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Everything posted by Ex3B

  1. Ex3B

    Change Missile Position

    The pylon position is specified by the proxy is the model. Which one is used is determined by the priority value or just the order that they are specified in the config (I forget) Ui position just specifies where the box is to select the loadouts in the editor
  2. Ah, I missed that page, it seems I need the memory points. For the rest of the information: I was using the cfgHUD.hpp provided with the TestPlane in the arma 3 samples, and I was using the model from the pilot view of the test plane, I should have thought to look in the memory layer too.
  3. I'm porting (and modifying) an SU-34 for the purpose of making a CSAT carrier based multi-role fighter. My problem is that the old Arma 2 HUD kind of sucks/lacks features present in the arma 3 HUDs, and I would like to use the Shikra HUD. I'd even settle for the Buzzard's HUD.. so I took the hud of the TestPlane 01, and copied and pasted it into the SU-34's pilot view (deleting the old HUD), and referenced the HUD .hpp config like so: class MFD { class HUD { enableParallax = true; #define PosY0Center 0.10-0.019 #define PosYCenterHorizont 0.4-0.019 #define PosX0Center 0.51 #define SizeX10deg 0.775 #define SizeY10deg 0.61 //#include "\EX3B_SU34\SU34\cfgRU_HUD.hpp" #include "\EX3B_SU34\SU34\cfgHUD.hpp" }; }; In bold are the only things I changes The problem is... it doesn't seem to work. What can I do to enable an arma3 HUD in my SU-34 port? At this point, I'm thinking of having it inherit from the F-181 to get the HMD, and then just delete the HUD structure... 😕
  4. I think that requires modifying the .cfg file, unfortunately
  5. Glad to hear that your start from scratch worked. However, what I see around line 268 is this: I think that " { " is the problem. You closed class cfgWeapons after your vests section. It seems you weapon to reopen it (defining it twice) for your headgear section. You then commented out the class cfgWeapons, but not the " { ". Delete the }; from the end of your vests config (this part:) and that } from the start of your headgear part, and that problem should be solved.
  6. I know, it makes it hard to give CSAT a decent ship based air superiority fighter without just doing a reskin of the BW, or porting something from A2 and reskinning+ changing the model and giving it an animation (I did something similar with the buzzard, *cough* I mean the test plane from the arma 3 samples) So given that the shikra is not suitable for ship operations and can't be made to be in a believable manner (you could make it vtol, but thats not believable given the model)... Why not just remove the word "Navy" from the texture?
  7. How are the height maps stored? I've only played with terrain height maps for a different game, Kerbal Space Program, in which the height maps for the planets/moons are stored as greyscale images (black = lowest terrain, white = highest terrain), is this how it works for Arma? is there a height map resolution limit? I guess if there's a resolution limit, then increasing the size leads to that terrain detail loss that you describe.
  8. Hmmm, I don't know anything about porting and modifying terrains (only porting and modifying arma 2 assets and very simple retextures). I don't know what limitations you speak of, but I will take your word for it. I saw this abandoned version (chernarus 2035) https://steamcommunity.com/workshop/filedetails/?id=1113631358 and hoped for something like that with Utes placed farther away. It seems bigger than the original chernarus... So I thought it would be a simple increase of grid size, and copy and paste of the utes terrain. Its a pity that its not like that
  9. It says navy... But has no arrestor hook?
  10. While most balance between factions is a matter of the mission maker, I found there were simply some gaps in the capabilities presented by the vanilla+DLC lineup, such as CSAT having very limited options for conducting aerial assaults/or fighting starting from an offshore position. So I made a mod adding various items to each side, so that there are more options available to mission makers. All vanilla assets remain unchanged. When absolutely necessary, I have ported and modified assets from Arma 2. NATO gets the most additions, but many are redundant, CSAT perhaps gets the greatest expansion of capabilities Non-side specific additions: CSAT specific, main goals 1) to allow for the option to make soldiers more "mook-ish", 2) to add amphibious/offshore assault options to better compete with AAF nyx variants and NATO blackfish delivered Marshals and Rhinos (Ifrits and Qilins are rather squishy or underarmed) 3) to increase their ability to project airpower from an offshore base/ship. A 4x Sahr-3 armed Xian/Kajman doesn't really cut it against carrier launched black wasps. AAF specific: NATO specific
  11. Currently working on a modified C-130 Hercules port, mostly scaled up by 1.2x, and made into a vehicle (only) transport. I'm going to give it a CSAT Skin, and make the Marid too heavy to sling load again. CUrrently calling it the Chong-Ki Boi (It is a "chonky" boy) CSAT will thus only be able to slingload Qillins, Ifrits, and Kindovs, to NATO/AAF's Prowlers/Hunters/Nyxs. While NATO's blackfish can transport Rhino's and Marshals (and Zamacks), CSAT's CHong-ki Boi can transport Marids, Zamacks, and I made it juuussst big enough (and set the mass limit just high enough) to transport 1x T-100 Varsuk. So CSAT would be able to move MBTs by air, but would need to secure an airfield to land it, in contrast to the Blackfish which can land anywhere. And.. I'm going to give it a tailhook, although its too big to operate from the LHD based light carrier, a reskinned USS freedom is just big enough.
  12. I'm loving the idea of Chernarus updated with Livonia assets, but what would be be far the most awesome would be a combined Chernarus+Utes map with Utes ~16 km offshore (so ones doesn't take off and immediately be within SAM range of ground sams based on Chernarus).
  13. Bump, Updated and uploaded a WIP Vodnik BPPU port (Kindov 30mm CTWS), and a "light carrier" modification of the LHD without national markings (has a catapult and arrestor wire functionality). Added a CSAT Buzzard (To-198 Alca) that has an arrestor hook (model is WIP), allowing CSAT to operate a fixed wing aircraft from offshore aside from the Xian (the lower RCS of the buzzard really helps when taking down SAM radars with the ARM missiles)
  14. "All the scripting commands to change flightheight do not work for loiter action." Can't you use flyinHeightASL to stop it? https://community.bistudio.com/wiki/flyInHeightASL I could swear that I've tried it before and it worked.
  15. I'm actually working on a mod related to that subject right now... but through scripting alone ... I don't think so. For an aircraft to use the tail hook, it needs to have a memory point and tailhook selection defined in the model See this: https://community.bistudio.com/wiki/BIS_fnc_AircraftTailhook Which from the extracted files is this script: What I've done in the past for a mission, is to put a trigger linked to a named Shikra, the trigger area was a rectangular area right over the arrestor wires, with a very low height limit, and some conditions for the shikra's heading and velocity (using getDir, getVelocity, etc), so that if that shikra entered the trigger area in a certain speed and heading range, a setvelocity command would execute and lower the speed enough to stop. If you're interested in shikra's landing on carriers... you might be interested in my mod "offshore assault" which I will update soon. I also notice a lack of CSAT options for operating from ships, so I've made a version of the ATLAS LHD with no american insignia or colors stuff, a Xian variant with a much better radar, that can carry up to 12 air to air missiles, a CSAT A-143 buzzard variant that has an arrestor hook, and placeable arrestor wires and aircraft catapults to allow one to turn the no-insignia LHD into a light carrier. I also added a port of the Vodnik from Arma 2, in CSAT camo, that can be slung load... something to compete with the Marshal and its 40mm cannon being deployed by the blackfish (the vodnik port can be hoisted by the Taru)... although this stuff I mention will be in my next update (aside from the Xian and base LHD)
  16. https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Vehicle_Weapons PylonRack_3Rnd_Missile_AGM_02_F for macers (maverick ATGMs) https://community.bistudio.com/wiki/Arma_3_CfgMagazines#PylonRack_3Rnd_Missile_AGM_02_F PylonRack_2Rnd_BombCluster_01_F (for CBU 85s) https://community.bistudio.com/wiki/Arma_3_CfgMagazines#PylonRack_2Rnd_BombCluster_01_F Have you not tried these?
  17. I'm in the process of turning an Arma 2 LHD port into a "light carrier"/"escort carrier" for CSAT (with modified buzzards using the CSAT textures and testplane sample .p3d), and I've got catapults working easily, but how do I configure arrestor wires? I can't find anything in the USS freedom config about them.
  18. So I looked at the BIS tailhook function, and its a bit concerning: As far as I can tell, if the part isn't "Land_Carrier_01_hull_08_1_F"; then the tailhook fnc will not recognize any memory point called pos_cable_1 Is there any way to add a new function? In the cfg for the black wasp for instance, it has a line "[this] spawn BIS_fnc_AircraftTailhook;"; I'm thinking I could make a modded plane that would for instance have this instead " [this] spawn EX3B_fnc_AircraftTailhook;";" The question is, how do I add such a function. I found in functions_f_jets\functions\fn_aircrafttailhook.sqf I could copy that and modify what _carrierPart equals, but then I don't see how it would get from a file named fn_aircrafttailhook.sqf to a function called by BIS_fnc_AircraftTailhook ... so likewise I don't see how a modified fn_aircrafttailhook.sqf would take on a EX3B_fnc_AircraftTailhook
  19. Did you declare class H_HelmetB before class H_Booniehat_khk : H_HelmetB? You should have something like: class H_HelmetB; class H_Booniehat_khk : H_HelmetB { stuff }; You'll also need to ensure that class ItemInfo is declared before you reference it in your section: class ItemInfo : ItemInfo { mass = 10; allowedSlots[] = {801, 901, 701, 605}; uniformModel = "\A3\Characters_F\Common\booniehat"; modelSides[] = {6}; armor = 0; passThrough = true; };
  20. But what does it do? I'm curious. Well, I'm interested in that as well, because of issues unloading from a VIV such as the blackfish onto the LHD. and my goal kind of drifted from the topic as I went further along. No need for apologies, I'm sorry if I was a bit rude. I'm just curious as to the thinking behind it. I'm very new to scripting, and want to understand why people do things certain ways.
  21. How would I write a script, to be placed in the init of a VIV transport vehicle (such as the blackfish vehicle transport) that will add a possible action (to the action menu) of any vehicle inside it - and of course remove that action once the vehicle is no longer in the cargo of the VIV transport?
  22. Ex3B

    LDF Desert Retexture

    Considering LDF has offroads, and the texs are already there, why not go with the offroad SPG-9 and offroad-HMG instead?
  23. Perhaps... but what does that actually do? It can load vehicles right now, far more than 15 if you stuff it with quadbikes. I guess you are taking the number 15 from here: https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#transportVehiclesCount But I'm of the "if it aint broke, don't fix it" mentality. Why do I want to add this? what is broken that this fixes? It seems the scripts I have right now are working (although maybe I should decrease the sleep time from 10 seconds to something smaller, but I didn't want the script to run frequently and affect performance)
  24. Yes, the class carrier is set up, and it works. The issue was that unloading vehicles from the insert (like the boat rack for the destroyer, but much more capacity) would have them offload off the side of the ship, not on the deck, and thus it didn't work as an aircraft hangar, because unloading non amphibious vehicles sent them irrecoverably into the water. So while the VIV storage worked, it had no practical purpose with the unloading scripts. At the moment, I think the scripts could be improved, and its a bit finicky to find the right spots on the deck to load a vehicle into the hangar through standard VIV (there's no script for loading, only the viv function)
  25. The Viv isn't present yet, I am trying to make one work