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Wolfowitzer

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  1. Wolfowitzer

    Flickering/Flashing Objects

    I experienced the same issues, tried every possible parameter, finally in my case I fixed the issues by upping my launcher parameter "System Memory Limit" to 8192. It at least fixes the problem short term. So, seems to be a memory related issue, like Gunter assumed.
  2. https://steamcommunity.com/workshop/filedetails/?id=3085277073 My latest scenario, for S.O.G Prairie Fire: Story: Join as commander in the joint effort between U.S. Military Assistance Command Vietnam (USMACV) and Commander Task Force 77 (CTF 77). Stationed in Vietnam, you need to prioritize enemy targets and ship orders to Strategic Air Command (SAC) and Tactical Air Command (TAC). Features: 42 handcrafted missions, which also includes some ground operations preceding actual air combat. Play famous set pieces, such as Hamburger Hill, Arc Light and Linebacker missions, Battle of A Shau and many more. Two famous air bases handcrafted and reimagined on the Cam Lao Nam map. Fly any aircraft included in S.O.G Prairie Fire and Unsung Redux. Optionally, replay any mission with random weather and time of day. Besides custom missions, you can also play an infinite number of randomized missions, choosing any aircraft you want. High attention to ambience and immersion Custom radio chatter during missions Custom randomized nonsense talk, combat talk or trash talk from NPCs around you. Tired of flying and destroying stuff? Visit Saigon for some well earned R&R.
  3. Late to the party, but I stumbled across this thread, so why not contribute... I had the same challenge, in my case reacting on parachute being opened by AI units. I solved it by triple EHs, yet to figure out which ones I need and which ones I can omit: driver ( somevehicle ) addEventHandler ["AnimChanged", { params ["_unit","_anim"]; if (animationState _unit == "para_pilot") then { // do something }; } ]; driver ( somevehicle ) addEventHandler ["AnimStateChanged", { params ["_unit","_anim"]; if (animationState _unit == "para_pilot") then { // do something }; } ]; driver ( somevehicle ) addEventHandler ["AnimDone", { params ["_unit","_anim"]; if (animationState _unit == "para_pilot") then { // do something }; } ]; Either way, worked for me.
  4. I've been learning lots from these forums while trying to create my own Arma 3 scenarios so this is an attempt to return the favours. This is a script that enables while flying your aircraft, you can spawn one or more "wingmen" aircraft, same class as the one you are currently flying, and the spawned aircraft will spawn behind you and then fly ahead to join you at the supplied formation coordinates (while your aircraft is slowed down to wait for it), and can either fire the same weapons when you fire it, or not (last param, true(1) or false (0) ). This script can in theory also be used to spawn wingmen to AI controlled aircraft (not tested though). The formation flying is enabled with "attachTo", so it will look unrealistic when you do more sharper turns, but it will at least look quiet cool flying straighter. Use "detach" to break out of this on your own conditions. Put below into your own ".sqf" and call it as examplified below // Example call: // test = [[24,-12,-12,1,1],"fnc_wingman.sqf"] remoteExec ["BIS_fnc_execVM",2]; // Params explained: // _xformpos = formation pos meters left/right of player vehicle // _yformpos = formation pos meters front/behind player vehicle // _zformpos = formation pos meters above/under player vehicle // "should wingman fire when I fire" (1 = true, 0 = false) // "should wingman aircraft approach with a fly in (1 = true) or spawn in formation immediately (0 = false) params [ "_xformpos","_yformpos","_zformpos","_wingman_twinfire","_fly_in" ]; if ( _xformpos > 40 || _xformpos < -40 || _yformpos > 40 || _yformpos < -40 || _zformpos > 40 || _zformpos < -40 ) exitWith { systemChat "fnc_wingman: Formation position too far away. No dice."; }; removeAllActions player; wingman_group = createGroup [(side player), true]; wingman_aircraft = createVehicle [(typeOf vehicle player), ((vehicle player) modelToWorld[0,-1000,(getposATL (vehicle player) select 2)]),[], 0, "FLY"]; wingman_pilot = wingman_group createUnit [(typeOf player), ((vehicle player) modelToWorld[0,-1000,(getposATL (vehicle player) select 2)]) , [], 0, "FORM"]; wingman_pilot moveInDriver wingman_aircraft; createVehicleCrew wingman_aircraft; { _x disableAI "RADIOPROTOCOL"; }forEach crew wingman_aircraft; [wingman_pilot] joinSilent group (player); wingman_aircraft enableDynamicSimulation false; wingman_aircraft flyInHeight (getposATL (vehicle player) select 2); wingman_aircraft setPos (vehicle player modelToWorld[0,-1000,(getposATL (vehicle player) select 2)]); vel = velocity (vehicle player); dir = direction (vehicle player); wingman_aircraft setDir dir; speed_veh_player = -10; wingman_aircraft setVelocity [ (vel select 0) + (sin dir * speed_veh_player), (vel select 1) + (cos dir * speed_veh_player), (vel select 2) ]; max_speed_veh_player = getNumber(configFile >> "cfgVehicles" >> (typeOf vehicle player) >> "maxSpeed"); half_max_speed_veh_player = round(max_speed_veh_player / 2); _future = time + 60; // timeout after 60 seconds, attach wingman if ( _fly_in == 1) then{ while {((vehicle player) distance wingman_aircraft > 300) && time < _future} do { wingman_aircraft flyInHeight (getposATL (vehicle player) select 2); wingman_aircraft moveTo getPosATL (vehicle player); current_speed_veh_player = speed (vehicle player); wingman_aircraft_speedLimit = round(current_speed_veh_player + 200); wingman_aircraft limitSpeed wingman_aircraft_speedLimit; wingman_aircraft forceSpeed wingman_aircraft_speedLimit; (vehicle player) setAirplaneThrottle 0.3; (vehicle player) limitSpeed half_max_speed_veh_player; sleep 0.5; }; }; [0, "BLACK", 0.5, 1] spawn BIS_fnc_fadeEffect; sleep 1; wingman_aircraft attachTo [(vehicle player), [_xformpos,_yformpos,_zformpos]]; [1, "BLACK", 0.5, 1] spawn BIS_fnc_fadeEffect; if (_wingman_twinfire == 1 ) then{ player addEventHandler ["FiredMan", { params ["", "_weapon", "", "_mode"]; { _x enableSimulation true; }forEach crew wingman_aircraft; { _x forceWeaponFire [_weapon,_mode]; }forEach crew wingman_aircraft; { _x enableSimulation false; }forEach crew wingman_aircraft; } ]; }; wingman_aircraft addEventHandler [ "HandleDamage", { if ( damage wingman_aircraft > 0.5) then{ detach wingman_aircraft; { _x enableSimulation true; }forEach crew wingman_aircraft; }; }]; wingman_aircraft addEventHandler [ "Killed", { detach wingman_aircraft; { _x enableSimulation true; }forEach crew wingman_aircraft; } ]; driver wingman_aircraft addEventHandler [ "Killed", { detach wingman_aircraft; } ]; (vehicle player) limitSpeed -1; wingman_aircraft limitSpeed -1; wingman_aircraft forceSpeed -1; // to prevent wingman pilots fading in small distance, and to prevent wingmanpilots from floating in the cockpit when manouvering { _x enableSimulation false}forEach crew wingman_aircraft; // Brute force delete spawned wingmen, radius 80 player addAction ["Delete wingmen", { _list = nearestObjects [(vehicle player), [(typeOf vehicle player)], 80]; _list = _list - [vehicle player]; player removeAllEventHandlers "FiredMan"; {detach _x, _x enableSimulation true, deleteVehicleCrew _x, deleteVehicle _x, _x removeAllEventHandlers "HandleDamage",_x removeAllEventHandlers "Killed"} forEach _list; (_this select 0) removeaction (_this select 2);}, [],20,false,true]; // Brute force make spawned wingmen, leave formation radius 80 player addAction ["Wingmen leave formation", { _list = nearestObjects [(vehicle player), [(typeOf vehicle player)], 80]; _list = _list - [vehicle player]; player removeAllEventHandlers "FiredMan"; {detach _x, _x enableSimulation true, _x removeAllEventHandlers "HandleDamage",_x removeAllEventHandlers "Killed"} forEach _list; (_this select 0) removeaction (_this select 2);}, [],21,false,true];
  5. South China Sea, Vietnam, 1965. On 13 February, 1965 a new air campaign was approved and given the name Rolling Thunder. At first, planned to be an eight-week air campaign, the operation sustained until 1968. The first mission of the new operation was launched on 2 March, 1965 against an ammunition storage area near Xom Bang. Join Task Force 77, cruising off the North Vietnamese coast at Yankee Station, await target orders. Features 11 air combat missions High attention to ambience and immersion https://steamcommunity.com/sharedfiles/filedetails/?id=2971238095
  6. https://steamcommunity.com/sharedfiles/filedetails/?id=2947021063 Khe Sanh, May 1967. After several NVA probes into the tactical area of responsibility (TAOR) around Khe Sanh Combat Base, Operation Crockett has been launched. The mission, assigned to 1st Battalion, 26th Marines and Company A, 3rd Reconnaissance Battalion, is to occupy key terrain, deny enemy access, conduct aggressive patrolling within the TAOR and provide security for the base and adjacent outposts. A mission inspired by true events during Operation Crockett https://en.wikipedia.org/wiki/Operation_Crockett Features Inspired by true events during Operation Crockett Voice acting throughout entire scenario High attention to ambience and immersion
  7. Who would have thought that Arma 3 could look at least closer to 2022? Some reshade magic: S.O.G Prairie Fire/Arma 3 - "Next Gen" Turd polishing "Nextgen" graphics reshade, tested and made for S.O.G Prairie Fire DLC, but should give same results in any other Arma 3 setting. - CinematicDOF - LUT - color tint - MXAO (should give goodresults in vanilla Arma 3 as well) https://www.nexusmods.com/arma3/mods/46
  8. Wolfowitzer

    Arma3 Videos

    S.O.G.P.F - A Shau valley - Apache Snow and Hamburger hill Combined various gameplay footage from different CamLaoNam+KheSahn map locations (using DRO and Force Through), to make it look and feel like combat operations in A Shau Valley, 1969, during Operation Apache Snow: https://www.twitch.tv/videos/1497244518 For Vietnam war immersion I used Nvidia Geforce Experience filters, in top-down order: Color: Tint Colour: 77% Tint Intensity: 30% Temperature: 16.6 Vibrance: -7.5 Old Film: Gamma: 50% Exposure: 50% Contrast: 50% Vignette Amount: 12% Filter Strength: 11% Film Dirt Strength: 39% Brightness/Contrast: Exposure: -30% Contrast: -5% Highlights: 6% Shadows: -28% Gamma: 0%
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