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armatech

LHD (Aircraft Carrier) spawning script

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http://i193.photobucket.com/albums/z232/ArMaTeC/arma22009-06-0611-51-07-89.png

LHD (Aircraft Carrier)

I created this simple script that you can now create the Aircraft Carrier any where on the map and on any island

Example mission and script

Script Version
[url]http://www.mediafire.com/download/t0837jze0qcjwfn/LHD_Spawner.utes.7z[/url]

Addon Version (Thanks to myke)
[url]http://www.armaholic.com/datas/users/372-glt_lhd.7z[/url]

Edited by armatech
fixed script version link

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Thx for this nice scripts, ArMaTec :)

Put it on our script section at Assault Mission Studio

dlicon.gif

Ammofiller script by ArMaTec

dlicon.gif

LHD Spawner Script by ArMaTec

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Thanks this is great! spawn one onto main island now :D

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I'm working making it drivable ATM so hang fast just as soon as i can get my game to reinstall

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Excellent script, armatech. I've created an Editoraddon out of it which adds the LHD in the Editor under WEST/USMC/SHIPS/LHD and also under EMPTY of course.

It uses 100% of armatech's script so full credit to you mate. I've just packed a config and Editor Icon with it. Also added 2 lines to the script to make sure it runs server-side only.

You can get the addon version of armatech's script here:

http://www.armaholic.com/datas/users/372-glt_lhd.7z

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added to first post i have not tested it yet but i guess it will work else you would not post it :bounce3:

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Addon works nice :)

Thanks for the script armatech :>

First test to make it driveable :)

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Addon works nice :)

Thanks for the script armatech :>

First test to make it driveable :)

How did you make it driveable?

how to set a runway on LHD for airplanes to landing and take off ?

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if i walk to the front, the player falling into the water.. thrue the Model.

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Great stuff thanks. (Previous post edited as the problem I highlighted was not caused by the script as I had thought, but rather occured somewhere between the keyboard and the chair).

Edited by Arioch
I am a noob.

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*Edited because the other one was edited so this no longer made sense...

Edited by Killy_McMurder
that other guy is a noob ;)

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Um. Yeah. Seems to have sorted itself out since I read the last post. Have edited my previous post so as not to mislead anyone into thinking there's a problem with this script. Works great. Thanks mate. (Please feel free to mock me in a different thread.)

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Any of you guys know how to place planes on the carrier? I went to the default location the LHD is at on the map, my troops can be placed on the deck but I can't get any planes to be on top. The planes end up below the deck and blow up. How can I get them where they are on top of the deck and can take off?

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I've recently created a mission using the LHD as a spawn point. All of the testing I do indicates that the mission was successfully created. The LHD plays out nicely.

But when I upload it to a dedicated server, I get a lot of unusual side effects. The walls appear to be clipping with themselves. The best way I can describe this is there appears to be two LHD's spawning immediately on top of each other, but at slightly different heights. I've taken a screenshot to demonstrate:

arma22009-07-2801-28-44-07.jpg

Yet in my editor, it looks like this:

arma22009-07-2723-22-45-14.jpg

This causes issues on lots of levels. Initially it caused my planes to bounce around. I was able to counteract this by raising the LHD to .4, but the walls are still offset, and it doesn't seem to really be helping it. I don't know why the planes aren't bouncing anymore, honestly, because the "ghost" LHD still appears to be above the LHD I placed in the mission editor.

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But when I upload it to a dedicated server, I get a lot of unusual side effects. The walls appear to be clipping with themselves. The best way I can describe this is there appears to be two LHD's spawning immediately on top of each other, but at slightly different heights.

Are you using the original script? I dont think that check if its a server, so you'll have the LHD spawning on all machines connected (ie 2 in the case of a dedicated and 1 connected player). But I cant remember since I last tried it out, cant download files right now.

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The MOVEABLE LHD is brilliant. I'm sure that some clever people will be able to use the attachto command to make us walk around/land on/take off from the LHD in time.

But it looks superb so far ! Keep at it !

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The MOVEABLE LHD is brilliant. I'm sure that some clever people will be able to use the attachto command to make us walk around/land on/take off from the LHD in time.

But it looks superb so far ! Keep at it !

And if its half as good as the carrier in BF1943 was, it's gonna be awesome to ram it into Utes :p

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Are you using the original script? I dont think that check if its a server, so you'll have the LHD spawning on all machines connected (ie 2 in the case of a dedicated and 1 connected player). But I cant remember since I last tried it out, cant download files right now.

Yes, I'm using the original script. I'm not using the editor-addon.

What's interesting, though, is it's always just "two" LHD's. Even when I have multiple people connecting to the dedicated server, it always looks like the first image. It's very difficult to try and pinpoint.

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Well you could try wrapping the spawn script in if(isServer) and see what happens, if the "second" carrier still spawn. Otherwise I would guess there's something borked with the carrier pieces themselves.

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The problem is I don't know if it's actually spawning a 2nd LHD, or not. I don't know what else it could be, though. All I know is when I host a mission, I don't get that "ghost" LHD, but when I toss the .pbo on a dedicated server, it's there.

I'll try the (IsServer) command, and see what happens. Thanks for the tip!

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