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Firewill Standalone Series Release Thread

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Could you please add a Garrison Cap for the pilots? thnx

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FireWill,

 

I was trying to attach the fuel probe from your UH-80r mod to the Huron, and getting the probe attached is not a problem, but I don't know how to hide the helifire missiles, missile rack, the miniguns, or the 30mm guns.

 

Can you help me out? Or maybe you could do a Huron mod to add the refuel probe, and FLIR pod.

 

This is what I have so far in the init field of the ACC.

 

 

dirVector = vectorDir heli;  

dirx = dirVector select 0; 

diry = dirVector select 1;  

dirz = dirVector select 2; 

acc animate ["ESSS_hide",1]; 
acc animate ["FFAR_L_1_hide",1];
acc animate ["FFAR_R_1_hide",1]; 
acc animate ["FFAR_L_2_hide",1]; 
acc animate ["FFAR_R_2_hide",1]; 
acc animate ["fueltank_L_hide",1]; 
acc animate ["fueltank_R_hide",1]; 
acc animate ["fueltank_L2_hide",1]; 
acc animate ["fueltank_R2_hide",1]; 

acc animate ["radarpod_hide",1]; 
acc animate ["FLIR_hide",1]; 

heli setvariable ["TGT_POD","yes",true];
heli setvariable ["TGT_SET","no",true]; 

 

 

 

This is what the result was.

 

 

2lcy2l0.jpg

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On 2017. 7. 8. at 9:13 AM, stburr91 said:

FireWill,

 

I was trying to attach the fuel probe from your UH-80r mod to the Huron, and getting the probe attached is not a problem, but I don't know how to hide the helifire missiles, missile rack, the miniguns, or the 30mm guns.

 

Can you help me out? Or maybe you could do a Huron mod to add the refuel probe, and FLIR pod.

 

This is what I have so far in the init field of the ACC.

 

 

dirVector = vectorDir heli;  

dirx = dirVector select 0; 

diry = dirVector select 1;  

dirz = dirVector select 2; 

acc animate ["ESSS_hide",1]; 
acc animate ["FFAR_L_1_hide",1];
acc animate ["FFAR_R_1_hide",1]; 
acc animate ["FFAR_L_2_hide",1]; 
acc animate ["FFAR_R_2_hide",1]; 
acc animate ["fueltank_L_hide",1]; 
acc animate ["fueltank_R_hide",1]; 
acc animate ["fueltank_L2_hide",1]; 
acc animate ["fueltank_R2_hide",1]; 

acc animate ["radarpod_hide",1]; 
acc animate ["FLIR_hide",1]; 

heli setvariable ["TGT_POD","yes",true];
heli setvariable ["TGT_SET","no",true]; 

 

 

 

This is what the result was.

 

 

 

input the below code

Quote

                acc animate ["stingerpod_L_hide",1];
                acc animate ["stingerpod_R_hide",1];
                acc animate ["hellfirepod_L_hide",1];
                acc animate ["hellfirepod_R_hide",1];
                acc animate ["hellfirepod_L2_hide",1];
                acc animate ["hellfirepod_R2_hide",1];    
                acc animate ["hellfire_1_hide",1];        
                acc animate ["hellfire_2_hide",1];    
                acc animate ["hellfire_3_hide",1];    
                acc animate ["hellfire_4_hide",1];    
                acc animate ["hellfire_5_hide",1];    
                acc animate ["hellfire_6_hide",1];    
                acc animate ["hellfire_7_hide",1];    
                acc animate ["hellfire_8_hide",1];        
                acc animate ["hellfire_9_hide",1];        
                acc animate ["hellfire_10_hide",1];    
                acc animate ["hellfire_11_hide",1];    
                acc animate ["hellfire_12_hide",1];    
                acc animate ["hellfire_13_hide",1];    
                acc animate ["hellfire_14_hide",1];    
                acc animate ["hellfire_15_hide",1];    
                acc animate ["hellfire_16_hide",1];
                acc animate ["minigun_L_hide",1];
                acc animate ["minigun_R_hide",1];        
                acc animate ["Chaingun_hide",1];        

 

 

 

 

 

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AWS updated 

v2.0
- some weapons tweak for dynamic loadout support
- malden cutscene added
- malden map data for map display system
 

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1 hour ago, firewill said:

- malden map data for map display system
 

Thanks for the update.

 

I thought map display system works on all maps right away :/ So if I use CUP Terrains that display will not show anything?

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14 minutes ago, Devastator_cm said:

Thanks for the update.

 

I thought map display system works on all maps right away :/ So if I use CUP Terrains that display will not show anything?

if you want to make map data for other custom map, you can make.

 

example - config.cpp(addon) and description.ext(mission) supported.

Quote


class CfgAWS_MAP
{
    class Stratis //1.
    {
        aws_mapdata = "\fir_airweaponSystem_US\ui\map\stratis_co.paa"; //3.
        aws_mapsize = 8192; //2.
    };

    class SomeOtherMapClassname
    {
        aws_mapdata = "sometexture\map.paa";
        aws_mapsize = 8192;
    };
};

 

1. use the worldName command for get map classname.

2. use the worldSize command for get map size.

3. make your own map texture. maybe you can using eden editor or real photo and etc.

 

 

 

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Getting an error when I release fire a weapon when using the A-10:

 

Picture fir_airweaponsystem_us\ui\sns\a10\-1.paa not found

Also, is there any CCIP or pipper that is going to be implemented for dropping dumb bombs like the Mk 82 or Mk 84?  Right now, the best way to hit a target with these is dive bombing.  The other method is to just guess and hope for the best.

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hey firewill are you ever planning on adding an f4 phantom standalone its one of the best cv aircaft ever and all the mods are over 3 gigs and are lacking quality  and  you have the most experience in carrier capable aircraft aircraft and its a phantom you know you want it

Image result for f4 phantom

Image result for f4 phantom

Image result for f4 phantom

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4 minutes ago, ghostrider4515 said:

hey firewill are you ever planning on adding an f4 phantom standalone its one of the best cv aircaft ever and all the mods are over 3 gigs and are lacking quality  and  you have the most experience in carrier capable aircraft aircraft and its a phantom you know you want it

Image result for f4 phantom

Image result for f4 phantom

Image result for f4 phantom

Please do it would be great

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F-4 would be really nice to have F-4! It is still used in some airforces and was used in Vietnam Era. So modern and old version can be used in different campaigns :)

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AWS has been updated

 

 v2.1
- F-22 supported
- maintenance

 

plus,

my other projects(ghosthawk kit, hunter gpk, mohican, a-164r,a143r etc) no longer continue the work.

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First thanks for your awesome jobs make this series aircraft mods.
F-14s seems to be a little slow now. I can only reach max speed around 15xx Km. 
just tested your new F-22. can go up to 24xx Km.  

is that possible F-14s can reach 2485km(Mach 2.34) in future update?

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Regarding the Aim-120: Am I missing something important about the use of this weapon?

Manual says minimum range is 1km and maximum is 15km. Once I am withing those ranges I can aquire the target and I get a box around the target. But no matter how long I remain aquired to the target, I cannot get a lock. What am I missing?

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10 hours ago, colince411 said:

Regarding the Aim-120: Am I missing something important about the use of this weapon?

Manual says minimum range is 1km and maximum is 15km. Once I am withing those ranges I can aquire the target and I get a box around the target. But no matter how long I remain aquired to the target, I cannot get a lock. What am I missing?

Did you turn the radar on?

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3 minutes ago, floris_heinen said:

Did you turn the radar on?

 

hahaha Duh! I knew it was something simple, thanks!

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A good place is still www.armaholic.com under the arma3 vehicles helicopters section. 

 

 

Shrike 

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On 27.08.2017 at 9:07 PM, shrike88 said:

A good place is still www.armaholic.com under the arma3 vehicles helicopters section. 

 

Shrike 

ok, sorry, i'll rephrase it;

*Why your great helicopter mods not here and on steam anymore?

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