Jnr4817
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Everything posted by Jnr4817
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[Release] Pylon Preset Allocator for Plane
Jnr4817 replied to UNIT_normal's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Anyway to specify what weapons can work with what vehicle or make customs configs; like AA, AT, etc. of my choosing? -
Congrats. Did a little flying tonight. Great work. Will report any issues or ideas after a few more flights.
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Trying to get Virtual Garage Spawner to work
Jnr4817 replied to André Krauß's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You did help me, I went back and looked at the credits.sqf and I listed you. Thanks -
Trying to get Virtual Garage Spawner to work
Jnr4817 replied to André Krauß's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
Trying to get Virtual Garage Spawner to work
Jnr4817 replied to André Krauß's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Do I set an object that spawns the vehicle or is it just an addaction? Does it work on the USS Freedom? -
Don’t forget oil rigs for the helo guys or the hard to reach areas.
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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.
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release [RELEASE] Sarogahtyps Simple Crew Spawner - SSCS V-1.2
Jnr4817 replied to sarogahtyp's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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 -
release [RELEASE] Sarogahtyps Simple Crew Spawner - SSCS V-1.2
Jnr4817 replied to sarogahtyp's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@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 -
mgi missions [SP / MP 16] COOP - TAKISTAN RIDE - CUP
Jnr4817 replied to pierremgi's topic in ARMA 3 - USER MISSIONS
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 -
1stBN/160th SOAR Mod ArmA III WIP
Jnr4817 replied to warlord554's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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 -
Simulation = helicopterrtd; problem
Jnr4817 replied to ANZACSAS Steven's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
What exactly are you trying to do? -
1stBN/160th SOAR Mod ArmA III WIP
Jnr4817 replied to warlord554's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Our EC145's do not have filters. -
1stBN/160th SOAR Mod ArmA III WIP
Jnr4817 replied to warlord554's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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[ -
1stBN/160th SOAR Mod ArmA III WIP
Jnr4817 replied to warlord554's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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 -
Napalm and WP Smoke marker rockets v2.0!!
Jnr4817 replied to ANZACSAS Steven's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Anyway to get this to work with the rockets on the helicopters? Thanks -
GF Explosive Objects Script - Mod
Jnr4817 replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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 -
GF Explosive Objects Script - Mod
Jnr4817 replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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 -
GF Explosive Objects Script - Mod
Jnr4817 replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Most excellent, this will get used a lot I believe for a manual add to any object. Thanks -
GF Explosive Objects Script - Mod
Jnr4817 replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
GF Explosive Objects Script - Mod
Jnr4817 replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
GF Explosive Objects Script - Mod
Jnr4817 replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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