-
Content Count
1379 -
Joined
-
Last visited
-
Medals
Everything posted by Devastator_cm
-
HAFM NAVY (Ships) - v2.0
Devastator_cm replied to Αplion's topic in ARMA 3 - ADDONS & MODS: COMPLETE
that section is updated now -
HAFM NAVY (Ships) - v2.0
Devastator_cm replied to Αplion's topic in ARMA 3 - ADDONS & MODS: COMPLETE
that section of the manual is out of date... Sorry for the inconvenience. We adjusted the GUI and now the code sample needs to be changed as well -
Devas Turkish Armed Forces (TAF)
Devastator_cm replied to Devastator_cm's topic in ARMA 3 - ADDONS & MODS: COMPLETE
v.4.8 Fixed: Re-arm for submarine is fixed Fixed: Meko-200 will attack to enemy air units Tweaked: Ship and submarines will be visible from longer distances -
Jets - Custom Panels (GPS, Camera feeds, ...)
Devastator_cm replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
can someone tell me where to define panels? Is it not inside vehicle class? There I have something like this class VehicleSystemsDisplayManagerComponentLeft { componentType = "VehicleSystemsDisplayManager"; x = (safezoneX + 0.5 * (((safezoneW / safezoneH) min 1.2) / 40)); y = (safezoneY + safezoneH - 21 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)); left = 1; defaultDisplay = "SensorDisplay"; //display to be selected when player changes vehicle and had "empty" previously selected class Components { class EmptyDisplay { componentType = "EmptyDisplayComponent"; }; class SensorDisplay { componentType = "SensorsDisplayComponent"; range[] = {16000,8000,4000,2000}; resource = "RscCustomInfoSensors"; showTargetTypes = 1+2+4+8+16+32+64+128+256; }; }; }; still when I am by turrets of the vehicle I see range up to 4km and panels not only sensor and empty but also gps, crew etc. Why turrets showing things which are not defined under vehicle and also incorrect range? There is no component class under the turrets ... I am lost- 200 replies
-
HAFM NAVY - Submarines & Ships - v2
Devastator_cm replied to Αplion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thanks TeTet. Actually we already did it in current dev built. I found your remark here already during the day 🙂https://forums.bohemia.net/forums/topic/157177-preview-release-nimitz-for-arma3-0102a/?page=32&tab=comments#comment-3189453- 400 replies
-
- 1
-
- submarines
- ships
-
(and 1 more)
Tagged with:
-
HAFM NAVY - Submarines & Ships - v2
Devastator_cm replied to Αplion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
we will check- 400 replies
-
- 1
-
- submarines
- ships
-
(and 1 more)
Tagged with:
-
Helicopter Rotor script interaction
Devastator_cm posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Guys, does anyone know how to make a helicopter's rotor turning with full speed right after engine turned on? I cannot find any command related that but I feel there should be one as Arma engine automatically doing it for spawned vehicles in the air -
HAFM NAVY - Submarines & Ships - v2
Devastator_cm replied to Αplion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
You can start by reading the user manual and watching the initial weapon system introduction video which I recorded- 400 replies
-
- 3
-
- submarines
- ships
-
(and 1 more)
Tagged with:
-
Helicopter Rotor script interaction
Devastator_cm replied to Devastator_cm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
My goal is not spawning a heli. I have one on the floor with engines off and I want it to start engine and have rotor turning full speed in under a second -
HAFM NAVY (Ships) - v2.0
Devastator_cm replied to Αplion's topic in ARMA 3 - ADDONS & MODS: COMPLETE
it is a way but will not work as you expected. The helicopters are landing via script and it is not possible to stop the pals or start them running while they are attached to the ship. So if you start with a heli in mission start on landing deck, you cannot lift it up when you unsecure it. I hope I can find a solution in future -
HAFM NAVY - Submarines & Ships - v2
Devastator_cm replied to Αplion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
bingo- 400 replies
-
- 1
-
- submarines
- ships
-
(and 1 more)
Tagged with:
-
Devas Turkish Armed Forces (TAF)
Devastator_cm replied to Devastator_cm's topic in ARMA 3 - ADDONS & MODS: COMPLETE
v.4.7 Fixed: Helicopter land/release issue due to syntax error in code fixed. -
Devas Turkish Armed Forces (TAF)
Devastator_cm replied to Devastator_cm's topic in ARMA 3 - ADDONS & MODS: COMPLETE
v.4.6 Tweaked: Helicopters can land to ship and take off from ship via action menu Tweaked: Zodiac ammounts by ships and submarine reduced Tweaked: GUIs have new colors and pins Tweaked: MK45 Mod 2 naval gun RPM reduced Fixed: Rearm ship functionality fixed for dedicated servers Added: New RHIB Added: New SDV -
Firewill Standalone Series Release Thread
Devastator_cm replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So that visual change happens automatically or they are different bombs to pick in pylon setup? -
Task Force Arrowhead Radio
Devastator_cm replied to nkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Does anybody has any jamming script for TFAR 1.0? I want to create an area where no radio communication can be done until an objective is finished. Is such thing possible with TFAR 1.0? -
HAFM NAVY (Ships) - v2.0
Devastator_cm replied to Αplion's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think you are using old version of the CORE mod. The black screens shows removed code pieces Looks like wrong file is inside the pbo. It will be fixed -
HAFM NAVY (Ships) - v2.0
Devastator_cm replied to Αplion's topic in ARMA 3 - ADDONS & MODS: COMPLETE
and how do you do that as picture tells nothing regarding that part? -
HAFM NAVY (Ships) - v2.0
Devastator_cm replied to Αplion's topic in ARMA 3 - ADDONS & MODS: COMPLETE
it will not travel to center of the grid. It will enable the radar when it reaches to that grid area -
HAFM NAVY (Ships) - v2.0
Devastator_cm replied to Αplion's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I just put a meko in Tanoa and a minigun boat to test it. Had no issues at all. Harpoon missile flew to the grid which I wanted it to fly, and it found the boat and sank it. Can you put a picture of the setup you have in your test case and post a video? -
HAFM NAVY - Submarines & Ships - v2
Devastator_cm replied to Αplion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I see no use case of it in Arma- 400 replies
-
- submarines
- ships
-
(and 1 more)
Tagged with:
-
HAFM NAVY - Submarines & Ships - v2
Devastator_cm replied to Αplion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Ascros is in my future to-do list but might not be in initial release. There will be no harpoon on flight IIa but rim-66 for antiship purpose- 400 replies
-
- 2
-
- submarines
- ships
-
(and 1 more)
Tagged with:
-
HAFM NAVY - Submarines & Ships - v2
Devastator_cm replied to Αplion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
just put some ships next to each other and try to attack them- 400 replies
-
- submarines
- ships
-
(and 1 more)
Tagged with:
-
HAFM NAVY - Submarines & Ships - v2
Devastator_cm replied to Αplion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
that is already happening if ships are close by to each other- 400 replies
-
- submarines
- ships
-
(and 1 more)
Tagged with:
-
HAFM NAVY - Submarines & Ships - v2
Devastator_cm replied to Αplion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I checked before the wiki but didn't understand what it is doing. All ships have radar and they fire missiles anyway- 400 replies
-
- submarines
- ships
-
(and 1 more)
Tagged with:
-
HAFM NAVY - Submarines & Ships - v2
Devastator_cm replied to Αplion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I still couln"t figure out what Aegis really does and how 🙂 So there will be no Aegis at the moment- 400 replies
-
- submarines
- ships
-
(and 1 more)
Tagged with: