[aps]gnat 28 Posted March 7, 2010 (edited) Fast Sea Frame - FSF-1 Beta 2.1 (for ArmAII) by Gnat Updated 4th July 2010 .... something a little different. ** Features ** - Walkable decks - Lash down Choppers on deck - 2 RHIBs attach and detach - Railings can be stepped over - Armed with Stingers - Boarding ladder - READ README (and in Download) for details. - Again, not what I would call ArmAII quality, but its the best I can do with time. -- SCRIPTS -- ---------------------------- >>> Lash vehicle to deck <<< - Place Chopper over deck of FSF - In the INIT field of Chopper put; xx = [this] execvm "\GNT_FSF\Lash.sqf"; >>> Place Gunner in Stinger <<< - In the INIT field of FSF put; xx = [this] execvm "\GNT_FSF\Gunner.sqf"; >>> Place Object around FSF <<< There are many memory points now defined around the FSF for accurate placing (SETPOSASL) of any object. - Example Call; xx = [MyUH60,MySHIP,"Pad1"] execVM "\GNT_FSF\position.sqf"; Defined Memory Points Pad1 (landing pad front) Pad2 (landing pad back) Pad1F (more forward, suits UH1Y) Pad2F (more forward, suits UH1Y) deck0 (on deck, near stinger launcher) deck1R to deck6R (6 positions, on deck, right side) deck1L to deck6L (6 positions, on deck, left side) well1R, well2R, well3R (3 positions, near RHIBs, right hand walkway) well1C, well2C, well3C (3 positions, near RHIBs, forward and center walkway) well1L, well2L, well3L (3 positions, near RHIBs, left hand walkway) laddertop, ladderbottom (2 positions, at boarding ladder) DOWNLOAD LINKS Fast Sea Frame - Beta 2.1 - 4th July 10 Armaholic Armed Assault Info Filefront Beta 2 Change Log - Added Bridge view - Added boarding ladder - Added MP script improvements (thanks Armatech) - Added Stinger - Added position memory points - Added extra Cargo positions (17) - Improved rear barrier - Changed engine & environment sounds Edited July 21, 2011 by [APS]Gnat Share this post Link to post Share on other sites
armydude 10 Posted March 7, 2010 Ah, so this was the Addon that went Titanic style in your video. :D Anyways great as always Gnat, downloading now. Share this post Link to post Share on other sites
mandoble 1 Posted March 7, 2010 Great work, as always. Aside of the fact that the upper deck is not "ground" (if you eject as driver, and you walk on the deck, the movement of the ship is not added to your movement, so you are left behind), the other problem is that it seems quite light. A RHIB can push it and move it freely in any direction while still keeping 16Km/h (the RHIB). You might also consider to attach on or two static stinger launchers in the upper deck for self defense. Share this post Link to post Share on other sites
PSYCHOSIM 0 Posted March 7, 2010 Nice, hopefully the first of many new ships from you Gnat, nice work, as always.......... :bounce3::bounce3::bounce3: Share this post Link to post Share on other sites
clawhammer 10 Posted March 7, 2010 That think remebered me to the lsd ship :D Great work gnat! Share this post Link to post Share on other sites
Guest Posted March 7, 2010 Release frontpaged on the Armaholic homepage. Fast Sea Frame - FSF-1 beta 1 Share this post Link to post Share on other sites
mankyle 410 Posted March 7, 2010 (edited) Is there a driver wiev LOD? Are you going to add one? How about adding two memory points, one on each landing spot, so you can attach simultaneously two helicopters? Are you going also to add cargo wiev LODs? Is so, do you plan to increase the number of cargo positions so we can transport at least one squad? Aside from these points, Outstanding work, GNAT, as always Edited March 7, 2010 by mankyle Share this post Link to post Share on other sites
wika_woo 182 Posted March 7, 2010 awesome, grabbin this one! Share this post Link to post Share on other sites
vengeance1 50 Posted March 7, 2010 Very Cool Gnat, great to have some ships. Thanks Share this post Link to post Share on other sites
Genenain 10 Posted March 7, 2010 Keep working on this kind of stuff... If there's something that i like from this game is this kind of vehic. that can be used in lot's of missions....and no on pays too much attention. Hope LHD fully working and this kind of stuff are still on the wish list of many ppl. Regards Gnat and keep working hard! Share this post Link to post Share on other sites
Drew 10 Posted March 7, 2010 looks neat, never seen this type of vehicle before, good job as always gnat. Share this post Link to post Share on other sites
soldier2390 0 Posted March 7, 2010 very nice, glad these came out now! also cant wait to have more of a navy for arma2 thanks gnat! Share this post Link to post Share on other sites
Gnome_AS 10 Posted March 7, 2010 Most excellent GNAT! Was looking around the other day for something else to use at sea, this is perfect. Thank you Sir. Share this post Link to post Share on other sites
slatts 1978 Posted March 7, 2010 wow impressive :) fantastic work matey Share this post Link to post Share on other sites
Sneaker-78- 0 Posted March 7, 2010 nice work ! never thougt that this exists Share this post Link to post Share on other sites
[aps]gnat 28 Posted March 8, 2010 Thanks for the comments guys. Yes, not much of a pilot/cargo view LOD because I ran out of "console" pictures. Aside of the fact that the upper deck is not "ground" (if you eject as driver, and you walk on the deck, the movement of the ship is not added to your movement, so you are left behind) I spent days trying to add a PATH lod to the addon. Inside the main addon didnt work (might be class restriction). So I did a separate addon and ATTACHTO. But the bloody thing killed all the UserAction points in the main addon then :( the other problem is that it seems quite light. A RHIB can push it and move it freely in any direction while still keeping 16Km/h (the RHIB). I'll double check You might also consider to attach on or two static stinger launchers in the upper deck for self defense. hmmm ..... is that what was expected armerment? Share this post Link to post Share on other sites
Scrub 0 Posted March 8, 2010 Beautiful and skillfully done, as usual Gnat. Thanks. Share this post Link to post Share on other sites
vengeance1 50 Posted March 8, 2010 what would be the script in the init of a Helo to have it "Lashed" down at mission start? Share this post Link to post Share on other sites
[aps]gnat 28 Posted March 8, 2010 what would be the script in the init of a Helo to have it "Lashed" down at mission start? LASH CHOPPER TO DECK In the INIT Field of a Chopper over the deck of the FSF-1 (Ship named "FSF1") this setposasl [getpos this select 0, getpos this select 1,8.7]; ux = [FSF1, this] execVM "\GNT_FSF\scr\FSFHeliLand.sqf"; I'll add a simpler script in the next beta. Share this post Link to post Share on other sites
Marko112 10 Posted March 8, 2010 Great work! ArmedAssault.info Mirror and News: We have also added this release to your personal author profile If a release or contact information is missing, feel free to drop a PM, it will then be added. Share this post Link to post Share on other sites
manzilla 1 Posted April 1, 2010 Is there anyway to get an AI pilot to land on this deck so it can drop my player and AI squad off at the beginning of a mission? I'm assuming I can create a wp to do this, if possible, but I can't seem to figure anything out. Has anyone done this yet and could you provide some help please. Thanks you. Share this post Link to post Share on other sites
mankyle 410 Posted April 2, 2010 Yes there is. http://forums.bistudio.com/showpost.php?p=1416018&postcount=1 There are some limitations, mainly the fact that the chopper won't land on a moving ship. And also you will have to add attachto instractions on the script for the chopper to stay on the landing pad. Share this post Link to post Share on other sites
manzilla 1 Posted April 2, 2010 Hmmmm. I couldn't get that to work. Even with out the ship moving. I didn't mean just a link, I meant a sample code maybe that someone has already put together. My scripting knowledge blows so everything I've tried doesn't do a thing. The chopper acts like it will land but then goes back to land. I figured the attachto would have to be used but I don't even know where to begin with integrating that into a script. Thanks for your help. Share this post Link to post Share on other sites