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Devastator_cm

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Everything posted by Devastator_cm

  1. Hi Guys, when I do ctrl+s in GUI Editor I get error message which says gui_styles.hpp is not found. Is this normal?
  2. Devastator_cm

    Devas Autopilot [RELEASE]

    No I didn't. I know from F-16s they do not have such advanced autopilots like commercial airplanes. I will try to contact some pilots for further details by f-16 but in general they have the setups which you can see in the screenshot of the first post. Therefor I believe following setups might be sufficient for Arma3 - Pitch Hold - Attitute Hold - Loiter (AC-130 case) Makes no sense to work on something complicated which will be not used often. I mean why someone wants to use waypoint autopilot in such small maps. Then what is the fun of using airplane by Arma 3 :) I did the pitch hold case just because of Firewill's F-16 and Weapon system. Using ITGT is challenging with low attitute and speed because the nose is simply going down if you are under 400kmh which brings high risk to crash.
  3. Devastator_cm

    gui_styles.hpp not found

    hmm good to know.. Can someone share me then the initial setup with all necessary classes and styles? :-) I don't want to wait til the next update to start learning GUIs
  4. It looks like you are passing the group name (Texan1) instead of the vehicle name and I wrote in ReadMe file that it should be vehicle name and also in my sample mission I pass vehicle name... From read me
  5. put a sleep in between if you start patrol right after initialization. Copy paste following to your init.sqf and try if (isServer) then { [] execVM "AirPatrol\AirPatrolInit.sqf"; sleep 1; _handle = [Texan1, [["pos1", 150], ["pos2", 250], ["pos3", 350], ["pos4", 450], ["pos5", 300]], 1500, 280, 30, [10, 20, 40], refuel1, 450] spawn DEVAS_AirPatrol; }; p.s. it is used for single vehicle so doing [Texan1, Texan2] will never work
  6. Devastator_cm

    gui_styles.hpp not found

    I verified it but still getting the error.. In output there isn't any style section
  7. Devastator_cm

    Devas Autopilot Mod

    I get error when I click :( Thanks
  8. Devastator_cm

    Devas Autopilot [RELEASE]

    Keep in mind for mod I have a seperate thread under MOD section of forum. I would be glad if you report the issues for mod version there
  9. Devastator_cm

    Devas Autopilot [RELEASE]

    I am not sure if those things exists in a military Jet
  10. Devastator_cm

    Devas Autopilot Mod

    Enjoy Mod version came due to your valid argument
  11. Devastator_cm

    Devas Autopilot [RELEASE]

    Mod version released
  12. Devastator_cm

    No player at mission start

    Did you check RPT? It sounds like a dependent mod not installed. I usually have such case when I forget to start one of the mod which is a dependent one
  13. Devastator_cm

    Throttle value

    that is really good news :) Thanks for letting me know Polpox
  14. Devastator_cm

    RHS Escalation (AFRF and USAF)

    adjusted a bit inGameUISetEventHandler ["Action", "if (_this select 4 == ""Open Control Panel"") then { hint ""You are not allowed to do this"";true}"]; this works. Tested at editor and not yet at MP
  15. Devastator_cm

    CBA - Community Base Addons - ARMA 3

    Thanks for the information Commy! Maybe this can be add to the description of function if someone else might need?
  16. Devastator_cm

    CBA - Community Base Addons - ARMA 3

    is CBA_fnc_addKeyHandler using the ascii values for _key parameter? The documentation is not clear..
  17. Devastator_cm

    RHS Escalation (AFRF and USAF)

    Thanks for clarification PuFu
  18. Devastator_cm

    RHS Escalation (AFRF and USAF)

    I see only following files for body c130j_body_as.paa,c130j_body_co.paa, c130j_body_nohq.paa, c130j_body_smdi.paa, c130j_body_ti_ca.paa No idea which one is mc map or uv set :/ I only modified the c130j_body_co.paa file and used it at the moment via script (settexture thingy) I guess like you mentioned it is not possible to handle the reversal of texts for this object right?
  19. Devastator_cm

    RHS Escalation (AFRF and USAF)

    I think I managed to paint the c-130. Small question may I release a small mod which has only the new paa with config setup? It will be dependent on RHS with credits for sure. One remark, C-130 base paa has single side body, so if I write something on the body it is shown reverse on the other side :-( Is there a trick to prevent it?
  20. Devastator_cm

    Devas Autopilot [RELEASE]

    I used both and both are working by me actually but like said, after some checking in wiki I understood that init.sqf will also run for JIP case. So that is the best place to have the command because also server needs to execute it due to locality issue of the vehicle. So keep it in init.sqf and if anybody sees any issue with JIP case please inform me
  21. Devastator_cm

    Devas Autopilot [RELEASE]

    at the moment that is what I am working on. Trying to figure out how to make a mod and release it as v.1.0 in mod section of the forum :)
  22. Devastator_cm

    Devas Autopilot [RELEASE]

    I think I messed up with this part. It looks like init.sqf is also triggered when someone joins after game starts. In that case it is far better to have initialization in init.sqf. If I am mistaken with my conclusion please warn me :))
  23. Devastator_cm

    Devas Autopilot [RELEASE]

    if you have too high or low angle it can happen. Reason is, it tries to come back to 0 as fast as possible and in such cases drops the speed dramatically which turns off the autopilot. even a speed drop below landing speed for a milisecond will cause turn off
  24. Devastator_cm

    Devas Autopilot [RELEASE]

    v.1.5 released it will fix the issue with Caesar BTT. It is now working by helicopters as well. Autopilot will not show up if engine is off and it will turn off if engine is turned off. In order to have JIP compability the initialization should be called from initPlayerLocal.sqf instead of init.sqf. I adjusted read me based on that.
  25. It is from the sales promotion "Buy 3 CBU-105 and get 1 CBU-103 for free" :) You can load them via script instead of module until new version comes. That is what I did to overcome extra ammo issue which I described above
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