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[SEN]Baraban

Sentinel AH-1Z Pack Released

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Hi Folks,

I'm pleased to announce the release of our AH-1Z pack, now updated to version 1.01.

3-ah1z_pack_01.jpg

(Full sized pic here http://www.avmg30.dsl.pipex.com/ah1z_pack.jpg )

Description:

This addon provides you with 4 new AH-1Z SuperCobras, each of these are equipped with AIM-9 Sidewinder missiles on the wingtips, engine startup sounds and a basic flare / missile spoofing script based on an older version done by BAS for Operation Flashpoint back in 2004.

Features included:

- 4 versions of the AH-1Z including the original USMC low vis grey version, NATO/ROW Olive drab, the Sentinel 3 tone low vis grey custom skin and a RACS version in desert beige/mustard.

- Each AH-1Z is armed with all the original weapons from the stock version of the game, plus a pair of AIM-9 Sidewinder air-to-air missiles on the outermost pylons.

- New engine sound effects and warnings.

- Slightly reduced the chance of complete engine failure and increased the chance of damage to the control surfaces.

- A very basic simulation of the AN/AAR-47 Missile Approach Warning System, plus flare countermeasures.

- A much more robust flight model based on the fine work done by Heinbloed.

- New to version 1.01 Now uses Extended Eventhandlers - This makes the AH-1Z pack compatible with 6th Tracers and the Dynamic Viewdistance mod.

Grab it here :-

Sentinel AH-1Z Pack v 1.01

Enjoy!!

-- Archangel

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Nice addon! I like the green version. When flying nap-of-the-earth it's better than the low-vis gunship grey.

Is the cobra capable of firing the Sidewinder in real-life? I thought it was cancelled, but I'm not sure. Could also be the apache that was supposed to be upgraded to be able to fire the sidewinder, I forgot. Anyway, that does not matter ingame :P

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AH-1W don't have Sidewinders, I believe. The AH1-Z should though. It's been a while so I could very well be mistaken.

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Good news everyone!

I've updated the AH-1Z pack to version 1.01

Only a few changes made, including a slight tweak to the config file so that it uses the Extended Eventhandlers - making it compatible with a lot of the newer 3rd party mods in circulation, plus a minor adjustment to the insidesoundcoef to make things louder for all those people using the HiFi sound mod.

Updated the link and info on the first page.

Regards.

Archangel.

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Perfect, thanks Archangel!

Now zCuba needs to correct the zCuba fix addon and enable the kamovs air to air capability smile_o.gif

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Awesome work!

I have added them to our mission but the hellfires and Aims don't show up when fully loaded?(looks like they're all fired off) What might cause this?

Everything works flawlessly, it's just a visual thing!

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Hi BiggDogg.

Sounds like it might be conflicting with another addon, they're an extension of the default BIS AH1W class, so if you've got any addons that add any eventhandlers (especially init ones) to the default AH1W class, then that would override the extended eventhandlers used on these ones.  As a result the scripts that add the textures to the missiles wont' initialize.

A more simpler cause could be that you're using an older version of the Extended Eventhanlders, or that they're missing altogether, I've not tested these with older versions of the XEH so I don't know what effect that would have.

Hope this helps. smile_o.gif

Regards.

-- Archangel.

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Awesome work!

I have added them to our mission but the hellfires and Aims don't show up when fully loaded?(looks like they're all fired off) What might cause this?

Everything works flawlessly, it's just a visual thing!

Yes Archangel is right.

Do this:

1. Download the latest Extended Event Handlers HERE

2. Remove all eventhandlers you have in all your modfolders.

3. Make a new modfolder called @XEH (make sure to make another folder inside that folder called "addons". Put the 2 XEH files in there.

4. Add the @XEH modfolder LAST in your modline.

Example:

-mod=DBE1;@FDF;@SIX;@XEH   <-- Last in the modline.

Reason for having it last is because the program loads the mods from left. This way the XEH will load on top of all addons, making sure all addons get it.

If this doesnt work it might be a conflicting addon. In that case try with Archangles cobras and take off the other modfolders. add an addon or modfolder at the time and see what casues it. Good luck.

Regards

Alex

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Thanks for the quick replies guys! You were correct, the ArmAliens Mod v4.0 mod is interfering with your addon. Unfortunately we have missions based on some of the UFO's from that mod so I can't delete them.

I also tried loading both mods in different orders as Alex[Dev]72 suggested but it didn't make any difference but it did help my general performance in the game itself so thanks for that tip Alex!!!

Just for your info it seems it's only the actual UFO vehicle PBO's that are causing the problems. The ones we are using are murdock_ufo.pbo, ufobb.pbo, ufobb_small.pbo, ufotriangle.pbo that are causing the ordinance not to show! Any one of them loaded will cause it!

So I guess I'm stuck with this small bug but your choppers are too good to not use because of it!!!!

Thanks again!

P.S. I'm hoping you can find a way to code it so it will work if it's possible!!!

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Thanks for the quick replies guys! You were correct, the ArmAliens Mod v4.0 mod is interfering with your addon.

Just for your info it seems it's only the actual UFO vehicle PBO's that are causing the problems. The ones we are using are murdock_ufo.pbo, ufobb.pbo, ufobb_small.pbo, ufotriangle.pbo that are causing the ordinance not to show! Any one of them loaded will cause it!

So I guess I'm stuck with this small bug but your choppers are too good to not use because of it!!!!

Thanks again!

P.S. I'm hoping you can find a way to code it so it will work if it's possible!!!

Hi again BiggDogg.

Yep, I've found what's causing the problem - instead of using an external reference, the creator of the ArmAliens Mod V4.0 has copied and pasted the entire Helicopter base class (including an eventhandler entry) into each config of his UFO's - a bit of an odd way of doing it and messy 'cos this will cause a few problems for any other helicopter addons that rely on custom eventhandlers. sad_o.gif

It's easily fixed and those UFO configs could do with some optimising, but I don't want to muck about with someone elses mod without their permission.  The only way I could fix it from my side would be to create an entire base class from scratch i.e. Air -> SEN_Helicopters -> SEN_AH1Z 'etc', which I would prefer to avoid as some 3rd party addons (such as DMSmokeEffects and a custom rotor damage script I use) recognise the helicopter class and add relevant features to all units in that tree.

In the meantime I'll see if I can get in touch with the author of the ArmAliens mod and see if he's okay with me fixing his configs.  smile_o.gif

Regards.

-- Archangel.

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Thanks Archangel for investigating and explaining that to me. I didn't know who's code was causing the issue. We've been in contact with the author of the Alien Mod before so if you don't have any luck let me know and we can try to get him to clean it up. He's been helpful in the past.

In the mean time I've came up with a workaround by separating the Alien mod stuff into a separate Mod folder and only activate it when the certain missions are being played. I have noticed a marked improvement in the server since we removed it so it was causing problems. The server seems more stable.

Your choppers are a joy to fly and have been an exceptional addition to the missions we play. Thanks again for the awesome work you've done and for your help!

As a side note.....with so many addons for countermeasures and such...We're using the Mando ones...it would be helpful if you could create your script so that you can disable the countermeasure system by adding a line of code to the init.sqf so they don't interfere with each other! Something like SenCobraCountermeasures = false. So if it's there the default settings can be over ridden. Just a thought!

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As a side note.....with so many addons for countermeasures and such...We're using the Mando ones...it would be helpful if you could create your script so that you can disable the countermeasure system by adding a line of code to the init.sqf so they don't interfere with each other! Something like SenCobraCountermeasures = false. So if it's there the default settings can be over ridden. Just a thought!

Extract from SEN_AH1Zs_ReadMe.txt

"- Uses extended eventhandlers.  (NOTE: If using a 3rd party Countermeasure script that may conflict with the one in the AH-1Z pack, you can disable it by placing a trigger with the command:  SEN_noscripts = 1  on the activation line)."

Hehehehe.

Don't worry the readme is a bit long and full of legal mumbo-jumbo so most people fall asleep before they get to that point, I'll add the features list near the beginning in future. wink_o.gif

I'm glad you like them - we've been using similar ones in VBS1 and OFP for the past 3 years and I've always wanted to have them in ArmA, albeit with a better 3D model and now we do thanks to BIS.

As for the Alien mod thing, a simple work around in the meantime - if you're comfortable working with all those configs - is to scroll down to where it reads '' Class Helicopter: Air '' and just delete the line in that reads "class EventHandlers {};" near the end of the entry. Just remember not to touch the other one in the next entry that has the scripting for the tripods.sqs and escape.sqs.   Once you save, repack and repeat for each one, it should work perfectly.

Good luck BiggDogg!!  smile_o.gif

Regards,

-- Archangel

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My apologies. I did read the read me and totally missed that! But I was looking for class names at the time and didn't pick up on that part of it. That's usually not included with vehicle releases so I wasn't expecting it...LOL!

Thanks again!

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Good you got on top of things.

I just post here to write what i forgot. Always have the @XEH in your modline and have it last whenever you use several addons. I didnt mean to use it for this only, but if you download addons and test/play from time to time, then you can just leave that there always be sure you got XEH covering all addons, making sure they work together.

Regards

Alex

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Archangel @ Aug. 24 2008,05:16)]Air -> SEN_Helicopters -> SEN_AH1Z 'etc'

If you're using a TAG, which you should (exactly to avoid some of the problems occuring in this here thread) I suggest you register it over here : OFPEC Tags to make sure there aren't any overlaps. smile_o.gif SEN is not taken, as far as I can tell.

Keep up the good work!

Regards,

Wolfrug

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