ravendk 25 Posted May 20, 2010 First off VERY nice plane. Im very happy fooling arround with this baby. Will there be a two seater version in the future? Share this post Link to post Share on other sites
gossamersolid 155 Posted June 6, 2010 I love this addon Myke, thanks a lot for porting it to ARmA 2. I was wondering how would I disable the automatic flare system? I use mando missile mod so I've prefer to use the manual deploy flares from that. Share this post Link to post Share on other sites
[frl]myke 14 Posted June 7, 2010 I love this addon Myke, thanks a lot for porting it to ARmA 2.I was wondering how would I disable the automatic flare system? I use mando missile mod so I've prefer to use the manual deploy flares from that. Sadly in this version you can't disable it completely. This will be possible in the update (don't hold breath on it, i'm working on it but it takes time). However, you can set remaining flares to 0 so it will not drop flare and therefor not spoof missiles. Audio and chat warning remains. this setVariable ["FlareCount", 0]; This "should" disable it if i'm not completely wrong. Hope this helps. Share this post Link to post Share on other sites
mandoble 1 Posted June 7, 2010 GossamerS, you might also try the following: Create an script named f16_no_flares.sqf with the following content: // A trick to disable Myke's F16s autoflares Sleep 4; (_this select 0) setVariable ["FlareActive", true]; Then, in the init fields of your F16s put: res = [this] execVM "f16_no_flares.sqf" Share this post Link to post Share on other sites
gossamersolid 155 Posted June 7, 2010 GossamerS, you might also try the following:Create an script named f16_no_flares.sqf with the following content: // A trick to disable Myke's F16s autoflares Sleep 4; (_this select 0) setVariable ["FlareActive", true]; Then, in the init fields of your F16s put: res = [this] execVM "f16_no_flares.sqf" Thanks, will try this out later tonight! Share this post Link to post Share on other sites
vengeance1 50 Posted June 9, 2010 Thanks Mandoble this will work great when using your stuff, I thought I remember reading the updated version of the F16 will allow you to select Mando or RKSL, could be mistaken. Share this post Link to post Share on other sites
[frl]myke 14 Posted June 9, 2010 Thanks Mandoble this will work great when using your stuff, I thought I remember reading the updated version of the F16 will allow you to select Mando or RKSL, could be mistaken. You have it right. Basically it will have a countermeasure system included but if it detects MMA or the RKSL system, it will disable the built-in and use those instead. This happens automatically but there will be the option to select manually (well, missionmaker can select) or even disable it completely. Share this post Link to post Share on other sites
wolfbite 8 Posted June 11, 2010 Was just wondering what happened to the two seater and the console startups. Are these still being worked on? Share this post Link to post Share on other sites
ACPL Jon 68 Posted June 11, 2010 and what happened to it? (new version) Share this post Link to post Share on other sites
[frl]myke 14 Posted June 11, 2010 they are being worked on. Bad thing is, there are several other projects on which the new version will rely on, so i have to finish those other projects first before i can finally finish the F-16. About the future of the two-seater i'm unsure. The real 2-seater is for training only. I don't know how much sense this would make in a game. Share this post Link to post Share on other sites
wolfbite 8 Posted June 11, 2010 Thanks for the update mate. Just was using this baby last night and thought about that vid..... Thanks man and good luck Share this post Link to post Share on other sites
Spartan 163 0 Posted June 11, 2010 Any chance we will see some of your other aircraft make the change over to Arma2? Share this post Link to post Share on other sites
[frl]myke 14 Posted June 11, 2010 Any chance we will see some of your other aircraft make the change over to Arma2? What "other Aircraft"? I've only ported the F-16 to ArmA 2, nothing else. Share this post Link to post Share on other sites
Spartan 163 0 Posted June 11, 2010 Lol my mistake. I thought you were doing more of Footmunch/eddyD work. Share this post Link to post Share on other sites
quicksilver67 10 Posted June 13, 2010 This is posted simply to encourage Myke to continue doing whatever mysterious and essential projects occur to his mind. We'll see them when they're done, and we'll be amazed. Share this post Link to post Share on other sites
mia389 10 Posted June 19, 2010 Originally Posted by Kemyi View PostHello, For all people that want use the F-16 on Domination map and want that the wreck can be repair like other vehicles here is the solution: On Config.bin of glt_f16.pbo only delete the next line; killed = "_this execVM "\glt_f16\scr\wrecker.sqf""; The wreck still work and now can be lift with the wreck chopper. You must also add the glt to the reward array: ej: ["A10","AH1Z","UH1Y","AV8B","AV8B2", "F35B", "M1A2_TUSK_MG","M1A1","GLT_Falcon_AGM"] Well I cant seem to do this. When I unpack the config I get a config.hpp. When I try to pack it back I get all kinds of errors and the pbo doesnt work. Its a bit over my head. I was using unRap to unrap it and BinPBO to pack it back up. Im not to sure how to use teh BinPBO though Share this post Link to post Share on other sites
wld427 1705 Posted June 19, 2010 you dont need to modify the addona t all.... you need to modify your mission :eek: Share this post Link to post Share on other sites
mia389 10 Posted June 19, 2010 you dont need to modify the addona t all....you need to modify your mission :eek: Have you tried it? When I put the class name in the bonus array for domination it does not work Share this post Link to post Share on other sites
[frl]myke 14 Posted July 17, 2010 (edited) Small update for Operation Arrowhead - [changed] removed internal countermeasures and uses OA's instead - [added] HUD now uses OA settings - [changed] formations are now tighter - [changed] flarelauncher has only burst mode - [changed] flarelauncher fires 8 rounds instead of 5 now - [changed] flare interval reduced from 1 second to 0.333 seconds - [improved] radar range increased So nothing groundbreaking (sadly) but still working on it. One important milestone was to finish the Missilebox which has been released aswell: http://forums.bistudio.com/showthread.php?t=76268 So this update requires OA, GLT-F16 (of course) and the Missilebox. It will work with the old Missilebox aswell so this doesn't need to be updated if you don't want to but nonetheless i do recommend it. DOWNLOAD: -[fixed] doesn't require A2 anymore. http://www.filedropper.com/gltf16oafix_1 Operation Arrowhead config fix (requires GLT F-16 addon): arma2base.de armaholic.com Have fun Edited July 18, 2010 by [FRL]Myke Share this post Link to post Share on other sites
python.au 17 Posted July 17, 2010 Thanks heaps Myke, I love this bird alot and have been hoping there was still plans for it :> Share this post Link to post Share on other sites
miller 49 Posted July 17, 2010 Thanks Myke ArmA2Base.de Mirror: GLT F-16 Fighting Falcon OA Fix by Myke required: GLT F-16 Fighting Falcon by Myke GLT Missilebox 2.0 by Myke Kind regards Miller Share this post Link to post Share on other sites
vengeance1 50 Posted July 18, 2010 Awesome, anything that comes out new for this I am in. Still one of my most favorite. Thanks for keeping it updated and moving forward. :) Share this post Link to post Share on other sites
Guest Posted July 18, 2010 OA fix frontpaged on the Armaholic homepage. GLT F16 Operation Arrowhead config fixF-16 Fighting FalconGLT Missilebox Share this post Link to post Share on other sites
[frl]myke 14 Posted July 18, 2010 Works for OA right? Thats what the fix is for. Share this post Link to post Share on other sites