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Jnr4817

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Everything posted by Jnr4817

  1. Anyway to specify what weapons can work with what vehicle or make customs configs; like AA, AT, etc. of my choosing?
  2. Jnr4817

    Fly Tanoa Air [FTA]

    Congrats. Did a little flying tonight. Great work. Will report any issues or ideas after a few more flights.
  3. Jnr4817

    Fly Tanoa Air

    This is too cool. When i get a chance, ill take a helo for a spin.
  4. You did help me, I went back and looked at the credits.sqf and I listed you. Thanks
  5. Ok, Tested with CUP and MELB and RHS. The multiple aircraft options that CUP has for example, the UH-60M has several different variations. These are not spawned with any weapons if you use the garage and hide and unhide certain things, like the ESSS-4x weapons pylons. The spot, the spawner pics is random. It would not work on the USS Freedom, always defaulted to the ground on land somewhere. Some vehicles, like the CH-53 Stallion would spawn with wheels below ground. Here is the fn_spawnVehicle functions VVS uses to spawn stuff on ground and USS Freedom at the spot you choose, usually marker. I have modified a little to add certain scripts to the spawning vehicle and make it spawn on the freedom with the help of several others, troubleshooting.
  6. Do I set an object that spawns the vehicle or is it just an addaction? Does it work on the USS Freedom?
  7. Jnr4817

    Fly Tanoa Air

    I fly trackir, stick, throttle, pedals, AFM. The whole 9 yards.
  8. Jnr4817

    Fly Tanoa Air

    Don’t forget oil rigs for the helo guys or the hard to reach areas.
  9. Jnr4817

    Fly Tanoa Air

    Do you have a server this is running on? I’d love to give it a go with airplanes and helicopters. I’m more into helo’s but like to fly anything.
  10. Awesome Job, Works very well. I wish I had a away to Disembark crew, or delete them, when I wanted, instead of the timeout. THanks
  11. @sarogahtyp I am trying to update to the V1.2 When trying to make an add action again, it is not working. The last time I had to modify this line: I don't seem to find a place to modify this, as your params have change. Thanks for any help. Reed
  12. I love this mission. Can you add: drop crate and/or vehicles? enhanced turrets? in game task? How easy would it be to transition this to CUP Zargabad? Thank you, Reed
  13. Good info. Make since the apples to apples is not anywhere close for -60's. I asked my mechanic about the filters and he stated same you did, we have them. We also have them on our -135 and -130. They were introduced on all -145 aircraft since 2008. I, just a flight med crew, assumed they would be an addition on the outside. This is why I just save people. The recent conversations were with all real -60 pilots; 1 alpha(transport) guy, 2 lima(dust off) guys, 1 mike(dust off) guy, and 1 TF(DAP) guy. All current pilots at my flight program, who fly the -145 for medevac. From watching videos and flying a little bit on my laptop at work with HOTAS, peddles, and track IR is how we came to the conclusion. of not as maneuverable etc. Thank you for the great conversation, should give warlord lots to think about. This mod is going to be awesome. Reed
  14. What exactly are you trying to do?
  15. Our EC145's do not have filters.
  16. This is excellent work. Once you get ready to release beta, I'd like to show to one of my pilots I fly medivac for. He flew DAPs for many years and doesn't mind giving a small opinion on your progress. Reed[
  17. I'm AFM, Hotas, track-IR, pedals. Would love to help when beta drops. I also crew an EC145 IRL and our pilots are prior UH60 pilots, all army, i can ask them for input. From recent conversations, the Ghosthawk is way under powered compared to real life and not as responsive. Thanks
  18. Anyway to get this to work with the rockets on the helicopters? Thanks
  19. Jnr4817

    GF Explosive Objects Script - Mod

    I added a couple more ammo to the GF_EXO_Ammo arrays for testing. HelicopterExploBig //this is very big FuelExplosionBig //small but lots of smoke I tested the manual add for now and it works great. Only issue is the editor placed vehicle wont respawn, even if using the editor respawn module. Not sure if can be solved. If whitelistzones are added, can each zone have the ability to define each param (GF_EXO_Cleaner_Spawn_Enabled, GF_EXO_Cleaner_Spawn_Loop, GF_EXO_items_number) For example, a shooting range, you'd want the targets (wrecked vehicles) to respawn after so many seconds (30-120), so the range can continue to be used. Thanks
  20. Jnr4817

    GF Explosive Objects Script - Mod

    I like it. It would be nice to have 4 different ways of having EXO. Random in buildings, random in world, manually added to any object, and a whitelist zone. Thanks for the hard work. Reed
  21. Jnr4817

    GF Explosive Objects Script - Mod

    Most excellent, this will get used a lot I believe for a manual add to any object. Thanks
  22. Jnr4817

    GF Explosive Objects Script - Mod

    So you could go around a map and place items that are whitelisted and then they could become explosive, like a booby trap? This is very exciting. Ok, the wrecks are preplaced in the editor, instead of spawned. Not sure if this will be possible since you are spawning items. Thanks for checking.
  23. Jnr4817

    GF Explosive Objects Script - Mod

    Excellent, I am using this, in the init, currently to make the explosion bigger for all of the none wrecked vehicles on the range. this addEventhandler ["Killed",{ params ["_car"]; _bomb = "Bo_GBU12_LGB" createVehicle (getpos _car); _bomb setPosATL getPosATL _car; _bomb setDamage 1; }]; This is going to be a fun script.
  24. Jnr4817

    GF Explosive Objects Script - Mod

    Will we be able to whitelist specific objects, for example the wrecks of certain vehicles, Land_Wreck_MBT_04_F, Land_Wreck_LT_01_F, Land_Wreck_Ural_F, Land_Wreck_Heli_Attack_02_F, Land_Scrap_MRAP_01_F? I have a helicopter range with several wrecks spread across it. It would be nice to have the ability for them to explode, as currently they do not take any damage, when a helicopter hits it. Also, will you have the ability to change the size of the explosion, for example, "Bo_Mk82" "Bo_GBU12_LGB" "R_80mm_HE" M_Mo_120mm_AT" "M_Mo_120mm_AT_LG" "M_Mo_82mm_AT_LG" "R_60mm_HE"? Thanks for the great scripts. Reed
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