Templates made so far so people can make their planes (no emblems on the templates, I put emblems through the config)
SU25 : https://mega.nz/file/nfIFCBbS#x_GQwdZmwZvKS6MET3xumIVtzq51VMRIXiCBbYro4qU
F23 : https://mega.nz/file/nCITgQoD#h5nSoyJXS37TyhofEBWEv5I5DsJHBDCPrI8cTYBGbFg
A-10: https://mega.nz/file/bbZwkQTD#5vOwX-c89Oz6EgW0dbTLcgFe4lxLj6WlGwKmzrmrrls
F-2: https://mega.nz/file/Wf5kgDDK#VKDziddBlL1-7KLfsoYUYpCW91qE6ZAK1LldqbawQ78
F-35: https://mega.nz/file/TbQgwJYS#s4nKQGzW-FLVFHA8W9grifhNGT0fK_SKQtcQ0mCHRxA
Tornado: https://mega.nz/file/aapR1JqQ#8r_mlYg5QpO9dBOFjywvmpu6tXxbA7lbX_4PLZug8mM
F-22: https://mega.nz/file/bLIlmCLD#2UlPAwp43k1QQJ1l2JyBftEKe1KoeByPvvfD6htGOCY
F-16 additions: https://mega.nz/file/vT5iXQrB#nJA4BpyakCXu_88mwtewnqiWCOSPR-RwEPkrqJthww4
https://mega.nz/file/fT4iUCLJ#TwPz_q02fkOWbtidmtblLi7_q5b_lCLjhPYe3GDcN1Y
Here you go one I made it months ago, I have templates for these: F-16 (addition files to the ones missing from firewill's template), F-22, F-35, F-23, SU-25, A-10, F-14, F-2, Tornado
I've been working on a custom terrain map for about 3 months. I was doing regular work on map including messing with painting terrain and placing prebabs down then decided to make a subscene so i could do a basic gamemaster and upload to workshop. I made subscene, didn't realise the main map looked weird and saved everything. The map now shows the terrain are milky white and i cant see any objects/prefabs/roads. I went back on backup saves and still has that issue, which to me doesnt make sense. When I load other mods/maps I don't see this issue, only on mine. If i make a "deubug" project in workbench and copy and past only the worlds folder over, it doesn't have this issue, but when i copy everything over, it does. I am very confused and worried I lost 3 months worth of work. Any idea what can fix this?
Yup, i think the only good thing out of it was it produced a base script and template to work with, some aspects worked but outside that it couldn't
get the heli to take off from the start. The initial version i created did, and it did work but wouldn't land, then i revised it adjusting positions of
things like when the heli asks for you to choose your location, and then after when it arrived in the area to throw a signal.
After revising it it fixed those things but then the heli once called wouldn't start its engines and take off when you called it after choosing your location.
Rydygier made this possible, if it were possible to teach the AI Arma code which i think it might be idk how unless it learns from what you tell it i guess, i think you Rydygier
could educate it and ti would create something that would actually work using the correct syntax's, functions, and code for how the ai functions among other things.
Would be interesting to see what is done.
As for the script itself ya about the only thing of concern is the landing part, if you dont have enough space for the heli to land, it will literally come down and fly
into trees and hit buildings, so wherever you intend it to come and pick you up, an open field works fine.
If you are returning to a base make sure you have a helipad, helis love heli pads, though pay attention where its at, do not have it in a confined area.
In general this is a simple heli transport script hence its name with a couple features being the smoke for signal and choose your destination on the map with map cick,
and the addaction for when you get into the heli to either RTB or choose a destination.
Beyond those if you want more then that then as suggested in my previous post use Hermes, Hermes does everything and then some
and was developed since 2013 on and off it comes in script, and module so whichever you prefer. Hermes has very good landing, and different types based on what you want
it to do based on your situation in the mission. Overall it adds immersion to with interaction with the player.
Well, providing google AI and ChatGPT, ACE indeed provides a function for that:
[_unit] call ace_captives_fnc_isHandcuffed
So, here's their suggestion:
You can create a script that waits until all specific civilians are cuffed before triggering your condition.
Example:
// List of civilian variable names
private _civs = [civ1, civ2, civ3, civ4];
// Function to check if all are handcuffed
waitUntil {
sleep 1; // Prevents performance issues
({ [_x] call ace_captives_fnc_isHandcuffed } count _civs) == count _civs
};
// Once all are handcuffed, execute your action
hint "All civilians have been restrained!";
Or, if you want to use a trigger, set its condition to:
({ [_x] call ace_captives_fnc_isHandcuffed } count [civ1, civ2, civ3, civ4]) == 4