FFAAMOD 177 Posted July 14, 2015 Welcome to the FFAA Mod release thread. The FFAA mod provide the game a big amount of units of the Spanish army force including ground, air and maritime units with vanilla features but higher quality. With more than 10 years developing for the ArmA community we finally present the most modern and ambitious project we have, focusing on new HD textures, ambient oclussion techniques, brand new models, remodelled of old assets from previous versions and a bunch of new features you will discover. Take a seat and take a quick look to our last release video: FFAA Mod provide the game with a big amount of units of the Spanish army force including ground, air and maritime units at high quality. Units pack, featuring BRILAT, MOE, BRIPAC, FGNE and FAMET.Weapon pack, with more than 50 models, featuring a bunch of G36 Variants, the MG4, the Ameli and much more.MRAPs: RG-31 Nyala.Trucks: IVECO M-250 and IVECO PEGASO 7226.Troop transport vehicles: Lince LMV (M2, MG3, LAG-40 Ambulance), VAMTAC series (M2, Cardom, Crows, Mistral, TOW, LAG40 and UME versions), Santana Anibal and TOA Series which contains the M113, M113 for Medical purposes, M113 for sappers and the M577 versions.Armored vehicles: VCI Pizarro and Leopard 2E.Fixed-wing Air vehicles, like C130 Hercules, AV8B Harrier jets, UAV MKIII Searcher or MQ-9 Reaper.Rotary-wing vehicles, as NH 90 Helicopter (TTH and NFH), EC665 Tiger, AS532 Cougar and CH47 chinook.Ships: Supercat and zodiac hurricane, LCM1E and BAM Meteoro (P41). Custom Map, called Lythium. STEAM WORKSHOP After long days, meetings and internal debates on the real scope of the legal issues with SW, we have concluded that we will use the Steam Workshop as the official mirror, as a good way to distribute our content. This does NOT mean users can upload our MOD to Steam Workshop but we, as the authors of the content, will make it available into Steam Workshop platform when a new update were available. So, uploading our content (full or part of them) into steam workshop will be strictly prohibited except for us (FFAA MOD Team) or developers with a prior / written agreement. Please, if you see any FFAA MOD content -in its entirety- in the Steam Workshop platform uploaded by any other but us, help us reporting it in this thread, through our social networks or via email in order to take the necessary measures to protect our intellectual property rights. Like what you see? Visit our website for the download or look for us at PlayWithSix & Armaholic. Feel free to comment and give your feedback here or on our social networks, like Twitter and Facebook. If you find any bugs, report them on our feedback tracker. This modification is released under: Arma Public License No Derivatives (APL-ND) Enjoy the Spanish Army. 9 Share this post Link to post Share on other sites
mistyronin 1181 Posted July 14, 2015 Amazing news! Thank you for your outstanding work. Congratulations on the release :) Share this post Link to post Share on other sites
artisanal 22 Posted July 14, 2015 Congrat's on the release of your great mod ! Share this post Link to post Share on other sites
Guest Posted July 14, 2015 The new version has been frontpaged on the Armaholic homepage. Spanish Army Mod FFAA v6.0.3 Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted July 15, 2015 Great mod, i really enjoyed the first 4 hours i played this mod. Many hours following :) Share this post Link to post Share on other sites
Maj D. Schultz 13 Posted July 15, 2015 Congrats on release, it's very apparent that a lot of love and sweat has gone into what has been produced here. One little nit-pick. You guys mind giving me credit for the HUD in the AV8B? I created that... Share this post Link to post Share on other sites
peloton 0 Posted July 15, 2015 Congrats on release, it's very apparent that a lot of love and sweat has gone into what has been produced here.One little nit-pick. You guys mind giving me credit for the HUD in the AV8B? I created that... I'm sorry, it was an error to add your HUD pbo Harrier FFAA in one of the tests, which are intended to be used is the original HUD Arma2 be changed in the next version FFAA. Here are the must have been the original config. class CfgVehicles { class Air; class Plane: Air { class HitPoints; }; class PlaneWreck; class Plane_Base_F: Plane { class AnimationSources; class Eventhandlers; }; class ffaa_av8b2: Plane_Base_F { scope = 0; faction = "FFAA"; displayName = "$STR_FFAA_DN_HARRIER"; vehicleClass = "Air"; author = "$STR_FFAA_CREA_HARRIER"; _generalMacro = "ffaa_av8b2"; crew = "B_Pilot_F"; destrType = "DestructWreck"; model = "\ffaa_ar_harrier\ffaa_AV8B"; picture = "\ffaa_ar_harrier\data\ui\av8b_CA.paa"; Icon = "\ffaa_ar_harrier\data\ui\icomap_AV8B_CA.paa"; mapSize = 14; side = 1; driverLeftHandAnimName = ""; driverRightHandAnimName = "stick_pilot"; driverLeftLegAnimName = ""; driverRightLegAnimName = ""; memoryPointsGetInDriver = "pos driver"; memoryPointsGetInDriverDir = "pos driver_dir"; memoryPointLRocket = "Rocket_1"; memoryPointRRocket = "Rocket_2"; memoryPointGun = "Usti hlavne"; accuracy = 0.3; typicalCargo[] = {"B_Pilot_F"}; simulation = "airplane"; getInRadius = 10; precisegetinout = 1; getinAction = "pilot_plane_cas_02_Enter"; getoutaction = "pilot_plane_cas_02_Exit"; driverAction = "AV8B_Pilot"; radarType = 4; showAllTargets = 2; driverCanSee = 31; lockdetectionsystem = "2 + 8 + 4"; incomingMissileDetectionSystem = 16; class Turrets{}; class TransportItems{}; class WingVortices { class WingTipLeft { effectName = "WingVortices"; position = "body_vapour_L_E"; }; class WingTipRight { effectName = "WingVortices"; position = "body_vapour_R_E"; }; class BodyLeft { effectName = "BodyVortices"; position = "body_vapour_L_S"; }; class BodyRight { effectName = "BodyVortices"; position = "body_vapour_R_S"; }; }; maxSpeed = 1040; landingSpeed = 200; acceleration = 300; vtol = 1; altFullForce = 9000; altNoForce = 20000; rudderInfluence = 0.5; aileronSensitivity = 0.8; elevatorSensitivity = 0.8; flapsFrictionCoef = 0.32; minFireTime = 30; driveOnComponent[] = {"Wheel_1","Wheel_2","Wheel_3_1","Wheel_3_2"}; envelope[] = {0.0,0.2,1.2,3.0,5.1,7.0,7.3,7,6.3,5.2,3.8,1.8,0.5,0}; enableGPS = 1; irScanGround = 1; laserScanner = 1; irScanRangeMin = 500; irScanRangeMax = 10000; irScanToEyeFactor = 1; irTarget = 1; armor = 60; damageResistance = 0.01246; cost = 20000000; selectionFireAnim = "zasleh"; weapons[]={"gatling_25mm","ffaa_mk82bombLauncher","ffaa_maverick","ffaa_sidewinderLaucher","ffaa_ffarlauncher","CMFlareLauncher"}; magazines[]={"300Rnd_25mm_shells","ffaa_3Rnd_mk82","ffaa_3rnd_maverick","ffaa_2rnd_sidewinder","ffaa_14Rnd_rockets","300Rnd_CMFlare_Chaff_Magazine"}; insideSoundCoef = 0.09; fov = 0.4; gunAimDown = 0.07; type = 2; threat[] = {1,1,1}; availableForSupportTypes[] = {"CAS_Bombing"}; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; dammageHalf[] = {"\ffaa_ar_harrier\data\ah1z_monitor_glass_ca.paa","\ffaa_ar_harrier\data\ah1z_monitor_glass_destr_co.paa"}; dammageFull[] = {"\ffaa_ar_harrier\data\ah1z_monitor_glass_ca.paa","\ffaa_ar_harrier\data\ah1z_monitor_glass_destr_co.paa"}; class Exhausts { class Exhaust_left { position = "Exhaust1"; direction = "Exhaust1_dir"; effect = "ExhaustsEffectPlane"; }; class Exhaust_right { position = "Exhaust2"; direction = "Exhaust2_dir"; effect = "ExhaustsEffectPlane"; }; class Exhaust_left2 { position = "Exhaust3"; direction = "Exhaust3_dir"; effect = "ExhaustsEffectPlane"; }; class Exhaust_right2 { position = "Exhaust4"; direction = "Exhaust4_dir"; effect = "ExhaustsEffectPlane"; }; }; class Damage { tex[] = {}; mat[] = { "ffaa_ar_harrier\data\av8b_glass.rvmat", "ffaa_ar_harrier\data\av8b_glass_damage.rvmat", "ffaa_ar_harrier\data\av8b_glass_damage.rvmat", "ffaa_ar_harrier\data\av8b_int.rvmat", "ffaa_ar_harrier\data\av8b_int_damage.rvmat", "ffaa_ar_harrier\data\av8b_int_destruct.rvmat", "ffaa_ar_harrier\data\av8b_ext.rvmat", "ffaa_ar_harrier\data\av8b_ext_damage.rvmat", "ffaa_ar_harrier\data\av8b_ext_destruct.rvmat"}; }; canBeShot = 1; dustEffect = "HeliDust"; waterEffect = "HeliWater"; class Reflectors { class Left { position = "light_1_pos"; direction = "light_1_dir"; hitpoint = "L svetlo"; selection = "L svetlo"; color[] = {0.07,0.99,0.89}; ambient[] = {0.0085,0.0095,0.01}; intensity = 100000; size = 1; innerAngle = 45; outerAngle = 90; coneFadeCoef = 5; useFlare = 1; flareSize = 4; flareMaxDistance = 800; class Attenuation { start = 0; constant = 0; linear = 5; quadratic = 2; hardLimitStart = 400; hardLimitEnd = 500; }; }; }; class MFD { class HUD { class Pos10Vector { type = "vector"; pos0[] = {0.485, 0.4}; pos10[] = {1.225, 1.1}; }; topLeft = "HUD LH"; topRight = "HUD PH"; bottomLeft = "HUD LD"; borderLeft = 0; borderRight = 0; borderTop = 0; borderBottom = 0; color[] = {0, 1, 0, 0.1}; class Bones { class PlaneW { type = "fixed"; pos[] = {0.485, 0.4}; }; class WeaponAim : Pos10Vector { source = "weapon"; }; class Target : Pos10Vector { source = "target"; }; class Velocity : Pos10Vector { type = "vector"; source = "velocity"; pos0[] = {0.5, 0.4}; pos10[] = {1.24, 1.1}; }; class ILS_H { type = "ils"; pos0[] = {0.5, 0.4}; pos3[] = {0.722, 0.4}; }; class ILS_W : ILS_H { pos3[] = {0.5, 0.61}; }; class Level0 : Pos10Vector { pos0[] = {0.5, 0.4}; pos10[] = {1.24, 1.1}; type = "horizon"; angle = 0; }; class LevelP5 : Level0 { angle = 5; }; class LevelM5 : Level0 { angle = -5; }; class LevelP10 : Level0 { angle = 10; }; class LevelM10 : Level0 { angle = -10; }; class LevelP15 : Level0 { angle = 15; }; class LevelM15 : Level0 { angle = -15; }; class LevelP20 : Level0 { angle = 20; }; class LevelM20 : Level0 { angle = -20; }; class LevelP25 : Level0 { angle = 25; }; class LevelM25 : Level0 { angle = -25; }; class LevelP30 : Level0 { angle = 30; }; class LevelM30 : Level0 { angle = -30; }; class LevelP35 : Level0 { angle = 35; }; class LevelM35 : Level0 { angle = -35; }; class LevelP40 : Level0 { angle = 40; }; class LevelM40 : Level0 { angle = -40; }; class LevelP45 : Level0 { angle = 45; }; class LevelM45 : Level0 { angle = -45; }; class LevelP50 : Level0 { angle = 50; }; class LevelM50 : Level0 { angle = -50; }; }; class Draw { alpha = 0.4; color[] = {0.0, 0.3, 0.05}; condition = "on"; class PlaneW { clipTL[] = {0.0, 1.0}; clipBR[] = {1.0, 0.0}; type = "line"; points[] = {{"PlaneW", {-0.08, 0}, 1}, {"PlaneW", {-0.03, 0}, 1}, {"PlaneW", {-0.015, 0.0283784}, 1}, {"PlaneW", {0.0, 0}, 1}, {"PlaneW", {0.015, 0.0283784}, 1}, {"PlaneW", {0.03, 0}, 1}, {"PlaneW", {0.08, 0}, 1}}; }; class PlaneHeading { clipTL[] = {0.0, 1.0}; clipBR[] = {1.0, 0.0}; type = "line"; points[] = {{"Velocity", {0, -0.0189189}, 1}, {"Velocity", {0.014, -0.0132432}, 1}, {"Velocity", {0.02, 0}, 1}, {"Velocity", {0.014, 0.0132432}, 1}, {"Velocity", {0, 0.0189189}, 1}, {"Velocity", {-0.014, 0.0132432}, 1}, {"Velocity", {-0.02, 0}, 1}, {"Velocity", {-0.014, -0.0132432}, 1}, {"Velocity", {0, -0.0189189}, 1}, {}, {"Velocity", {0.04, 0}, 1}, {"Velocity", {0.02, 0}, 1}, {}, {"Velocity", {-0.04, 0}, 1}, {"Velocity", {-0.02, 0}, 1}, {}, {"Velocity", {0, -0.0378378}, 1}, {"Velocity", {0, -0.0189189}, 1}, {}}; }; class Static { clipTL[] = {0.0, 0.1}; clipBR[] = {1.0, 0.0}; type = "line"; points[] = {{{0.21, 0.52}, 1}, {{0.19, 0.5}, 1}, {{0.21, 0.48}, 1}, {}, {{0.18, 0.2}, 1}, {{0.18, 0.85}, 1}, {}, {{0.79, 0.52}, 1}, {{0.81, 0.5}, 1}, {{0.79, 0.48}, 1}, {}, {{0.82, 0.2}, 1}, {{0.82, 0.85}, 1}, {}, {{0.52, 0.08+0.01}, 1}, {{0.5, 0.06+0.01}, 1}, {{0.48, 0.08+0.01}, 1}, {}, {{0.2, 0.055+0.01}, 1}, {{0.8, 0.055+0.01}, 1}, {}}; }; class Horizont { clipTL[] = {0.0, 0.0}; clipBR[] = {1.0, 1.0}; class Dimmed { class Level0 { type = "line"; points[] = {{"Level0", {-0.2, 0}, 1}, {"Level0", {-0.05, 0}, 1}, {}, {"Level0", {0.05, 0}, 1}, {"Level0", {0.2, 0}, 1}}; }; class VALM_1_0 { type = "text"; source = "static"; text = 0; align = "left"; scale = 1; sourceScale = 1; pos[] = {"Level0", {-0.23, -0.025}, 1}; right[] = {"Level0", {-0.13, -0.025}, 1}; down[] = {"Level0", {-0.23, 0.025}, 1}; }; class VALM_2_0 : VALM_1_0 { align = "right"; pos[] = {"Level0", {0.22, -0.025}, 1}; right[] = {"Level0", {0.32, -0.025}, 1}; down[] = {"Level0", {0.22, 0.025}, 1}; }; class LevelM5 : Level0 { type = "line"; points[] = {{"LevelM5", {-0.2, -0.03}, 1}, {"LevelM5", {-0.2, 0}, 1}, {"LevelM5", {-0.15, 0}, 1}, {}, {"LevelM5", {-0.1, 0}, 1}, {"LevelM5", {-0.05, 0}, 1}, {}, {"LevelM5", {0.05, 0}, 1}, {"LevelM5", {0.1, 0}, 1}, {}, {"LevelM5", {0.15, 0}, 1}, {"LevelM5", {0.2, 0}, 1}, {"LevelM5", {0.2, -0.03}, 1}}; }; class VALM_1_5 { type = "text"; source = "static"; text = -5; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelM5", {-0.23, -0.085}, 1}; right[] = {"LevelM5", {-0.13, -0.085}, 1}; down[] = {"LevelM5", {-0.23, -0.035}, 1}; }; class VALM_2_5 : VALM_1_5 { align = "right"; pos[] = {"LevelM5", {0.22, -0.085}, 1}; right[] = {"LevelM5", {0.32, -0.085}, 1}; down[] = {"LevelM5", {0.22, -0.035}, 1}; }; class LevelP5 : Level0 { type = "line"; points[] = {{"LevelP5", {-0.2, 0.03}, 1}, {"LevelP5", {-0.2, 0}, 1}, {"LevelP5", {-0.05, 0}, 1}, {}, {"LevelP5", {0.05, 0}, 1}, {"LevelP5", {0.2, 0}, 1}, {"LevelP5", {0.2, 0.03}, 1}}; }; class VALP_1_5 { type = "text"; source = "static"; text = "5"; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelP5", {-0.23, 0.035}, 1}; right[] = {"LevelP5", {-0.13, 0.035}, 1}; down[] = {"LevelP5", {-0.23, 0.085}, 1}; }; class VALP_2_5 : VALP_1_5 { align = "right"; pos[] = {"LevelP5", {0.22, 0.035}, 1}; right[] = {"LevelP5", {0.32, 0.035}, 1}; down[] = {"LevelP5", {0.22, 0.085}, 1}; }; class LevelM10 : Level0 { type = "line"; points[] = {{"LevelM10", {-0.2, -0.03}, 1}, {"LevelM10", {-0.2, 0}, 1}, {"LevelM10", {-0.15, 0}, 1}, {}, {"LevelM10", {-0.1, 0}, 1}, {"LevelM10", {-0.05, 0}, 1}, {}, {"LevelM10", {0.05, 0}, 1}, {"LevelM10", {0.1, 0}, 1}, {}, {"LevelM10", {0.15, 0}, 1}, {"LevelM10", {0.2, 0}, 1}, {"LevelM10", {0.2, -0.03}, 1}}; }; class VALM_1_10 { type = "text"; source = "static"; text = -10; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelM10", {-0.23, -0.085}, 1}; right[] = {"LevelM10", {-0.13, -0.085}, 1}; down[] = {"LevelM10", {-0.23, -0.035}, 1}; }; class VALM_2_10 : VALM_1_10 { align = "right"; pos[] = {"LevelM10", {0.22, -0.085}, 1}; right[] = {"LevelM10", {0.32, -0.085}, 1}; down[] = {"LevelM10", {0.22, -0.035}, 1}; }; class LevelP10 : Level0 { type = "line"; points[] = {{"LevelP10", {-0.2, 0.03}, 1}, {"LevelP10", {-0.2, 0}, 1}, {"LevelP10", {-0.05, 0}, 1}, {}, {"LevelP10", {0.05, 0}, 1}, {"LevelP10", {0.2, 0}, 1}, {"LevelP10", {0.2, 0.03}, 1}}; }; class VALP_1_10 { type = "text"; source = "static"; text = "10"; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelP10", {-0.23, 0.035}, 1}; right[] = {"LevelP10", {-0.13, 0.035}, 1}; down[] = {"LevelP10", {-0.23, 0.085}, 1}; }; class VALP_2_10 : VALP_1_10 { align = "right"; pos[] = {"LevelP10", {0.22, 0.035}, 1}; right[] = {"LevelP10", {0.32, 0.035}, 1}; down[] = {"LevelP10", {0.22, 0.085}, 1}; }; class LevelM15 : Level0 { type = "line"; points[] = {{"LevelM15", {-0.2, -0.03}, 1}, {"LevelM15", {-0.2, 0}, 1}, {"LevelM15", {-0.15, 0}, 1}, {}, {"LevelM15", {-0.1, 0}, 1}, {"LevelM15", {-0.05, 0}, 1}, {}, {"LevelM15", {0.05, 0}, 1}, {"LevelM15", {0.1, 0}, 1}, {}, {"LevelM15", {0.15, 0}, 1}, {"LevelM15", {0.2, 0}, 1}, {"LevelM15", {0.2, -0.03}, 1}}; }; class VALM_1_15 { type = "text"; source = "static"; text = -15; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelM15", {-0.23, -0.085}, 1}; right[] = {"LevelM15", {-0.13, -0.085}, 1}; down[] = {"LevelM15", {-0.23, -0.035}, 1}; }; class VALM_2_15 : VALM_1_15 { align = "right"; pos[] = {"LevelM15", {0.22, -0.085}, 1}; right[] = {"LevelM15", {0.32, -0.085}, 1}; down[] = {"LevelM15", {0.22, -0.035}, 1}; }; class LevelP15 : Level0 { type = "line"; points[] = {{"LevelP15", {-0.2, 0.03}, 1}, {"LevelP15", {-0.2, 0}, 1}, {"LevelP15", {-0.05, 0}, 1}, {}, {"LevelP15", {0.05, 0}, 1}, {"LevelP15", {0.2, 0}, 1}, {"LevelP15", {0.2, 0.03}, 1}}; }; class VALP_1_15 { type = "text"; source = "static"; text = "15"; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelP15", {-0.23, 0.035}, 1}; right[] = {"LevelP15", {-0.13, 0.035}, 1}; down[] = {"LevelP15", {-0.23, 0.085}, 1}; }; class VALP_2_15 : VALP_1_15 { align = "right"; pos[] = {"LevelP15", {0.22, 0.035}, 1}; right[] = {"LevelP15", {0.32, 0.035}, 1}; down[] = {"LevelP15", {0.22, 0.085}, 1}; }; class LevelM20 : Level0 { type = "line"; points[] = {{"LevelM20", {-0.2, -0.03}, 1}, {"LevelM20", {-0.2, 0}, 1}, {"LevelM20", {-0.15, 0}, 1}, {}, {"LevelM20", {-0.1, 0}, 1}, {"LevelM20", {-0.05, 0}, 1}, {}, {"LevelM20", {0.05, 0}, 1}, {"LevelM20", {0.1, 0}, 1}, {}, {"LevelM20", {0.15, 0}, 1}, {"LevelM20", {0.2, 0}, 1}, {"LevelM20", {0.2, -0.03}, 1}}; }; class VALM_1_20 { type = "text"; source = "static"; text = -20; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelM20", {-0.23, -0.085}, 1}; right[] = {"LevelM20", {-0.13, -0.085}, 1}; down[] = {"LevelM20", {-0.23, -0.035}, 1}; }; class VALM_2_20 : VALM_1_20 { align = "right"; pos[] = {"LevelM20", {0.22, -0.085}, 1}; right[] = {"LevelM20", {0.32, -0.085}, 1}; down[] = {"LevelM20", {0.22, -0.035}, 1}; }; class LevelP20 : Level0 { type = "line"; points[] = {{"LevelP20", {-0.2, 0.03}, 1}, {"LevelP20", {-0.2, 0}, 1}, {"LevelP20", {-0.05, 0}, 1}, {}, {"LevelP20", {0.05, 0}, 1}, {"LevelP20", {0.2, 0}, 1}, {"LevelP20", {0.2, 0.03}, 1}}; }; class VALP_1_20 { type = "text"; source = "static"; text = "20"; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelP20", {-0.23, 0.035}, 1}; right[] = {"LevelP20", {-0.13, 0.035}, 1}; down[] = {"LevelP20", {-0.23, 0.085}, 1}; }; class VALP_2_20 : VALP_1_20 { align = "right"; pos[] = {"LevelP20", {0.22, 0.035}, 1}; right[] = {"LevelP20", {0.32, 0.035}, 1}; down[] = {"LevelP20", {0.22, 0.085}, 1}; }; class LevelM25 : Level0 { type = "line"; points[] = {{"LevelM25", {-0.2, -0.03}, 1}, {"LevelM25", {-0.2, 0}, 1}, {"LevelM25", {-0.15, 0}, 1}, {}, {"LevelM25", {-0.1, 0}, 1}, {"LevelM25", {-0.05, 0}, 1}, {}, {"LevelM25", {0.05, 0}, 1}, {"LevelM25", {0.1, 0}, 1}, {}, {"LevelM25", {0.15, 0}, 1}, {"LevelM25", {0.2, 0}, 1}, {"LevelM25", {0.2, -0.03}, 1}}; }; class VALM_1_25 { type = "text"; source = "static"; text = -25; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelM25", {-0.23, -0.085}, 1}; right[] = {"LevelM25", {-0.13, -0.085}, 1}; down[] = {"LevelM25", {-0.23, -0.035}, 1}; }; class VALM_2_25 : VALM_1_25 { align = "right"; pos[] = {"LevelM25", {0.22, -0.085}, 1}; right[] = {"LevelM25", {0.32, -0.085}, 1}; down[] = {"LevelM25", {0.22, -0.035}, 1}; }; class LevelP25 : Level0 { type = "line"; points[] = {{"LevelP25", {-0.2, 0.03}, 1}, {"LevelP25", {-0.2, 0}, 1}, {"LevelP25", {-0.05, 0}, 1}, {}, {"LevelP25", {0.05, 0}, 1}, {"LevelP25", {0.2, 0}, 1}, {"LevelP25", {0.2, 0.03}, 1}}; }; class VALP_1_25 { type = "text"; source = "static"; text = "25"; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelP25", {-0.23, 0.035}, 1}; right[] = {"LevelP25", {-0.13, 0.035}, 1}; down[] = {"LevelP25", {-0.23, 0.085}, 1}; }; class VALP_2_25 : VALP_1_25 { align = "right"; pos[] = {"LevelP25", {0.22, 0.035}, 1}; right[] = {"LevelP25", {0.32, 0.035}, 1}; down[] = {"LevelP25", {0.22, 0.085}, 1}; }; class LevelM30 : Level0 { type = "line"; points[] = {{"LevelM30", {-0.2, -0.03}, 1}, {"LevelM30", {-0.2, 0}, 1}, {"LevelM30", {-0.15, 0}, 1}, {}, {"LevelM30", {-0.1, 0}, 1}, {"LevelM30", {-0.05, 0}, 1}, {}, {"LevelM30", {0.05, 0}, 1}, {"LevelM30", {0.1, 0}, 1}, {}, {"LevelM30", {0.15, 0}, 1}, {"LevelM30", {0.2, 0}, 1}, {"LevelM30", {0.2, -0.03}, 1}}; }; class VALM_1_30 { type = "text"; source = "static"; text = -30; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelM30", {-0.23, -0.085}, 1}; right[] = {"LevelM30", {-0.13, -0.085}, 1}; down[] = {"LevelM30", {-0.23, -0.035}, 1}; }; class VALM_2_30 : VALM_1_30 { align = "right"; pos[] = {"LevelM30", {0.22, -0.085}, 1}; right[] = {"LevelM30", {0.32, -0.085}, 1}; down[] = {"LevelM30", {0.22, -0.035}, 1}; }; class LevelP30 : Level0 { type = "line"; points[] = {{"LevelP30", {-0.2, 0.03}, 1}, {"LevelP30", {-0.2, 0}, 1}, {"LevelP30", {-0.05, 0}, 1}, {}, {"LevelP30", {0.05, 0}, 1}, {"LevelP30", {0.2, 0}, 1}, {"LevelP30", {0.2, 0.03}, 1}}; }; class VALP_1_30 { type = "text"; source = "static"; text = "30"; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelP30", {-0.23, 0.035}, 1}; right[] = {"LevelP30", {-0.13, 0.035}, 1}; down[] = {"LevelP30", {-0.23, 0.085}, 1}; }; class VALP_2_30 : VALP_1_30 { align = "right"; pos[] = {"LevelP30", {0.22, 0.035}, 1}; right[] = {"LevelP30", {0.32, 0.035}, 1}; down[] = {"LevelP30", {0.22, 0.085}, 1}; }; class LevelM35 : Level0 { type = "line"; points[] = {{"LevelM35", {-0.2, -0.03}, 1}, {"LevelM35", {-0.2, 0}, 1}, {"LevelM35", {-0.15, 0}, 1}, {}, {"LevelM35", {-0.1, 0}, 1}, {"LevelM35", {-0.05, 0}, 1}, {}, {"LevelM35", {0.05, 0}, 1}, {"LevelM35", {0.1, 0}, 1}, {}, {"LevelM35", {0.15, 0}, 1}, {"LevelM35", {0.2, 0}, 1}, {"LevelM35", {0.2, -0.03}, 1}}; }; class VALM_1_35 { type = "text"; source = "static"; text = -35; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelM35", {-0.23, -0.085}, 1}; right[] = {"LevelM35", {-0.13, -0.085}, 1}; down[] = {"LevelM35", {-0.23, -0.035}, 1}; }; class VALM_2_35 : VALM_1_35 { align = "right"; pos[] = {"LevelM35", {0.22, -0.085}, 1}; right[] = {"LevelM35", {0.32, -0.085}, 1}; down[] = {"LevelM35", {0.22, -0.035}, 1}; }; class LevelP35 : Level0 { type = "line"; points[] = {{"LevelP35", {-0.2, 0.03}, 1}, {"LevelP35", {-0.2, 0}, 1}, {"LevelP35", {-0.05, 0}, 1}, {}, {"LevelP35", {0.05, 0}, 1}, {"LevelP35", {0.2, 0}, 1}, {"LevelP35", {0.2, 0.03}, 1}}; }; class VALP_1_35 { type = "text"; source = "static"; text = "35"; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelP35", {-0.23, 0.035}, 1}; right[] = {"LevelP35", {-0.13, 0.035}, 1}; down[] = {"LevelP35", {-0.23, 0.085}, 1}; }; class VALP_2_35 : VALP_1_35 { align = "right"; pos[] = {"LevelP35", {0.22, 0.035}, 1}; right[] = {"LevelP35", {0.32, 0.035}, 1}; down[] = {"LevelP35", {0.22, 0.085}, 1}; }; class LevelM40 : Level0 { type = "line"; points[] = {{"LevelM40", {-0.2, -0.03}, 1}, {"LevelM40", {-0.2, 0}, 1}, {"LevelM40", {-0.15, 0}, 1}, {}, {"LevelM40", {-0.1, 0}, 1}, {"LevelM40", {-0.05, 0}, 1}, {}, {"LevelM40", {0.05, 0}, 1}, {"LevelM40", {0.1, 0}, 1}, {}, {"LevelM40", {0.15, 0}, 1}, {"LevelM40", {0.2, 0}, 1}, {"LevelM40", {0.2, -0.03}, 1}}; }; class VALM_1_40 { type = "text"; source = "static"; text = -40; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelM40", {-0.23, -0.085}, 1}; right[] = {"LevelM40", {-0.13, -0.085}, 1}; down[] = {"LevelM40", {-0.23, -0.035}, 1}; }; class VALM_2_40 : VALM_1_40 { align = "right"; pos[] = {"LevelM40", {0.22, -0.085}, 1}; right[] = {"LevelM40", {0.32, -0.085}, 1}; down[] = {"LevelM40", {0.22, -0.035}, 1}; }; class LevelP40 : Level0 { type = "line"; points[] = {{"LevelP40", {-0.2, 0.03}, 1}, {"LevelP40", {-0.2, 0}, 1}, {"LevelP40", {-0.05, 0}, 1}, {}, {"LevelP40", {0.05, 0}, 1}, {"LevelP40", {0.2, 0}, 1}, {"LevelP40", {0.2, 0.03}, 1}}; }; class VALP_1_40 { type = "text"; source = "static"; text = "40"; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelP40", {-0.23, 0.035}, 1}; right[] = {"LevelP40", {-0.13, 0.035}, 1}; down[] = {"LevelP40", {-0.23, 0.085}, 1}; }; class VALP_2_40 : VALP_1_40 { align = "right"; pos[] = {"LevelP40", {0.22, 0.035}, 1}; right[] = {"LevelP40", {0.32, 0.035}, 1}; down[] = {"LevelP40", {0.22, 0.085}, 1}; }; class LevelM45 : Level0 { type = "line"; points[] = {{"LevelM45", {-0.2, -0.03}, 1}, {"LevelM45", {-0.2, 0}, 1}, {"LevelM45", {-0.15, 0}, 1}, {}, {"LevelM45", {-0.1, 0}, 1}, {"LevelM45", {-0.05, 0}, 1}, {}, {"LevelM45", {0.05, 0}, 1}, {"LevelM45", {0.1, 0}, 1}, {}, {"LevelM45", {0.15, 0}, 1}, {"LevelM45", {0.2, 0}, 1}, {"LevelM45", {0.2, -0.03}, 1}}; }; class VALM_1_45 { type = "text"; source = "static"; text = -45; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelM45", {-0.23, -0.085}, 1}; right[] = {"LevelM45", {-0.13, -0.085}, 1}; down[] = {"LevelM45", {-0.23, -0.035}, 1}; }; class VALM_2_45 : VALM_1_45 { align = "right"; pos[] = {"LevelM45", {0.22, -0.085}, 1}; right[] = {"LevelM45", {0.32, -0.085}, 1}; down[] = {"LevelM45", {0.22, -0.035}, 1}; }; class LevelP45 : Level0 { type = "line"; points[] = {{"LevelP45", {-0.2, 0.03}, 1}, {"LevelP45", {-0.2, 0}, 1}, {"LevelP45", {-0.05, 0}, 1}, {}, {"LevelP45", {0.05, 0}, 1}, {"LevelP45", {0.2, 0}, 1}, {"LevelP45", {0.2, 0.03}, 1}}; }; class VALP_1_45 { type = "text"; source = "static"; text = "45"; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelP45", {-0.23, 0.035}, 1}; right[] = {"LevelP45", {-0.13, 0.035}, 1}; down[] = {"LevelP45", {-0.23, 0.085}, 1}; }; class VALP_2_45 : VALP_1_45 { align = "right"; pos[] = {"LevelP45", {0.22, 0.035}, 1}; right[] = {"LevelP45", {0.32, 0.035}, 1}; down[] = {"LevelP45", {0.22, 0.085}, 1}; }; class LevelM50 : Level0 { type = "line"; points[] = {{"LevelM50", {-0.2, -0.03}, 1}, {"LevelM50", {-0.2, 0}, 1}, {"LevelM50", {-0.15, 0}, 1}, {}, {"LevelM50", {-0.1, 0}, 1}, {"LevelM50", {-0.05, 0}, 1}, {}, {"LevelM50", {0.05, 0}, 1}, {"LevelM50", {0.1, 0}, 1}, {}, {"LevelM50", {0.15, 0}, 1}, {"LevelM50", {0.2, 0}, 1}, {"LevelM50", {0.2, -0.03}, 1}}; }; class VALM_1_50 { type = "text"; source = "static"; text = -50; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelM50", {-0.23, -0.085}, 1}; right[] = {"LevelM50", {-0.13, -0.085}, 1}; down[] = {"LevelM50", {-0.23, -0.035}, 1}; }; class VALM_2_50 : VALM_1_50 { align = "right"; pos[] = {"LevelM50", {0.22, -0.085}, 1}; right[] = {"LevelM50", {0.32, -0.085}, 1}; down[] = {"LevelM50", {0.22, -0.035}, 1}; }; class LevelP50 : Level0 { type = "line"; points[] = {{"LevelP50", {-0.2, 0.03}, 1}, {"LevelP50", {-0.2, 0}, 1}, {"LevelP50", {-0.05, 0}, 1}, {}, {"LevelP50", {0.05, 0}, 1}, {"LevelP50", {0.2, 0}, 1}, {"LevelP50", {0.2, 0.03}, 1}}; }; class VALP_1_50 { type = "text"; source = "static"; text = "50"; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelP50", {-0.23, 0.035}, 1}; right[] = {"LevelP50", {-0.13, 0.035}, 1}; down[] = {"LevelP50", {-0.23, 0.085}, 1}; }; class VALP_2_50 : VALP_1_50 { align = "right"; pos[] = {"LevelP50", {0.22, 0.035}, 1}; right[] = {"LevelP50", {0.32, 0.035}, 1}; down[] = {"LevelP50", {0.22, 0.085}, 1}; }; }; }; class RadarTargets { type = "radar"; pos0[] = {0.485, 0.4}; pos10[] = {1.225, 1.1}; points[] = {{{-0.05, -0.0472973}, 1}, {{0.05, -0.0472973}, 1}, {{0.05, 0.0472973}, 1}, {{-0.05, 0.0472973}, 1}, {{-0.05, -0.0472973}, 1}}; }; class MGun { condition = "mgun"; class Circle { type = "line"; points[] = {{"WeaponAim", {0.01, 0}, 1}, {"WeaponAim", {-0.01, 0}, 1}, {}, {"WeaponAim", {0, 0.00945946}, 1}, {"WeaponAim", {0, -0.00945946}, 1}, {}, {"WeaponAim", {0, -0.0662162}, 1}, {"WeaponAim", {0.049, -0.0463514}, 1}, {"WeaponAim", {0.07, 0}, 1}, {"WeaponAim", {0.049, 0.0463514}, 1}, {"WeaponAim", {0, 0.0662162}, 1}, {"WeaponAim", {-0.049, 0.0463514}, 1}, {"WeaponAim", {-0.07, 0}, 1}, {"WeaponAim", {-0.049, -0.0463514}, 1}, {"WeaponAim", {0, -0.0662162}, 1}, {}, {"WeaponAim", {0, -0.132432}, 1}, {"WeaponAim", {0.07, -0.115216}, 1}, {"WeaponAim", {0.1218, -0.0662162}, 1}, {"WeaponAim", {0.14, 0}, 1}, {"WeaponAim", {0.1218, 0.0662162}, 1}, {"WeaponAim", {0.07, 0.115216}, 1}, {"WeaponAim", {0, 0.132432}, 1}, {"WeaponAim", {-0.07, 0.115216}, 1}, {"WeaponAim", {-0.1218, 0.0662162}, 1}, {"WeaponAim", {-0.14, 0}, 1}, {"WeaponAim", {-0.1218, -0.0662162}, 1}, {"WeaponAim", {-0.07, -0.115216}, 1}, {"WeaponAim", {0, -0.132432}, 1}, {}, {"WeaponAim", {0, -0.132432}, 1}, {"WeaponAim", {0, -0.151351}, 1}, {}, {"WeaponAim", {-0.07, -0.11469}, 1}, {"WeaponAim", {-0.08, -0.131074}, 1}, {}, {"WeaponAim", {-0.121244, -0.0662162}, 1}, {"WeaponAim", {-0.138564, -0.0756757}, 1}, {}, {"WeaponAim", {-0.14, 5.78881e-009}, 1}, {"WeaponAim", {-0.16, 6.61578e-009}, 1}, {}, {"WeaponAim", {-0.121244, 0.0662162}, 1}, {"WeaponAim", {-0.138564, 0.0756757}, 1}, {}, {"WeaponAim", {-0.07, 0.11469}, 1}, {"WeaponAim", {-0.08, 0.131074}, 1}, {}, {"WeaponAim", {1.22392e-008, 0.132432}, 1}, {"WeaponAim", {1.39876e-008, 0.151351}, 1}, {}, {"WeaponAim", {0.07, 0.11469}, 1}, {"WeaponAim", {0.08, 0.131074}, 1}, {}, {"WeaponAim", {0.121244, 0.0662162}, 1}, {"WeaponAim", {0.138564, 0.0756757}, 1}, {}, {"WeaponAim", {0.14, -1.57924e-009}, 1}, {"WeaponAim", {0.16, -1.80485e-009}, 1}, {}, {"WeaponAim", {0.121244, -0.0662162}, 1}, {"WeaponAim", {0.138564, -0.0756757}, 1}, {}, {"WeaponAim", {0.07, -0.11469}, 1}, {"WeaponAim", {0.08, -0.131074}, 1}, {}}; }; }; class Bomb { condition = "bomb"; class Circle { type = "line"; points[] = {{"WeaponAim", {0, -0.0945946}, 1}, {"WeaponAim", {0.05, -0.0822973}, 1}, {"WeaponAim", {0.087, -0.0472973}, 1}, {"WeaponAim", {0.1, 0}, 1}, {"WeaponAim", {0.087, 0.0472973}, 1}, {"WeaponAim", {0.05, 0.0822973}, 1}, {"WeaponAim", {0, 0.0945946}, 1}, {"WeaponAim", {-0.05, 0.0822973}, 1}, {"WeaponAim", {-0.087, 0.0472973}, 1}, {"WeaponAim", {-0.1, 0}, 1}, {"WeaponAim", {-0.087, -0.0472973}, 1}, {"WeaponAim", {-0.05, -0.0822973}, 1}, {"WeaponAim", {0, -0.0945946}, 1}, {}, {"Velocity", 0.001, "WeaponAim", {0.0, 0.0}, 1}, {"Velocity", {0.0, 0.0}, 1}, {}, {"Target", {0, -0.0662162}, 1}, {"Target", {0.07, 0}, 1}, {"Target", {0, 0.0662162}, 1}, {"Target", {-0.07, 0}, 1}, {"Target", {0, -0.0662162}, 1}}; }; }; class AAMissile { condition = "AAmissile"; class Circle { type = "line"; points[] = {{"WeaponAim", {0, -0.236486}, 1}, {"WeaponAim", {0.125, -0.205743}, 1}, {"WeaponAim", {0.2175, -0.118243}, 1}, {"WeaponAim", {0.25, 0}, 1}, {"WeaponAim", {0.2175, 0.118243}, 1}, {"WeaponAim", {0.125, 0.205743}, 1}, {"WeaponAim", {0, 0.236486}, 1}, {"WeaponAim", {-0.125, 0.205743}, 1}, {"WeaponAim", {-0.2175, 0.118243}, 1}, {"WeaponAim", {-0.25, 0}, 1}, {"WeaponAim", {-0.2175, -0.118243}, 1}, {"WeaponAim", {-0.125, -0.205743}, 1}, {"WeaponAim", {0, -0.236486}, 1}, {}, {"Target", {0, -0.0662162}, 1}, {"Target", {0.07, 0}, 1}, {"Target", {0, 0.0662162}, 1}, {"Target", {-0.07, 0}, 1}, {"Target", {0, -0.0662162}, 1}}; }; }; class ATMissile { condition = "ATmissile"; class Circle { type = "line"; points[] = {{"WeaponAim", {0, -0.17027}, 1}, {"WeaponAim", {0.09, -0.148135}, 1}, {"WeaponAim", {0.1566, -0.0851351}, 1}, {"WeaponAim", {0.18, 0}, 1}, {"WeaponAim", {0.1566, 0.0851351}, 1}, {"WeaponAim", {0.09, 0.148135}, 1}, {"WeaponAim", {0, 0.17027}, 1}, {"WeaponAim", {-0.09, 0.148135}, 1}, {"WeaponAim", {-0.1566, 0.0851351}, 1}, {"WeaponAim", {-0.18, 0}, 1}, {"WeaponAim", {-0.1566, -0.0851351}, 1}, {"WeaponAim", {-0.09, -0.148135}, 1}, {"WeaponAim", {0, -0.17027}, 1}, {}, {"Target", {0, -0.0662162}, 1}, {"Target", {0.07, 0}, 1}, {"Target", {0, 0.0662162}, 1}, {"Target", {-0.07, 0}, 1}, {"Target", {0, -0.0662162}, 1}}; }; }; class Rockets { condition = "Rocket"; class Circle { type = "line"; points[] = {{"WeaponAim", {0.01, 0}, 1}, {"WeaponAim", {-0.01, 0}, 1}, {}, {"WeaponAim", {0, 0.00945946}, 1}, {"WeaponAim", {0, -0.00945946}, 1}, {}, {"WeaponAim", {0, -0.113514}, 1}, {"WeaponAim", {0.06, -0.0987568}, 1}, {"WeaponAim", {0.1044, -0.0567568}, 1}, {"WeaponAim", {0.12, 0}, 1}, {"WeaponAim", {0.1044, 0.0567568}, 1}, {"WeaponAim", {0.06, 0.0987568}, 1}, {"WeaponAim", {0, 0.113514}, 1}, {"WeaponAim", {-0.06, 0.0987568}, 1}, {"WeaponAim", {-0.1044, 0.0567568}, 1}, {"WeaponAim", {-0.12, 0}, 1}, {"WeaponAim", {-0.1044, -0.0567568}, 1}, {"WeaponAim", {-0.06, -0.0987568}, 1}, {"WeaponAim", {0, -0.113514}, 1}, {}}; }; }; class AltScale { type = "scale"; scale = 1; source = "altitudeASL"; sourceScale = 1; align = "right"; pos[] = {0.86, 0.82}; right[] = {0.94, 0.82}; down[] = {0.86, 0.87}; lineXleft = 0.825; lineYright = 0.835; lineXleftMajor = 0.825; lineYrightMajor = 0.845; bottom = 0.2; top = 0.85; center = 0.5; step = 20; StepSize = (0.85- 0.2)/20; horizontal = 0; min = "none"; max = "none"; numberEach = 5; majorLineEach = 5; }; class SpeedScale { type = "scale"; scale = 1; source = "speed"; sourceScale = 3.6; align = "right"; pos[] = {0.06, 0.82-0.85+0.2}; right[] = {0.14, 0.82-0.85+0.2}; down[] = {0.06, 0.87-0.85+0.2}; lineXleft = 0.18 + 0.82 - 0.825; lineYright = 0.18 + 0.82 - 0.835; lineXleftMajor = 0.18 + 0.82 - 0.825; lineYrightMajor = 0.18 + 0.82 - 0.845; bottom = 0.85; center = 0.5; top = 0.2; step = 20; StepSize = (0.85- 0.2)/20; horizontal = 0; min = "none"; max = "none"; numberEach = 5; majorLineEach = 5; }; class Gear { condition = "ils"; class text { type = "text"; source = "static"; text = GEAR; align = "right"; scale = 0.5; sourceScale = 1; pos[] = {{0.84, 0.88}, 1}; right[] = {{0.9, 0.88}, 1}; down[] = {{0.84, 0.92}, 1}; }; }; class Flaps { condition = "flaps"; class text { type = "text"; source = "static"; text = FLAPS; align = "right"; scale = 0.5; sourceScale = 1; pos[] = {{0.84, 0.93}, 1}; right[] = {{0.9, 0.93}, 1}; down[] = {{0.84, 0.97}, 1}; }; }; class weapons { type = "text"; source = "weapon"; align = "right"; scale = 0.5; sourceScale = 1; pos[] = {{0.1, 0.88}, 1}; right[] = {{0.16, 0.88}, 1}; down[] = {{0.1, 0.92}, 1}; }; class ammo { type = "text"; source = "ammo"; align = "right"; scale = 0.5; sourceScale = 1; pos[] = {{0.1, 0.93}, 1}; right[] = {{0.16, 0.93}, 1}; down[] = {{0.1, 0.97}, 1}; }; class VspeedNumber { type = "text"; align = "right"; scale = 1; source = "vspeed"; sourceScale = 1; pos[] = {{0.86, 0.52-0.4}, 1}; right[] = {{0.94, 0.52-0.4}, 1}; down[] = {{0.86, 0.57-0.4}, 1}; }; class HeadingScale { type = "scale"; scale = 1; source = "Heading"; sourceScale = 1; align = "center"; pos[] = {0.21-0.01, 0.0}; right[] = {0.29-0.01, 0.0}; down[] = {0.21-0.01, 0.05}; lineXleft = 0.06; lineYright = 0.05; lineXleftMajor = 0.06; lineYrightMajor = 0.04; bottom = 0.8; center = 0.5; top = 0.2; step = 18/9; StepSize = (0.80- 0.2)/20; horizontal = 1; min = "none"; max = "none"; numberEach = 5; majorLineEach = 5; }; class ILS { condition = "ils"; class Glideslope { clipTL[] = {0.0, 0.0}; clipBR[] = {1.0, 1.0}; class ILS { type = "line"; points[] = {{ILS_W, {-0.24, 0}, 1}, {ILS_W, {0.24, 0}, 1}, {}, {ILS_W, {0, 0.0227027}, 1}, {ILS_W, {0, -0.0227027}, 1}, {}, {ILS_W, {0.12, 0.0227027}, 1}, {ILS_W, {0.12, -0.0227027}, 1}, {}, {ILS_W, {0.24, 0.0227027}, 1}, {ILS_W, {0.24, -0.0227027}, 1}, {}, {ILS_W, {-0.12, 0.0227027}, 1}, {ILS_W, {-0.12, -0.0227027}, 1}, {}, {ILS_W, {-0.24, 0.0227027}, 1}, {ILS_W, {-0.24, -0.0227027}, 1}, {}, {ILS_H, {0, -0.227027}, 1}, {ILS_H, {0, 0.227027}, 1}, {}, {ILS_H, {0.024, 0}, 1}, {ILS_H, {-0.024, 0}, 1}, {}, {ILS_H, {0.024, 0.113514}, 1}, {ILS_H, {-0.024, 0.113514}, 1}, {}, {ILS_H, {0.024, 0.227027}, 1}, {ILS_H, {-0.024, 0.227027}, 1}, {}, {ILS_H, {0.024, -0.113514}, 1}, {ILS_H, {-0.024, -0.113514}, 1}, {}, {ILS_H, {0.024, -0.227027}, 1}, {ILS_H, {-0.024, -0.227027}, 1}}; }; }; }; }; }; }; class AnimationSources: AnimationSources { class GAU8 { source="revolving"; weapon="gatling_25mm"; }; class VTOL { source = "user"; animPeriod = 2.5; }; class Muzzle_flash { source = "ammorandom"; weapon = "gatling_25mm"; }; }; class Library { libTextDesc = "AV8B2"; }; attenuationEffectType = "HeliAttenuation"; soundGetIn[] = {"ffaa_ar_harrier\data\sound\ext\ext-jetair-cabine-close1",0.056234132,1}; soundGetOut[] = {"ffaa_ar_harrier\data\sound\ext\ext-jetair-cabine-open1",0.056234132,1,30}; soundDammage[] = {"ffaa_ar_harrier\data\sound\int\alarm_loop1",0.001,1}; soundEngineOnInt[] = {"ffaa_ar_harrier\data\sound\int\int-av8b-start-1",0.56234133,1.0}; soundEngineOnExt[] = {"ffaa_ar_harrier\data\sound\ext\ext-av8b-stop-1",0.7943282,1.0,700}; soundEngineOffInt[] = {"ffaa_ar_harrier\data\sound\int\int-av8b-stop-1",0.56234133,1.0}; soundEngineOffExt[] = {"ffaa_ar_harrier\data\sound\ext\ext-av8b-stop-1",0.7943282,1.0,700}; soundLocked[] = {"\A3\Sounds_F\weapons\Rockets\locked_1",0.1,1}; soundIncommingMissile[] = {"\A3\Sounds_F\weapons\Rockets\locked_3",0.1,1.5}; soundGearUp[] = {"A3\Sounds_F_EPC\CAS_01\gear_up",0.7943282,1.0,150}; soundGearDown[] = {"A3\Sounds_F_EPC\CAS_01\gear_down",0.7943282,1.0,150}; soundFlapsUp[] = {"ffaa_ar_harrier\data\sound\ext\ext-jetair-flaps",0.63095737,1.0,100}; soundFlapsDown[] = {"ffaa_ar_harrier\data\sound\ext\ext-jetair-flaps",0.63095737,1.0,100}; class Sounds { class EngineLowOut { sound[] = {"ffaa_ar_harrier\data\sound\ext\ext-jetair-engine-low1",2.5118864,1.0,1300}; frequency = "1.0 min (rpm + 0.5)"; volume = "engineOn*camPos*(rpm factor[0.85, 0])"; }; class EngineHighOut { sound[] = {"ffaa_ar_harrier\data\sound\ext\ext-jetair-engine-high5",2.5118864,1.3,1600}; frequency = "1"; volume = "engineOn*camPos*(rpm factor[0.55, 1.0])"; }; class ForsageOut { sound[] = {"ffaa_ar_harrier\data\sound\ext\ext-av8b-forsage-1",3.1622777,1.1,2000}; frequency = "1"; volume = "engineOn*camPos*(thrust factor[0.5, 1.0])"; cone[] = {3.14,3.92,2.0,0.4}; }; class WindNoiseOut { sound[] = {"ffaa_ar_harrier\data\sound\ext\ext-jetair-wind1",1.0,1.0,100}; frequency = "(0.1+(1.2*(speed factor[1, 150])))"; volume = "camPos*(speed factor[1, 150])"; }; class EngineLowIn { sound[] = {"ffaa_ar_harrier\data\sound\int\int-av8b-engine-low",1.0,1.0}; frequency = "1.0 min (rpm + 0.5)"; volume = "(1-camPos)*(engineOn*(rpm factor[0.85, 0]))"; }; class EngineHighIn { sound[] = {"ffaa_ar_harrier\data\sound\int\int-av8b-engine",1.0,1.0}; frequency = "1"; volume = "(1-camPos)*(engineOn*(rpm factor[0.55, 1.0]))"; }; class ForsageIn { sound[] = {"ffaa_ar_harrier\data\sound\int\int-av8b-forsage-1",0.31622776,1.1}; frequency = "1"; volume = "(1-camPos)*(engineOn*(thrust factor[0.5, 1.0]))"; }; class WindNoiseIn { sound[] = {"ffaa_ar_harrier\data\sound\int\int-jetair-wind1",0.4466836,1.0}; frequency = "(0.1+(1.2*(speed factor[1, 150])))"; volume = "(1-camPos)*(speed factor[1, 150])"; }; }; fuelCapacity = 1000; }; class ffaa_ar_harrier_gbu: ffaa_av8b2 { faction = "ffaa"; _generalMacro = "ffaa_ar_harrier_gbu"; crew = "ffaa_pilot_harri"; model = "\ffaa_ar_harrier\ffaa_AV8B"; author = "$STR_FFAA_CREA_HARRIER"; side = 1; scope = 2; displayName = "$STR_FFAA_DN_HARRIER_GBU"; weapons[]={"ffaa_gatling_25mm","ffaa_gbu12bombLauncher","CMFlareLauncher"}; magazines[]={"ffaa_300Rnd_25mm","ffaa_gbu12_lgb","300Rnd_CMFlare_Chaff_Magazine"}; }; class ffaa_ar_harrier_mr: ffaa_av8b2 { faction = "ffaa"; _generalMacro = "ffaa_ar_harrier_mr"; model = "\ffaa_ar_harrier\ffaa_av8b2"; author = "$STR_FFAA_CREA_HARRIER"; displayName = "$STR_FFAA_DN_HARRIER_MR"; crew = "ffaa_pilot_harri"; side = 1; scope = 2; weapons[]={"ffaa_gatling_25mm","ffaa_mk82bombLauncher","ffaa_maverick","ffaa_sidewinderlaucher","ffaa_ffarlauncher","CMFlareLauncher"}; magazines[]={"ffaa_300Rnd_25mm","ffaa_3Rnd_mk82","ffaa_3rnd_maverick","ffaa_2rnd_sidewinder","ffaa_14Rnd_rockets","300Rnd_CMFlare_Chaff_Magazine"}; hiddenSelections[] = {"combus_0"}; }; class ffaa_ar_harrier_cas: ffaa_av8b2 { faction = "ffaa"; _generalMacro = "ffaa_ar_harrier_cas"; model = "\ffaa_ar_harrier\ffaa_av8b2"; author = "$STR_FFAA_CREA_HARRIER"; displayName = "$STR_FFAA_DN_HARRIER_CAS"; crew = "ffaa_pilot_harri"; side = 1; scope = 2; weapons[]={"ffaa_gatling_25mm","ffaa_maverick","ffaa_maverick","ffaa_sidewinderlaucher","CMFlareLauncher"}; magazines[]={"ffaa_300Rnd_25mm","ffaa_3rnd_maverick","ffaa_3rnd_maverick","ffaa_2rnd_sidewinder","300Rnd_CMFlare_Chaff_Magazine"}; fuelCapacity = 3000; driverAction = "AV8B_Pilot"; }; class ffaa_AV8BWreck: PlaneWreck { scope = 1; class Armory { disabled = 1; }; model = "\ffaa_ar_harrier\ffaa_av8bwreck"; typicalCargo[] = {}; irTarget = 0; transportAmmo = 0; transportRepair = 0; transportFuel = 0; transportSoldier = 1; class Eventhandlers{}; }; class Man; class CAManBase : Man { class AnimationSources; // External class reference class HitPoints { class HitHead; // External class reference class HitBody; // External class reference class HitHands; // External class reference class HitLegs; // External class reference }; }; class SoldierWB : CAManBase { threat[] = {1, 0.1, 0.1}; }; class B_Soldier_base_F: SoldierWB {}; class Underwear_F; class ffaa_pilot_harri : B_Soldier_base_F { _generalMacro = "ffaa_pilot_harri"; author = "$STR_FFAA_CREA_HARRIER"; faction = ffaa; scope = 2; identityTypes[] = {"LanguageENG_F", "Head_Euro", "G_NATO_pilot"}; genericNames = "ffaa_espanombres"; modelSides[] = {3, 1}; vehicleClass = "ffaa_ar_infanteria_inf"; textSingular = "$STR_A3_nameSound_veh_infantry_pilot_s"; textPlural = "$STR_A3_nameSound_veh_infantry_pilot_p"; nameSound = "veh_infantry_pilot_s"; model = "\A3\characters_F\Common\pilot_f.p3d"; class SpeechVariants { class Default { speechSingular[] = {"veh_infantry_pilot_s"}; speechPlural[] = {"veh_infantry_pilot_p"}; }; }; class HitPoints: HitPoints { class HitHead: HitHead { armor = 1; passThrough = 1; explosionShielding = 0.5; }; class HitBody: HitBody { armor = 2; passThrough = 0.5; explosionShielding = 2.4; }; class HitHands: HitHands { armor = 8; passThrough = 1; explosionShielding = 1.2; }; class HitLegs: HitLegs { armor = 8; passThrough = 1; explosionShielding = 1.2; }; }; uniformClass = "ffaa_pilot_harri_uniforme_item"; displayName = "$STR_FFAA_PILOT_HARRI"; Items[] = {"FirstAidKit"}; RespawnItems[] = {"FirstAidKit"}; linkedItems[] = {"H_PilotHelmetFighter_I","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles_INDEP"}; respawnLinkedItems[] = {"H_PilotHelmetFighter_I","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles_INDEP"}; weapons[] = {"ffaa_armas_hkmp5pdw", "Throw","Put"}; magazines[] = {"ffaa_9x19_mp5", "ffaa_9x19_mp5", "ffaa_9x19_mp5", "SmokeShell", "SmokeShellGreen", "SmokeShellBlue", "SmokeShellOrange"}; respawnWeapons[] = {"ffaa_armas_hkmp5pdw", "Throw","Put"}; respawnMagazines[] = {"ffaa_9x19_mp5", "ffaa_9x19_mp5", "ffaa_9x19_mp5", "SmokeShell", "SmokeShellGreen", "SmokeShellBlue", "SmokeShellOrange"}; cost = 165000; camouflage = 2.0; backpack = "B_Parachute"; hiddenSelections[] = {"Camo","insignia"}; hiddenSelectionsTextures[] = {"\ffaa_ar_harrier\data\pilot_suit_nato_co.paa","\ffaa_data\CfgUnitInsignia\ARMADA_2.paa"}; class Wounds { tex[] = {}; mat[] = {"A3\characters_f\common\data\pilot_suit.rvmat","A3\Characters_F\Common\Data\W1_pilot_suit.rvmat","A3\Characters_F\Common\Data\W1_pilot_suit.rvmat"}; }; }; }; class CfgNonAIVehicles { class ProxyWeapon; class ffaa_proxyagm65: ProxyWeapon { model = "\ffaa_ar_harrier\ffaa_agm65"; simulation = "maverickweapon"; }; class ffaa_proxyaim9xsidewinder: ProxyWeapon { model = "\ffaa_ar_harrier\ffaa_aim9xsidewinder"; simulation = "maverickweapon"; }; /*class ffaa_proxygbu12: ProxyWeapon { model = "\ffaa_ar_harrier\ffaa_gbu12"; simulation = "maverickweapon"; }; class ffaa_proxymk82: ProxyWeapon { model = "\ffaa_ar_harrier\ffaa_mk82"; simulation = "maverickweapon"; };*/ }; Thank you for your patience Share this post Link to post Share on other sites
Maj D. Schultz 13 Posted July 15, 2015 Oh I don't mind if you guys want to use it. I made the HUD to be better then the ARMA 2 one. Just please list a credit is all I ask. But up to you folks. Please continue to put out great content! Seriously the work is amazing. Share this post Link to post Share on other sites
kecharles28 197 Posted July 15, 2015 Updated mod v6.0.3 available at withSIX. Download now by clicking: Hey FFAA Mod Team , you can upload updates or new mods to withSIX yourself now! Make your own promo page, get the power to release your work at your own point of choosing. To learn more, follow this guide. Share this post Link to post Share on other sites
gunny24 46 Posted July 15, 2015 something look weired in the nose area of the tiger looks like the porpotions are not correct.. the MG42 modell suffers also from porpotion problems. and can you please adjust the wepons on the tiger, so that the SNEB´s can be fired by the pilot? makes more sense gameplay wise because they are not guided Share this post Link to post Share on other sites
metralla 19 Posted July 15, 2015 Excellent mod for ARMA 3, Thanks FFAA... This mod is compatible with ACE3? :confused: Share this post Link to post Share on other sites
inlesco 233 Posted July 15, 2015 Amazing work on the mod, guys! A question: Are you gonna integrate a similar updater to RHS' variant? So that you launch a script, it checks for updated files in the designated directories, and downloads new content automatically. Share this post Link to post Share on other sites
officeramr 269 Posted July 15, 2015 Guys, can you get some of the soldiers to use the F2000, Spain uses it Share this post Link to post Share on other sites
kimi_uy 135 Posted July 15, 2015 (edited) Felicitaciones guys! DAT Tigre!!! Edited July 15, 2015 by Kimi_uy Share this post Link to post Share on other sites
officeramr 269 Posted July 15, 2015 Felicitaciones guys!DAT Tigre!!! TV guided missile was the icing on the cake Share this post Link to post Share on other sites
Mickyleitor 183 Posted July 15, 2015 (edited) Hi guys, Please discussion, requesting or suggestions on the discussion forum, this is the release thread only! We will try answer all your questions in that forum. @Kimi_uy It's bad we haven't enough information to do the real HMD for the Tiger but your HMD fits very well on that cat! Edited July 15, 2015 by Mickyleitor Share this post Link to post Share on other sites
GamerOnkel 100 Posted July 24, 2015 the Spike-ER from the tiger and the tripod do not work, you can not control (it does not apply since the spike in the state can not use it) please a small hotfix ;) Share this post Link to post Share on other sites
autigergrad 2034 Posted July 25, 2015 Is this faction compatible with ALiVE? What's the faction name? ---------- Post added at 04:01 ---------- Previous post was at 03:43 ---------- Is this faction compatible with ALiVE? What's the faction name? Never mind, found it. Great stuff! Share this post Link to post Share on other sites
7Y-Loki 10 Posted August 9, 2015 Menudo pasote de mod! gracias por el esfuerzo! Share this post Link to post Share on other sites
akab 0 Posted April 27, 2016 Have you in plan ASCOD Pizarro for arma 2 mod? Share this post Link to post Share on other sites
FFAAMOD 177 Posted April 27, 2016 FFAA MOD V6.0.4 RELEASED. Main changes: - Added B.A.M - Buque de Acción MarÃtima. - Added Zodiac Hurricane.- Added IAI Searcher Mk III.- Refurbishing of all weapons, items and equipments. - Low level changes to make ACE, TFAR and CBA JR compatible.- More than 60 issues fixes reported in our feedback tracker. More information in WIP Topic. 5 Share this post Link to post Share on other sites
Guest Posted April 27, 2016 Thanks for sending us the newest release :) The updated version has been frontpaged on the Armaholic homepage. Spanish Army Mod FFAA v6.0.4 Share this post Link to post Share on other sites
ayjay 117 Posted April 27, 2016 Cannot find B.A.M. in my download. Apart from that, great mod! 1 Share this post Link to post Share on other sites
FFAAMOD 177 Posted April 27, 2016 Cannot find B.A.M. in my download. Apart from that, great mod! Use 2D editor instead of 3D Editor introduced in EDEN update. 1 Share this post Link to post Share on other sites
Flax 397 Posted April 27, 2016 Does BAM not support 3D editor then? Any ETA on when it will? Share this post Link to post Share on other sites