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Is the new Editor Carrier still non functional without scripts?

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I am having a difficult time getting the vanilla Jets to take off from the aircraft carrier from the Eden editor. The aircraft carrier is now placeable through the Eden editor after the last update however most of the vanilla planes cannot take off from the carrier. The the Buzzard independent is the only one that I can get to take off without blowing up.  Do I need to add a script to make the carrier functional taking off landing access to other areas of the ship ect. I know there are mods that gaves us a functional carrier.

 

Is this still a bug and if so shame on you Bohemia this is the type of stuff that drives me crazy about you guys. You release this great carrier but you can't launch most of the planes off it don't have access to use the boats from the boat docks and there is no way to get back onto the ship if you fall into the water. 

 

Any help would be great. Is the editor carrier still non functional at this time.

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I thought having the carrier finally added into the game would at least have some baseline functionality covered by modules.

It's just the carrier, no strings attached.

Wheels sink into the surface most of the time, explosions as you mentioned and don't even try putting a tank on there and doing vertical turret movements.

 

Having AI land and take off from the carrier in an orderly fashion won't ever happen. They can't handle regular airfields without getting stuck in trenches (main tanoa airfield) or explode upon touchdown (buzzard in 6 out of 10 times).

 

It seems the carrier was just made for a one time after mission start take-off eye candy and never land on it again to rearm or change weapon loadout so it fits the mission requirements (this bugs me the most).

 

Cheers

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I seem to have been lucky with my mission I"m working on. the carrier is the least of my problems I'm still struggling with the rudimentary coding of the sequence of the mission I have a basic mission that runs calling in the first 6 waves of enemy from random locations to attack a common target.. I can test for completion. but get the next bit working is another ..

 

 

however I digress..

 

I found a key for my carrier was to set it at the right height.. in the water for me this was just above the black line for the water level.. I have a fully operational defense system that is called apon by the players and a timer.. 

all the plains I have placed on the carrier work. I have not had any issues with taking off or landing with both catapult, or manual take off .. or landing via manual landing or autopilot landing... 

 

I have tested ai taking off and landing both plains and heli's without issue... I have also got a service station onboard working happily.

 

I haven't done any special coding to get anything to work.. 

 

but then I also am stressing here that my mission is not stressing my server pc either.. 

 

in fact its hardly ticking over.. ass there is not a lot for it to do yet.. I'm still adding mission objectives and its not a random AO or Objective mission everything is scripted to happen in an order just the locations are different.

if that makes a difference I"m not sure.. how much you guys have going on in your missions while still trying to do carrier stuff..

 

 

 

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sometimes ago i posted about a "ARMA3 fix DLC ".

Thats exactly why. They keep adding "splendid " ( i hate that word now ) new eye-candy things, while the game core is totally broken.

There are mods far, far, far , far more advanced, working perfectly, but seems they cannot fix even the most basic things (like attach explosives to objects/vehicles , for example ).

News about Carrier DLC made me smile...to my RL friends that day i predicted another unbelivable gameplay failure DLC.

(like matksman bipods. Oh god how much hate for bipods ).

But seriously...a gun with silencer still make its flash light from the muzze at night. What do you expect from this guys ?

 

 

To cut it short : its ARMA....there is everything, but nothing works properly ! 

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I really don't get your problems.

The carrier works flawlessly, all planes take off from it without problems (provided you actually do use the catapults), the landing autopilot works great, AI lands on it, vehicles don't flip...

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On 28-6-2017 at 10:50 AM, belbo said:

I really don't get your problems.

The carrier works flawlessly, all planes take off from it without problems (provided you actually do use the catapults), the landing autopilot works great, AI lands on it, vehicles don't flip...

Just clip in the ship, that is all.

If you want them to take off without any scripting knowledge try unitcapture&unitplay

 

 

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Yes you can use the catapult system to take off most of the Jets with no major issues however if you don't have a tail hook it tomcat mod or the new jet DL auto landing does not work on the carrier as well as you can't use the other aspects of the ship its hull for landing craft with armor deployment or amphibious vehicles airplane hangars with elevators to bring new aircraft to the decks and don't forget no way back on the ship if you fall off only through helicopter pickup. How hard was it to add a simple ladder ? . You need to add a working services center and cup vehicles to use Towing tractors or other scripts.  The Aircraft carrier Nimitz is a great mod but you can't add anything during a mission ie  Zeus MCC.  Things need to be synced to the modules.

 

I come up with a cheesy simple fix but it looks great and works beyond my dreams. Lol I added two two cup LSD on the sides of the freedom and Blended the sides together in the editor. It looks great and has all the functionality you need from a carrier to have operations for missions. 

 

 

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