Jones.S140 61 Posted March 4, 2016 0.0 you editing our code jeez guys you could make a compatibility mod Eg Create your own Aircraft from not just edit ours XD When ace Fast roping gets a bit more Together im sure we will add it to our stuff. But your best bet is to ask Ace devs on there code :) Share this post Link to post Share on other sites
Sweedn 22 Posted March 4, 2016 0.0 you editing our code jeez guys you could make a compatibility mod Eg Create your own Aircraft from not just edit ours XD When ace Fast roping gets a bit more Together im sure we will add it to our stuff. But your best bet is to ask Ace devs on there code :) Sure, no offense here, just testing on my own ! ;) Share this post Link to post Share on other sites
Gilatar 272 Posted March 4, 2016 Sure, no offense here, just testing on my own ! ;) Best way to do it is to make a replacement config, i.e a completely new addon that inherits from the MELB or uses the same classnames to add code to it. That way you don't need to open the actual MELB .PBOs and infringe on the license. That's usually okay with most mod makers, unsure how the MELB developers feel about it though. 1 Share this post Link to post Share on other sites
baermitumlaut 62 Posted March 4, 2016 Why would you do that? There's no need to replace the whole config. Nevermind, I think I misunderstood you. You can simply add stuff to an existing config. For example, I used the following for testing fastroping with the MELBs: class CfgPatches { ... }; class CfgVehicles { class MELB_base; class MELB_MH6M: MELB_base { ace_fastroping_enabled = 1; ace_fastroping_ropeOrigins[] = {{1.17, 0.06, 0.98}, {-1.17, 0.06, 0.98}}; }; }; This works perfectly fine as you can see here: 2 Share this post Link to post Share on other sites
diesel5187 73 Posted March 5, 2016 Why would you do that? There's no need to replace the whole config. Nevermind, I think I misunderstood you. You can simply add stuff to an existing config. For example, I used the following for testing fastroping with the MELBs: class CfgPatches { ... }; I class CfgVehicles { class MELB_base; class MELB_MH6M: MELB_base { ace_fastroping_enabled = 1; ace_fastroping_ropeOrigins[] = {{1.17, 0.06, 0.98}, {-1.17, 0.06, 0.98}}; }; }; This works perfectly fine as you can see here: It's great to see it's functional, we have plans to look into it this weekend. We'll let everyone know what we decide. 6 Share this post Link to post Share on other sites
DAGGER ARMANET 172 Posted March 7, 2016 It's great to see it's functional, we have plans to look into it this weekend. We'll let everyone know what we decide. Awesome that your looking into it diesel, The MELB is the only helo my group uses. It would be nice to see this functionality come to it, so interested to hear what your teams conclusion is. Either way still loving the MELB. It is a complete joy to just fly around on an empty map after a long hellish day at work. Its almost meditative. So thanks ! 1 Share this post Link to post Share on other sites
sjdroz1 0 Posted March 7, 2016 So I got a question. I was playing with my group today. And I could not lock the Hellfire or the DAR's onto tanks and what not like I could in the AH-64 (RHS). Like I could only manually lock onto my laser. I don't know if this is common or isolated to our mission. Share this post Link to post Share on other sites
Gruman 123 Posted March 7, 2016 So I got a question. I was playing with my group today. And I could not lock the Hellfire or the DAR's onto tanks and what not like I could in the AH-64 (RHS). Like I could only manually lock onto my laser. I don't know if this is common or isolated to our mission. The AGM-114K is laser guided and since the AH-6M doesnt carry a radar, it's the only way to guide them. Same applies to the DAGR (Laserguided as well) 1 Share this post Link to post Share on other sites
sjdroz1 0 Posted March 8, 2016 The AGM-114K is laser guided and since the AH-6M doesnt carry a radar, it's the only way to guide them. Same applies to the DAGR (Laserguided as well) But I mean, I could not guide it like a TOW missle. It was lock onto a point and shoot. Share this post Link to post Share on other sites
ampersand38 344 Posted March 8, 2016 But I mean, I could not guide it like a TOW missle. It was lock onto a point and shoot. If you lock the missile onto the laser spot, you can move the laser and the missile will follow. Share this post Link to post Share on other sites
infrareddimming 195 Posted March 9, 2016 This might be more of an engine issue, but would it be possible for the ai to disembark simultaneously? Currently, they disembark sequentially, which makes no sense. Share this post Link to post Share on other sites
Crielaard 435 Posted March 9, 2016 I cant remember the commamd bit you have to script it your self. Try the Action command. It has nothing to do with this Mod Share this post Link to post Share on other sites
infrareddimming 195 Posted March 10, 2016 I cant remember the commamd bit you have to script it your self. Try the Action command. It has nothing to do with this Mod Yeah, I figured it was probably engine related. Might have to bug BI about it then. Share this post Link to post Share on other sites
MrSanchez 243 Posted March 10, 2016 This might be more of an engine issue, but would it be possible for the ai to disembark simultaneously? Currently, they disembark sequentially, which makes no sense. Are we talking AIs in player group? Regardless I believe that "EJECT" makes them eject immediately. It's an action. Share this post Link to post Share on other sites
Defunkt 431 Posted March 20, 2016 This mod is an absolute delight, thank you for making and sharing it. I do hope you won't be tempted to burden it with dependencies or heavy scripting. 1 Share this post Link to post Share on other sites
MANTIA 55 Posted March 20, 2016 Why would you do that? There's no need to replace the whole config. Nevermind, I think I misunderstood you. You can simply add stuff to an existing config. For example, I used the following for testing fastroping with the MELBs: class CfgPatches { ... }; class CfgVehicles { class MELB_base; class MELB_MH6M: MELB_base { ace_fastroping_enabled = 1; ace_fastroping_ropeOrigins[] = {{1.17, 0.06, 0.98}, {-1.17, 0.06, 0.98}}; }; }; This works perfectly fine as you can see here: How would one go about doing this please? 1 Share this post Link to post Share on other sites
Jones.S140 61 Posted March 20, 2016 This mod is an absolute delight, thank you for making and sharing it. I do hope you won't be tempted to burden it with dependencies or heavy scripting. Dont Worry This is something We have Had Many discussion on this and we want to keep the melb as free from that as posible Share this post Link to post Share on other sites
Flatlined 1 Posted March 29, 2016 Hi. I understand if you don't want to open source the MELB at this time, but may I come with a suggestion? Create a public GitHub project and use it only for documentation, released binaries and issue-tracking. The current google-docs way of reporting issues isn't very convenient and Armaholic downloads are fragile at best. Thanks again for giving us the best helicopter in Arma. Share this post Link to post Share on other sites
infrareddimming 195 Posted April 4, 2016 Are we talking AIs in player group? Regardless I believe that "EJECT" makes them eject immediately. It's an action. Both player group and non player groups. Basically the action initiated by using the 'transport unload' waypoint. It can be used using an eject trigger, but it's rather clunky. Anyway, it's not really linked to the MELB addon itself. Share this post Link to post Share on other sites
MrFies 20 Posted April 4, 2016 Hello , can someone help me ? I tried to lock a target with "T" or "R" but its not working I cant lock any targets.... the rocket like hellfire only flys straight. Im using the ACE Mod but even without its not working.... I used the AH-6 H with Hellfires. Greetings MrFies Share this post Link to post Share on other sites
Gruman 123 Posted April 4, 2016 Hello , can someone help me ? I tried to lock a target with "T" or "R" but its not working I cant lock any targets.... the rocket like hellfire only flys straight. Im using the ACE Mod but even without its not working.... I used the AH-6 H with Hellfires. Greetings MrFies Did you enable the Laser before trying to lockon? It should lock onto your laser and than track it more or less reliably. A small request: The getin distance is a bit low IMHO, so sometimes rooftop or water extractions are a bit a hassle. I think the vanilla MH-9 has a getin range of 2.5m were the MH-6M has 1 - 1.5m. Would it be possible to have it a bit increased just to compensate a bit for the wierd thing called UserAction Menu ;-). Best regards 1 Share this post Link to post Share on other sites
jacd 49 Posted April 4, 2016 Our pay tribute for modmakers by short film: http://youtu.be/gU_9e62JTo8 Thank you for the best ever "toy" in Arma 3. 3 Share this post Link to post Share on other sites
road runner 4344 Posted April 5, 2016 Awesome video, what model has the little bobble head in the console ?, I love the attention to detail!! Share this post Link to post Share on other sites
DJankovic 401 Posted April 5, 2016 Road Runner that is part of the MELB easter egg :) I think you are activating it with Coalition Lights on/off if I recall correctly 1 Share this post Link to post Share on other sites
yourstruly 22 Posted April 6, 2016 You activate it through an invisible action menu item, somewhere in the middle 1 Share this post Link to post Share on other sites