wolfbite 8 Posted May 10, 2010 Will the cockpit be upgraded at all? Anyway once again thanks for this muchly appreciated... Share this post Link to post Share on other sites
[aps]gnat 28 Posted May 10, 2010 fyi All, working on a "heavier" flight model. Somewhat towards the C130 handling, but obviously no all there because its 1/4 the size. @pre-Vet ? I didnt think I did. You running ACE mod or something? @Landdon Works perfect if that code is in a trigger and the plane is named "thisplane" OTHERWISE if that code is in the INIT field of the plane, the you CAN NOT use "thisplane" in the code Use "this" instead @wolfbite Probably not. On my list of "useful and important stuff to work on", another couple 100 hours spent on a cockpit doesnt rate very high for me in a game like ArmA2. Sure, if it was FSX, then it would be a little different. Share this post Link to post Share on other sites
malick 0 Posted May 10, 2010 Thanks Gnat for this nice addon... It's good to have at least one East transport aircraft. Maybe you plan other versions ? Civilians etc.. Regarding the Resistance version, would it be possible to make the default version something else than Iranian ? Seems strange in my opinion... and I have to put a different roundel when I want to use it in missions. Currently it's too light to fly. Practical, but not very realistic. A bit more heaviness will be nice. Thanks ! Malick Share this post Link to post Share on other sites
Fox '09 14 Posted May 10, 2010 A CDF one would be great, I hate getting units to get in an empty vehicle or switching sides Share this post Link to post Share on other sites
landdon 0 Posted May 11, 2010 (edited) Thank Gnat! I pretty sure the error is on may side, my game for some reason sometimes does not care to look into a folder when editing a mission. I was working on a having a flag put on a flagpole. I did it many times in Armed Assault without a problem, tried it the same time as I was changing the rondels and it didn't work either. I got the flag to work, I will get this to work as well. Oh, one more thing could you give me an example on how to use the lash system? Keep making them models and improving them! Thanks again! Edited May 11, 2010 by Landdon Share this post Link to post Share on other sites
[aps]gnat 28 Posted May 11, 2010 @Landdon and all Lash and Paradrop system now described in first post Share this post Link to post Share on other sites
[aps]gnat 28 Posted May 12, 2010 UPDATED to BETA 2 BETA2 UPDATE - 12th May - Improved flight model Download updated on First post. After days and days of watching the bloody thing land and take-off during testing, I finally have something of a "heavier" flight model (i.e. no longer a Jet Fighter), that doesn't exhibit the "drunken pilot" problem and doesn't crash into fences and trees on the BIS default maps. I can now (hopefully) go on holidays for 5 weeks :D Share this post Link to post Share on other sites
oldbear 390 Posted May 12, 2010 ArmedAssault.info Mirror : DOWNLOAD - Antonov An-72 Coaler (v.Beta2) - [6.7 MB] from ArmedAssault.info Required Addons : DOWNLOAD - CBA Share this post Link to post Share on other sites
[aps]gnat 28 Posted May 12, 2010 Thanks Old Bear Probably should say thanks to you guys more often ;) for supporting the community. Share this post Link to post Share on other sites
Sgt.Spoetnik 10 Posted May 12, 2010 Thx for update Gnat, will try it out and see how see fly's, and have a nice holiday :cool: Share this post Link to post Share on other sites
Guest Posted May 12, 2010 Updated release frontpaged on the Armaholic homepage. An-72 Coaler beta 2Community Base addons Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted May 13, 2010 - Parachute All = Trigger a sequenced drop of everyone onboard except the pilot Word of warning to those who might use this system, ejecting large amounts of troops all at once will usually result in a few troopers dieing because they collide with each other. Share this post Link to post Share on other sites
[aps]gnat 28 Posted May 13, 2010 Word of warning to those who might use this system, ejecting large amounts of troops all at once will usually result in a few troopers dieing because they collide with each other. Have you actually tested it ? I've not had an issue because its a scripted eject of all troops, each about 0.5 sec between each jumper. Share this post Link to post Share on other sites
vengeance1 50 Posted May 13, 2010 Gnat;1627499']Have you actually tested it ?I've not had an issue because its a scripted eject of all troops' date=' each about 0.5 sec between each jumper.[/quote'] I am using it in my mission without any issues. Share this post Link to post Share on other sites
1in1class 0 Posted May 13, 2010 Thank ya for the update, very nice. Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted May 14, 2010 Gnat;1627499']Have you actually tested it ?I've not had an issue because its a scripted eject of all troops' date=' each about 0.5 sec between each jumper.[/quote'] When I was testing your first beta release I had about 20 guys in the plane and used the second eject function from the action menu of the plane which dumps all soldiers at once. I did not use the eject group function. All 20 men were instantly dumped from the cargo and once their chutes deployed they began bumping into each other and it killed a few of them. I've seen the exact same behaviour with vanilla vehicles too. The eject group feature is a beauty though! I look forward to trying the 2nd beta version.:) Share this post Link to post Share on other sites
Keshman 10 Posted May 18, 2010 Hello) I have a question! how to write correctly in script An72 :) example: Mi17 its Mi17_rockets_RU AH-1W its AH1W_TOW_W And An72 its ........... Thx. Share this post Link to post Share on other sites
Darkhorse 1-6 16 Posted May 19, 2010 An72 is unarmed. Share this post Link to post Share on other sites
[frl]myke 14 Posted May 19, 2010 I guess Keshman means what is the classname of the AN72 :EDITH: @Keshman It's in the readme which is also linked in the first post: --------------------- ---- CLASS NAMES ---- --------------------- An-72 Coaler : RKTCoalerS (Russian Tri-colour) An-72 Coaler Desert : RKTCoalerD (Desert) An-72 Coaler Russia : RKTCoalerR (Russian) An-72 Coaler Iran : RKTCoalerI (Iranian) Share this post Link to post Share on other sites
Keshman 10 Posted May 19, 2010 Myke Master Gunnery Sergeant Thanks for the help! That's what I was looking for (--CLASS NAMES --) (sorry :icon_redface: english bad) Share this post Link to post Share on other sites
[frl]myke 14 Posted May 19, 2010 @Keshman no problem mate. And don't care about your english, i've seen worse even from native english speaking. You try your best and this earns respect. Glad i could help. Share this post Link to post Share on other sites
Keshman 10 Posted May 19, 2010 Hello again) I have one idea, request about An72 :) Add good flares to plane! I'm flying to AN72 and I am very easy target for AA :( If I add in the mission file flares.sqf (little changed) it works but no visual flares(( I can not add correctly to (addon) An72 flares(( Here video Addon An72+flares.sqf separately! Testing in @CBA;@ACE;@ACEX;@ACEX_PLA;@ACEX_SM;@An72 <object width="640" height="385"><param name="movie" value="http://www.youtube.com/watch?v=yHgCt7Y0Xvk&hl=ru_RU&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=yHgCt7Y0Xvk&hl=ru_RU&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object> Share this post Link to post Share on other sites
[aps]gnat 28 Posted May 22, 2010 Shouldnt be a problem with the An72, I made it CBA-Extended Event Handler compatible after all the whining people wanted it (on my other releases). Suggest its a script problem. ...... or is it because the An72 has NO WEAPON slots? .... but the C130J is the same...... Share this post Link to post Share on other sites
swot 10 Posted May 31, 2010 is there a way i can trigger the paradrop script for ai, using a waypoint or trigger? any help would be apreciated Share this post Link to post Share on other sites