and the problems are getting fixes :) ATLAS LHD+ Chairborne's Harrier/randomslap's F-35B (in the future) = :) Share this post Link to post Share on other sites
Chairborne 2594 Posted January 4, 2015 I'm just gonna pitch this idea but i have no idea if it might work. So, during the development of the harrier i noticed that the bumping-while-taking-off bug was present with All In Arma terrain pack standard LHD (which i assume has NO improved physx lod) and the new AirplaneX simulation. As soon as i reverted back to the "old" simulation (as a matter of fact most carrier-compatible jets like the f/a-18 still use Arma 2 simulation, including my harrier) everything went back to normal. Same goes with chortles' LHD. So maybe a possible solution would be to just avoid using any improved physx and keep the buildings with old simulation and remove any physx lods. Also, as a separate note, placing the LHD in virtual reality tends to mess with the spawning. Ceiling lights on the inferior decks get spawned mid-air, while CIWS and the other weapon get spawned on the ground waaaay off the lhd position. Share this post Link to post Share on other sites
warlord554 2065 Posted January 5, 2015 I have to agree. Esp if you have no plans to make it drivable, the updated simulations are not really being used Share this post Link to post Share on other sites
0verlord-actual 11 Posted January 7, 2015 Is anyone else having issues using this on a dedicated server? my server wouldn't even load the player slot selection screen until i removed this from the mission? or is it just me? Share this post Link to post Share on other sites
2LT. Tom vd H. 16 Posted January 10, 2015 Hey, first off great mod, really enjoying it. My question is like the well door, is there a way to animate the stern elevator? I'd like to have that elevator starting in the down position. Cheers! Share this post Link to post Share on other sites
DaViSFiT 21 Posted January 12, 2015 your newest bikey (server key) dont work with ATLAS Mod, you need to sign all your mods again if you offer a new global bikey with the same name. i get error: Wrong signature for file x:\Steam\SteamApps\common\Arma 3\@ATLAS_LHD\addons\atlas_weapons.pbo Share this post Link to post Share on other sites
j0nes 194 Posted January 19, 2015 hello all! thanks for all your feedback. RL has been kicking my ass at the moment. I will take a look at the server key. I know the cause of it and I think my P drive or arma 3 tools were messing up and I tried to compile the ATLAS_Weapons.pbo separately. as far as the elevators, same concept as the well deck door, just different names. Ill see if I cant get some code and TESTED before I posted in the next week or so. I am continuing to try to find solutions to the jets taking off and landing on the carrier, any suggestions, please PM me! lastly, the ATLAS team has developed a set of harriers and MV22s (NATO,AAF,CSAT) and they are working in game and I would love to release them. however, more often than not when you get in them, they explode. Its the same glitch that appears to effect the Greyhawks. does anyone know a fix for this? thanks! Share this post Link to post Share on other sites
Zriel 12 Posted January 22, 2015 Dunno if posted already, but I CAN takeoff with planes no problem. And land, if the size would let me break enough Using basic flightmodel, superhornet E mod, if you need info. Share this post Link to post Share on other sites
Von Quest 1163 Posted January 23, 2015 What is the snippet to script the bottom Hangar Door so its open? Would like to start off the LHD but then we can't get in since the door is closed. In some missions we use the LHD as a pickup, but we don't know know to get in if starting elsewhere. Thanks. Share this post Link to post Share on other sites
Silverance 10 Posted January 23, 2015 Any word on the updated bikeys?, i am still getting errors regarding ATLAS_Weapons.pbo Thanks Share this post Link to post Share on other sites
jonpas 294 Posted January 23, 2015 What is the snippet to script the bottom Hangar Door so its open? Would like to start off the LHD but then we can't get in since the door is closed. In some missions we use the LHD as a pickup, but we don't know know to get in if starting elsewhere. Thanks. Put that into the init of the LHD in the editor. if (isServer) then { private ["_part"]; sleep 0.1; _part = (position this nearObjects ["ATLAS_LHD_7", 200]) select 0; _part animate ["door_welldeck",1]; _part animate ["door_welldeck_2",1]; _part animate ["door_welldeck_3",1]; }; Share this post Link to post Share on other sites
Erwin23p 34 Posted January 23, 2015 Dunno if posted already, but I CAN takeoff with planes no problem. And land, if the size would let me break enoughUsing basic flightmodel, superhornet E mod, if you need info. Class Wasp is an LHD that only supports F-35 or Harrier II Vertical/Short Take-Off and Landing (V/STOL) jets. Share this post Link to post Share on other sites
Von Quest 1163 Posted January 25, 2015 @Jonpas Thanks. But did NOT work. Tried a few variations as well. No luck. Anyone? Share this post Link to post Share on other sites