vengeance1 50 Posted February 22, 2009 Ok, I finally read the README FILE Â Â but I can't seem to board the Usable Chopper? Add Usable Chopper to Deck of Ship ---------------------------------- In the INIT line of the ship place; [this, "XXXX"] exec "gnt_frigates\chopper.sqs" Can you tell me the Script for moving in Soldiers to Hanger? This moveIn?? Thanks Share this post Link to post Share on other sites
miles teg 1 Posted February 22, 2009 Look it's not that complicated. Â You don't need any fancy scripts... Â look.... 1. Â Place the OPFOR frigate on the mission editor in a deep part of the ocean. Â 2. Â Ok zoom in to the Russian frigate....go to the OPFOR/AIR menu and select the KA-27. Â You will see a blue line connecting the ship to the KA-27. Â If you don't want them both in the same squad, ungroup them. Â Go to "group" and then click on the KA-27 and drag away from it and the ship. Â This will ungroup them. Â 3. Â click on the KA-27 and drag it over to the rear of the frigate. Â Â In the KA-27's init box copy and paste this exact script: this setpos [getpos this select 0, getpos this select 1, 10]; Click on the Ka-27 and make sure that you are selected as player on it. Â Ok...that is all. Â When you hit "preview" you should find yourself on the deck of the frigate and as the pilot of the KA-27. Â You "may" drop a bit to the deck when you start off. Â If so on the init box script mentioned, lower the last number 10 a bit lower to 9 or 8. Â Eventually you will find the right height for that particular ship position in the ocean. Again...it changes a bit depending on where you position the ship in the water. Â Closer to shore and the height changes sometimes. Â I don't know why. Â Ask BIS. Anyways, I hope that helps. If then Gnat needs to make some template missions. Or I could make some simple straightforward missions with a helicopter full of troops taking off from the Frigate. If you want to start off in the frigate and not have the helicopter full of troops take off until you get in...then ok I can do that to. If you wall the troops to open hangar doors and walk out and board the chopper...that I'm afraid is not as easy...they usually walk off the ship and end up swimming with the fishes. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
vengeance1 50 Posted February 22, 2009 Thanks Miles, I understand that, and with all due respect, using that approach works until the ship moves and the Helo is in the Drink GNAT provided a script to attach it but you can't get in. Also moveInCargo does not work for boarding in player init. Sorry for the confusion. Share this post Link to post Share on other sites
william1 0 Posted February 22, 2009 great work with the ships , i'm testing a little and when the russian frigate is attacked by planes it launch a missile verticaly that always ends falling down to the frigate again as Newton predicted , it shots itself so to speak. i'd make a suggestion for future releases, when you deploy the zodiac you could add an action to allow the crew enter as zodiac driver. if you could implement Mandoble scripts just like scars09 did it would be wonderful . apart of that the models are superb Share this post Link to post Share on other sites
commiejoe 0 Posted February 23, 2009 Great stuff as usual, but as some others have said how do you get units to start inside the hanger? Moveincargo doesn't work Share this post Link to post Share on other sites
miles teg 1 Posted February 23, 2009 Thanks Miles, I understand that, and with all due respect, using that approach works until the ship moves and the Helo is in the Drink  GNAT provided a script to attach it but you can't get in.  Also moveInCargo does not work for boarding in player init. Sorry for the confusion. Oooooooooooooooooh I feel like an idiot now....I had no idea he had an attachment script for a moving ship.... My mistake. I didn't realize that. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
[aps]gnat 28 Posted February 23, 2009 [man,ship] exec "ManIntoCargo.sqs" ManIntoCargo.sqs ~0.3 _man = _this select 0 _ship = _this select 1 ?(typeof _ship == "GNTKrivak") : _deck = nearestobject [_ship, "GNTKrivakDeck"] ?(typeof _ship == "GNTOHP") : _deck = nearestobject [_ship, "GNTOHPDeck"] _man moveincargo _deck Untested but should work. You CAN NOT move into the cargo/driver of a Chopper locked onto the rear deck (its not actually a real chopper). From the cargo area (or seat) on the ship, you can (then "launch" a chopper and) move into a real chopper. ... guess I should have done more demo missions ..... can't win. Share this post Link to post Share on other sites
Commando84 0 Posted February 23, 2009 Ohh didn't think it would be released so soon Will give this a spin to see how it works and all, I can really this spinning of some missions, just wish a day had more than 24 hours Share this post Link to post Share on other sites
vengeance1 50 Posted February 23, 2009 That's perfect thanks that will help start the mission and then use the RH1B to hit the beach! Perfect! Sorry GNat, I tired the example but got: "error invalid number in expression" Share this post Link to post Share on other sites
bospor 0 Posted February 24, 2009 Well first of all thank you Gnat for all this work. The scripting is way cool. Things that were thought to be impossible are in the game now. Respect for you work maestro! Ka-27 is a nice touch indeed. I am not sure about the sound, never heard a real thing though, but seems a bit weak. But I could be wrong on this one. Kick ass missiles! Tanks and other vehicles in the impact area just don't stand a chance. Now, couple of questions. Is it possible to arm these guys with AA missiles? Is it also possible to target enemy vehicles from Ka-27, so that the gunner can fire missiles at them without a clear line of sight? And the last question. Submarines? Share this post Link to post Share on other sites
shark-attack 2 Posted February 24, 2009 very nice ... thanks for these Share this post Link to post Share on other sites
vengeance1 50 Posted February 25, 2009 Gnat @ Feb. 23 2009,14:25)][man,ship] exec "ManIntoCargo.sqs"ManIntoCargo.sqs ~0.3 _man = _this select 0 _ship = _this select 1 ?(typeof _ship == "GNTKrivak") : _deck = nearestobject [_ship, "GNTKrivakDeck"] ?(typeof _ship == "GNTOHP") : _deck = nearestobject [_ship, "GNTOHPDeck"] _man moveincargo _deck Untested but should work. You CAN NOT move into the cargo/driver of a Chopper locked onto the rear deck (its not actually a real chopper). From the cargo area (or seat) on the ship, you can (then "launch" a chopper and) move into a real chopper. ... guess I should have done more demo missions ..... can't win. I tried making this work but got "Error Invalid Number in Expression" Can someone help me with why? Thanks Share this post Link to post Share on other sites
[aps]gnat 28 Posted February 26, 2009 vengeance, I've tested the script and it works. You appear to be using it incorrectly. Place a ship on the map, call it "Krivak2" Place a man on the map, call it "Xman" Use a trigger or a INIT [Xman,Krivak2] exec "ManIntoCargo.sqs" @Bospor No sorry. Share this post Link to post Share on other sites
vengeance1 50 Posted February 27, 2009 Gnat @ Feb. 26 2009,08:57)]vengeance, I've tested the script and it works. You appear to be using it incorrectly.Place a ship on the map, call it "Krivak2" Place a man on the map, call it "Xman" Use a trigger or a INIT [Xman,Krivak2] exec "ManIntoCargo.sqs" @Bospor No sorry. GNat, Your patience is very much appreciated. This cleared it up immediately, I was putting it in the player INIT. I used a Trigger and yes I am now put into the Cargo Deck. Sorry you had to get so basic in explaining it. Vengeance Share this post Link to post Share on other sites
[aps]gnat 28 Posted February 27, 2009 no prob. EDIT: Anyone got feedabck od MP perfermance ? .... seems to be 1000's of downloads, but little feedback. Share this post Link to post Share on other sites
kamping-killoch 16 Posted March 1, 2009 Hey gnat, great release with the frigates! I have been messing around with them and something very strange happened. I had 2 fleets start pretty close together, some fighters overhead, fun stuff. Until that is, one of the OHP frigates flew away. It started to spaz out at first, the flew off away in the direction it had been pointing easily reaching 500-800 feet. I tried to screenshot but i hit scroll lock instead of print screen. I'm nothing for code of any kind so there was none running at all in the scenario . Other than that these are PERFECT. I love your work so much it is Really very disturbing. Share this post Link to post Share on other sites
pssh 0 Posted March 1, 2009 Wow @ the rocket video! God i love how the rocket slowly gets out of the Sub! and it has a nice realistic heavy punch, too! Keep up the good work. Share this post Link to post Share on other sites
[aps]gnat 28 Posted March 2, 2009 ... some fighters overhead....Until that is, one of the OHP frigates flew away. ..... flew off away in the direction it had been pointing easily reaching 500-800 feet..... @Kamping-Killoch Hi. Per the Readme. Quote[/b] ]- Ships will kick at high speed when impacted by non-compliant weapons. ** TELL ALL ADDON MAKERS TO SWITCH OFF WEAPON GEO LOD COLLISIONS OTHERWISE NO ONES NAVAL VESSELS WILL WORK** You said "some fighters", so I'm guessing the cause is 1 of them fired a missile at the ship. BIS's own weapons are not compliant either. @ZorboZ Thanks. Share this post Link to post Share on other sites
kamping-killoch 16 Posted March 2, 2009 Gnat @ Mar. 02 2009,01:19)]... some fighters overhead....Until that is, one of the OHP frigates flew away. ..... flew off away in the direction it had been pointing easily reaching 500-800 feet..... @Kamping-Killoch Hi. Per the Readme. Quote[/b] ]- Ships will kick at high speed when impacted by  non-compliant weapons. ** TELL ALL ADDON MAKERS TO SWITCH OFF WEAPON GEO  LOD COLLISIONS OTHERWISE NO ONES NAVAL VESSELS WILL WORK** You said "some fighters", so I'm guessing the cause is 1 of them fired a missile at the ship. BIS's own weapons are not compliant either. @ZorboZ Thanks. Ah, misunderstood what you meant by kick. My bad. Share this post Link to post Share on other sites
vengeance1 50 Posted March 3, 2009 Gnat @ Feb. 27 2009,13:32)]no prob.EDIT: Anyone got feedabck od MP perfermance ? .... seems to be 1000's of downloads, but little feedback. Gnat, I have put both the Krivak and the OHP in MP missions and put on my Dedi Server. Â I integrated them into existing missions with several AddOns. Â 1. Heavily modded Xeno BigChance ACE mission with AI-Enabled that I was testing for NORRIN. Â 2. Heavily modded Xeno Domination ACE mission. In both cases I have your Sparviero also in the misson with no errors, but the OHP immediately upon start of mission bounced all over finally going into orbit. Â It did not do any of this until it was on the Dedi Server. I can test by themselves next if you still need the feedback. UPDATE: OHP Frigate Chopper Board does not work, I believe it is the Chopper.sqs file, it only has deck = nearestobject [_ship, "GNTKrivakDeck"] referenced althought the UH60 appears it doesn't work. Hope this helps. Share this post Link to post Share on other sites
MichaelZFreeman 20 Posted April 7, 2009 Hey, glad I stuck with this. I made a section in my gallery. 9800 card and tweaked settings. You probably know about these already ... - Soldiers fall into the sea. - I can change from Captain / driver to some positions but not back again. - Leaving the ship and then rejoining (from the sea) seems only possible into the small calibre weapons. From there I can only eject again. - I managed to open the rear cargo door. I went in and approached the small door at the back and fell into the model (collision error). I could just setup battles and watch the fireworks ! Thanks for this Gnat  Share this post Link to post Share on other sites
[aps]gnat 28 Posted April 14, 2009 (edited) Nice work Barney ** Submarines Released from their pens !! ** ------------------------------------ ----- See First Post for Update ----- ------------------------------------ Beta 1 Have fun Edited April 14, 2009 by [APS]Gnat Share this post Link to post Share on other sites
soldier2390 0 Posted April 14, 2009 thank you so much Gnat!!!!! yay.... its finally time to go sub hunting! Share this post Link to post Share on other sites
PSYCHOSIM 0 Posted April 14, 2009 Nice............. Great work :bounce3: Share this post Link to post Share on other sites