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peloton

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  1. peloton

    Arma3 available for Linux

    It is already possible to use Arma3 in the operating system Linux of native form, ENCORE and Steam has not announced yet it but it is already possible to install, it works correctly in spite of being in prealpha with the exception of the Mods that trump the majority at the moment. The yield of the game in my case is equal or even top than with Windows The hardware is another disadvantage of ENCORE that are not yet available for Linux
  2. More information here https://forums.bistudio.com/topic/144930-wip-ffaa-60-spanish-army-mod/page-30?access_token=34de9fc3711191de8bdcb5fd2a0f4ae28d81f3572f6746cf20c10a285ca6962e52701b5bdb15c83590f0ef2e7429a905#036;6731a664e29a00b581a99bf453d9694b&refresh_token=4174c5dbda29c0694340453500462cf4b20b7b041b2b47cfb4c865743ab70de5c9ad26633418caf3c4b3c8c2f8e3de8a$1355a3b3199cd4265d5308190af3907d
  3. peloton

    Arma3 available for Linux

    It operates at user level
  4. I'm sorry, it was an error to add your HUD pbo Harrier FFAA in one of the tests, which are intended to be used is the original HUD Arma2 be changed in the next version FFAA. Here are the must have been the original config. class CfgVehicles { class Air; class Plane: Air { class HitPoints; }; class PlaneWreck; class Plane_Base_F: Plane { class AnimationSources; class Eventhandlers; }; class ffaa_av8b2: Plane_Base_F { scope = 0; faction = "FFAA"; displayName = "$STR_FFAA_DN_HARRIER"; vehicleClass = "Air"; author = "$STR_FFAA_CREA_HARRIER"; _generalMacro = "ffaa_av8b2"; crew = "B_Pilot_F"; destrType = "DestructWreck"; model = "\ffaa_ar_harrier\ffaa_AV8B"; picture = "\ffaa_ar_harrier\data\ui\av8b_CA.paa"; Icon = "\ffaa_ar_harrier\data\ui\icomap_AV8B_CA.paa"; mapSize = 14; side = 1; driverLeftHandAnimName = ""; driverRightHandAnimName = "stick_pilot"; driverLeftLegAnimName = ""; driverRightLegAnimName = ""; memoryPointsGetInDriver = "pos driver"; memoryPointsGetInDriverDir = "pos driver_dir"; memoryPointLRocket = "Rocket_1"; memoryPointRRocket = "Rocket_2"; memoryPointGun = "Usti hlavne"; accuracy = 0.3; typicalCargo[] = {"B_Pilot_F"}; simulation = "airplane"; getInRadius = 10; precisegetinout = 1; getinAction = "pilot_plane_cas_02_Enter"; getoutaction = "pilot_plane_cas_02_Exit"; driverAction = "AV8B_Pilot"; radarType = 4; showAllTargets = 2; driverCanSee = 31; lockdetectionsystem = "2 + 8 + 4"; incomingMissileDetectionSystem = 16; class Turrets{}; class TransportItems{}; class WingVortices { class WingTipLeft { effectName = "WingVortices"; position = "body_vapour_L_E"; }; class WingTipRight { effectName = "WingVortices"; position = "body_vapour_R_E"; }; class BodyLeft { effectName = "BodyVortices"; position = "body_vapour_L_S"; }; class BodyRight { effectName = "BodyVortices"; position = "body_vapour_R_S"; }; }; maxSpeed = 1040; landingSpeed = 200; acceleration = 300; vtol = 1; altFullForce = 9000; altNoForce = 20000; rudderInfluence = 0.5; aileronSensitivity = 0.8; elevatorSensitivity = 0.8; flapsFrictionCoef = 0.32; minFireTime = 30; driveOnComponent[] = {"Wheel_1","Wheel_2","Wheel_3_1","Wheel_3_2"}; envelope[] = {0.0,0.2,1.2,3.0,5.1,7.0,7.3,7,6.3,5.2,3.8,1.8,0.5,0}; enableGPS = 1; irScanGround = 1; laserScanner = 1; irScanRangeMin = 500; irScanRangeMax = 10000; irScanToEyeFactor = 1; irTarget = 1; armor = 60; damageResistance = 0.01246; cost = 20000000; selectionFireAnim = "zasleh"; weapons[]={"gatling_25mm","ffaa_mk82bombLauncher","ffaa_maverick","ffaa_sidewinderLaucher","ffaa_ffarlauncher","CMFlareLauncher"}; magazines[]={"300Rnd_25mm_shells","ffaa_3Rnd_mk82","ffaa_3rnd_maverick","ffaa_2rnd_sidewinder","ffaa_14Rnd_rockets","300Rnd_CMFlare_Chaff_Magazine"}; insideSoundCoef = 0.09; fov = 0.4; gunAimDown = 0.07; type = 2; threat[] = {1,1,1}; availableForSupportTypes[] = {"CAS_Bombing"}; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; dammageHalf[] = {"\ffaa_ar_harrier\data\ah1z_monitor_glass_ca.paa","\ffaa_ar_harrier\data\ah1z_monitor_glass_destr_co.paa"}; dammageFull[] = {"\ffaa_ar_harrier\data\ah1z_monitor_glass_ca.paa","\ffaa_ar_harrier\data\ah1z_monitor_glass_destr_co.paa"}; class Exhausts { class Exhaust_left { position = "Exhaust1"; direction = "Exhaust1_dir"; effect = "ExhaustsEffectPlane"; }; class Exhaust_right { position = "Exhaust2"; direction = "Exhaust2_dir"; effect = "ExhaustsEffectPlane"; }; class Exhaust_left2 { position = "Exhaust3"; direction = "Exhaust3_dir"; effect = "ExhaustsEffectPlane"; }; class Exhaust_right2 { position = "Exhaust4"; direction = "Exhaust4_dir"; effect = "ExhaustsEffectPlane"; }; }; class Damage { tex[] = {}; mat[] = { "ffaa_ar_harrier\data\av8b_glass.rvmat", "ffaa_ar_harrier\data\av8b_glass_damage.rvmat", "ffaa_ar_harrier\data\av8b_glass_damage.rvmat", "ffaa_ar_harrier\data\av8b_int.rvmat", "ffaa_ar_harrier\data\av8b_int_damage.rvmat", "ffaa_ar_harrier\data\av8b_int_destruct.rvmat", "ffaa_ar_harrier\data\av8b_ext.rvmat", "ffaa_ar_harrier\data\av8b_ext_damage.rvmat", "ffaa_ar_harrier\data\av8b_ext_destruct.rvmat"}; }; canBeShot = 1; dustEffect = "HeliDust"; waterEffect = "HeliWater"; class Reflectors { class Left { position = "light_1_pos"; direction = "light_1_dir"; hitpoint = "L svetlo"; selection = "L svetlo"; color[] = {0.07,0.99,0.89}; ambient[] = {0.0085,0.0095,0.01}; intensity = 100000; size = 1; innerAngle = 45; outerAngle = 90; coneFadeCoef = 5; useFlare = 1; flareSize = 4; flareMaxDistance = 800; class Attenuation { start = 0; constant = 0; linear = 5; quadratic = 2; hardLimitStart = 400; hardLimitEnd = 500; }; }; }; class MFD { class HUD { class Pos10Vector { type = "vector"; pos0[] = {0.485, 0.4}; pos10[] = {1.225, 1.1}; }; topLeft = "HUD LH"; topRight = "HUD PH"; bottomLeft = "HUD LD"; borderLeft = 0; borderRight = 0; borderTop = 0; borderBottom = 0; color[] = {0, 1, 0, 0.1}; class Bones { class PlaneW { type = "fixed"; pos[] = {0.485, 0.4}; }; class WeaponAim : Pos10Vector { source = "weapon"; }; class Target : Pos10Vector { source = "target"; }; class Velocity : Pos10Vector { type = "vector"; source = "velocity"; pos0[] = {0.5, 0.4}; pos10[] = {1.24, 1.1}; }; class ILS_H { type = "ils"; pos0[] = {0.5, 0.4}; pos3[] = {0.722, 0.4}; }; class ILS_W : ILS_H { pos3[] = {0.5, 0.61}; }; class Level0 : Pos10Vector { pos0[] = {0.5, 0.4}; pos10[] = {1.24, 1.1}; type = "horizon"; angle = 0; }; class LevelP5 : Level0 { angle = 5; }; class LevelM5 : Level0 { angle = -5; }; class LevelP10 : Level0 { angle = 10; }; class LevelM10 : Level0 { angle = -10; }; class LevelP15 : Level0 { angle = 15; }; class LevelM15 : Level0 { angle = -15; }; class LevelP20 : Level0 { angle = 20; }; class LevelM20 : Level0 { angle = -20; }; class LevelP25 : Level0 { angle = 25; }; class LevelM25 : Level0 { angle = -25; }; class LevelP30 : Level0 { angle = 30; }; class LevelM30 : Level0 { angle = -30; }; class LevelP35 : Level0 { angle = 35; }; class LevelM35 : Level0 { angle = -35; }; class LevelP40 : Level0 { angle = 40; }; class LevelM40 : Level0 { angle = -40; }; class LevelP45 : Level0 { angle = 45; }; class LevelM45 : Level0 { angle = -45; }; class LevelP50 : Level0 { angle = 50; }; class LevelM50 : Level0 { angle = -50; }; }; class Draw { alpha = 0.4; color[] = {0.0, 0.3, 0.05}; condition = "on"; class PlaneW { clipTL[] = {0.0, 1.0}; clipBR[] = {1.0, 0.0}; type = "line"; points[] = {{"PlaneW", {-0.08, 0}, 1}, {"PlaneW", {-0.03, 0}, 1}, {"PlaneW", {-0.015, 0.0283784}, 1}, {"PlaneW", {0.0, 0}, 1}, {"PlaneW", {0.015, 0.0283784}, 1}, {"PlaneW", {0.03, 0}, 1}, {"PlaneW", {0.08, 0}, 1}}; }; class PlaneHeading { clipTL[] = {0.0, 1.0}; clipBR[] = {1.0, 0.0}; type = "line"; points[] = {{"Velocity", {0, -0.0189189}, 1}, {"Velocity", {0.014, -0.0132432}, 1}, {"Velocity", {0.02, 0}, 1}, {"Velocity", {0.014, 0.0132432}, 1}, {"Velocity", {0, 0.0189189}, 1}, {"Velocity", {-0.014, 0.0132432}, 1}, {"Velocity", {-0.02, 0}, 1}, {"Velocity", {-0.014, -0.0132432}, 1}, {"Velocity", {0, -0.0189189}, 1}, {}, {"Velocity", {0.04, 0}, 1}, {"Velocity", {0.02, 0}, 1}, {}, {"Velocity", {-0.04, 0}, 1}, {"Velocity", {-0.02, 0}, 1}, {}, {"Velocity", {0, -0.0378378}, 1}, {"Velocity", {0, -0.0189189}, 1}, {}}; }; class Static { clipTL[] = {0.0, 0.1}; clipBR[] = {1.0, 0.0}; type = "line"; points[] = {{{0.21, 0.52}, 1}, {{0.19, 0.5}, 1}, {{0.21, 0.48}, 1}, {}, {{0.18, 0.2}, 1}, {{0.18, 0.85}, 1}, {}, {{0.79, 0.52}, 1}, {{0.81, 0.5}, 1}, {{0.79, 0.48}, 1}, {}, {{0.82, 0.2}, 1}, {{0.82, 0.85}, 1}, {}, {{0.52, 0.08+0.01}, 1}, {{0.5, 0.06+0.01}, 1}, {{0.48, 0.08+0.01}, 1}, {}, {{0.2, 0.055+0.01}, 1}, {{0.8, 0.055+0.01}, 1}, {}}; }; class Horizont { clipTL[] = {0.0, 0.0}; clipBR[] = {1.0, 1.0}; class Dimmed { class Level0 { type = "line"; points[] = {{"Level0", {-0.2, 0}, 1}, {"Level0", {-0.05, 0}, 1}, {}, {"Level0", {0.05, 0}, 1}, {"Level0", {0.2, 0}, 1}}; }; class VALM_1_0 { type = "text"; source = "static"; text = 0; align = "left"; scale = 1; sourceScale = 1; pos[] = {"Level0", {-0.23, -0.025}, 1}; right[] = {"Level0", {-0.13, -0.025}, 1}; down[] = {"Level0", {-0.23, 0.025}, 1}; }; class VALM_2_0 : VALM_1_0 { align = "right"; pos[] = {"Level0", {0.22, -0.025}, 1}; right[] = {"Level0", {0.32, -0.025}, 1}; down[] = {"Level0", {0.22, 0.025}, 1}; }; class LevelM5 : Level0 { type = "line"; points[] = {{"LevelM5", {-0.2, -0.03}, 1}, {"LevelM5", {-0.2, 0}, 1}, {"LevelM5", {-0.15, 0}, 1}, {}, {"LevelM5", {-0.1, 0}, 1}, {"LevelM5", {-0.05, 0}, 1}, {}, {"LevelM5", {0.05, 0}, 1}, {"LevelM5", {0.1, 0}, 1}, {}, {"LevelM5", {0.15, 0}, 1}, {"LevelM5", {0.2, 0}, 1}, {"LevelM5", {0.2, -0.03}, 1}}; }; class VALM_1_5 { type = "text"; source = "static"; text = -5; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelM5", {-0.23, -0.085}, 1}; right[] = {"LevelM5", {-0.13, -0.085}, 1}; down[] = {"LevelM5", {-0.23, -0.035}, 1}; }; class VALM_2_5 : VALM_1_5 { align = "right"; pos[] = {"LevelM5", {0.22, -0.085}, 1}; right[] = {"LevelM5", {0.32, -0.085}, 1}; down[] = {"LevelM5", {0.22, -0.035}, 1}; }; class LevelP5 : Level0 { type = "line"; points[] = {{"LevelP5", {-0.2, 0.03}, 1}, {"LevelP5", {-0.2, 0}, 1}, {"LevelP5", {-0.05, 0}, 1}, {}, {"LevelP5", {0.05, 0}, 1}, {"LevelP5", {0.2, 0}, 1}, {"LevelP5", {0.2, 0.03}, 1}}; }; class VALP_1_5 { type = "text"; source = "static"; text = "5"; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelP5", {-0.23, 0.035}, 1}; right[] = {"LevelP5", {-0.13, 0.035}, 1}; down[] = {"LevelP5", {-0.23, 0.085}, 1}; }; class VALP_2_5 : VALP_1_5 { align = "right"; pos[] = {"LevelP5", {0.22, 0.035}, 1}; right[] = {"LevelP5", {0.32, 0.035}, 1}; down[] = {"LevelP5", {0.22, 0.085}, 1}; }; class LevelM10 : Level0 { type = "line"; points[] = {{"LevelM10", {-0.2, -0.03}, 1}, {"LevelM10", {-0.2, 0}, 1}, {"LevelM10", {-0.15, 0}, 1}, {}, {"LevelM10", {-0.1, 0}, 1}, {"LevelM10", {-0.05, 0}, 1}, {}, {"LevelM10", {0.05, 0}, 1}, {"LevelM10", {0.1, 0}, 1}, {}, {"LevelM10", {0.15, 0}, 1}, {"LevelM10", {0.2, 0}, 1}, {"LevelM10", {0.2, -0.03}, 1}}; }; class VALM_1_10 { type = "text"; source = "static"; text = -10; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelM10", {-0.23, -0.085}, 1}; right[] = {"LevelM10", {-0.13, -0.085}, 1}; down[] = {"LevelM10", {-0.23, -0.035}, 1}; }; class VALM_2_10 : VALM_1_10 { align = "right"; pos[] = {"LevelM10", {0.22, -0.085}, 1}; right[] = {"LevelM10", {0.32, -0.085}, 1}; down[] = {"LevelM10", {0.22, -0.035}, 1}; }; class LevelP10 : Level0 { type = "line"; points[] = {{"LevelP10", {-0.2, 0.03}, 1}, {"LevelP10", {-0.2, 0}, 1}, {"LevelP10", {-0.05, 0}, 1}, {}, {"LevelP10", {0.05, 0}, 1}, {"LevelP10", {0.2, 0}, 1}, {"LevelP10", {0.2, 0.03}, 1}}; }; class VALP_1_10 { type = "text"; source = "static"; text = "10"; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelP10", {-0.23, 0.035}, 1}; right[] = {"LevelP10", {-0.13, 0.035}, 1}; down[] = {"LevelP10", {-0.23, 0.085}, 1}; }; class VALP_2_10 : VALP_1_10 { align = "right"; pos[] = {"LevelP10", {0.22, 0.035}, 1}; right[] = {"LevelP10", {0.32, 0.035}, 1}; down[] = {"LevelP10", {0.22, 0.085}, 1}; }; class LevelM15 : Level0 { type = "line"; points[] = {{"LevelM15", {-0.2, -0.03}, 1}, {"LevelM15", {-0.2, 0}, 1}, {"LevelM15", {-0.15, 0}, 1}, {}, {"LevelM15", {-0.1, 0}, 1}, {"LevelM15", {-0.05, 0}, 1}, {}, {"LevelM15", {0.05, 0}, 1}, {"LevelM15", {0.1, 0}, 1}, {}, {"LevelM15", {0.15, 0}, 1}, {"LevelM15", {0.2, 0}, 1}, {"LevelM15", {0.2, -0.03}, 1}}; }; class VALM_1_15 { type = "text"; source = "static"; text = -15; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelM15", {-0.23, -0.085}, 1}; right[] = {"LevelM15", {-0.13, -0.085}, 1}; down[] = {"LevelM15", {-0.23, -0.035}, 1}; }; class VALM_2_15 : VALM_1_15 { align = "right"; pos[] = {"LevelM15", {0.22, -0.085}, 1}; right[] = {"LevelM15", {0.32, -0.085}, 1}; down[] = {"LevelM15", {0.22, -0.035}, 1}; }; class LevelP15 : Level0 { type = "line"; points[] = {{"LevelP15", {-0.2, 0.03}, 1}, {"LevelP15", {-0.2, 0}, 1}, {"LevelP15", {-0.05, 0}, 1}, {}, {"LevelP15", {0.05, 0}, 1}, {"LevelP15", {0.2, 0}, 1}, {"LevelP15", {0.2, 0.03}, 1}}; }; class VALP_1_15 { type = "text"; source = "static"; text = "15"; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelP15", {-0.23, 0.035}, 1}; right[] = {"LevelP15", {-0.13, 0.035}, 1}; down[] = {"LevelP15", {-0.23, 0.085}, 1}; }; class VALP_2_15 : VALP_1_15 { align = "right"; pos[] = {"LevelP15", {0.22, 0.035}, 1}; right[] = {"LevelP15", {0.32, 0.035}, 1}; down[] = {"LevelP15", {0.22, 0.085}, 1}; }; class LevelM20 : Level0 { type = "line"; points[] = {{"LevelM20", {-0.2, -0.03}, 1}, {"LevelM20", {-0.2, 0}, 1}, {"LevelM20", {-0.15, 0}, 1}, {}, {"LevelM20", {-0.1, 0}, 1}, {"LevelM20", {-0.05, 0}, 1}, {}, {"LevelM20", {0.05, 0}, 1}, {"LevelM20", {0.1, 0}, 1}, {}, {"LevelM20", {0.15, 0}, 1}, {"LevelM20", {0.2, 0}, 1}, {"LevelM20", {0.2, -0.03}, 1}}; }; class VALM_1_20 { type = "text"; source = "static"; text = -20; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelM20", {-0.23, -0.085}, 1}; right[] = {"LevelM20", {-0.13, -0.085}, 1}; down[] = {"LevelM20", {-0.23, -0.035}, 1}; }; class VALM_2_20 : VALM_1_20 { align = "right"; pos[] = {"LevelM20", {0.22, -0.085}, 1}; right[] = {"LevelM20", {0.32, -0.085}, 1}; down[] = {"LevelM20", {0.22, -0.035}, 1}; }; class LevelP20 : Level0 { type = "line"; points[] = {{"LevelP20", {-0.2, 0.03}, 1}, {"LevelP20", {-0.2, 0}, 1}, {"LevelP20", {-0.05, 0}, 1}, {}, {"LevelP20", {0.05, 0}, 1}, {"LevelP20", {0.2, 0}, 1}, {"LevelP20", {0.2, 0.03}, 1}}; }; class VALP_1_20 { type = "text"; source = "static"; text = "20"; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelP20", {-0.23, 0.035}, 1}; right[] = {"LevelP20", {-0.13, 0.035}, 1}; down[] = {"LevelP20", {-0.23, 0.085}, 1}; }; class VALP_2_20 : VALP_1_20 { align = "right"; pos[] = {"LevelP20", {0.22, 0.035}, 1}; right[] = {"LevelP20", {0.32, 0.035}, 1}; down[] = {"LevelP20", {0.22, 0.085}, 1}; }; class LevelM25 : Level0 { type = "line"; points[] = {{"LevelM25", {-0.2, -0.03}, 1}, {"LevelM25", {-0.2, 0}, 1}, {"LevelM25", {-0.15, 0}, 1}, {}, {"LevelM25", {-0.1, 0}, 1}, {"LevelM25", {-0.05, 0}, 1}, {}, {"LevelM25", {0.05, 0}, 1}, {"LevelM25", {0.1, 0}, 1}, {}, {"LevelM25", {0.15, 0}, 1}, {"LevelM25", {0.2, 0}, 1}, {"LevelM25", {0.2, -0.03}, 1}}; }; class VALM_1_25 { type = "text"; source = "static"; text = -25; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelM25", {-0.23, -0.085}, 1}; right[] = {"LevelM25", {-0.13, -0.085}, 1}; down[] = {"LevelM25", {-0.23, -0.035}, 1}; }; class VALM_2_25 : VALM_1_25 { align = "right"; pos[] = {"LevelM25", {0.22, -0.085}, 1}; right[] = {"LevelM25", {0.32, -0.085}, 1}; down[] = {"LevelM25", {0.22, -0.035}, 1}; }; class LevelP25 : Level0 { type = "line"; points[] = {{"LevelP25", {-0.2, 0.03}, 1}, {"LevelP25", {-0.2, 0}, 1}, {"LevelP25", {-0.05, 0}, 1}, {}, {"LevelP25", {0.05, 0}, 1}, {"LevelP25", {0.2, 0}, 1}, {"LevelP25", {0.2, 0.03}, 1}}; }; class VALP_1_25 { type = "text"; source = "static"; text = "25"; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelP25", {-0.23, 0.035}, 1}; right[] = {"LevelP25", {-0.13, 0.035}, 1}; down[] = {"LevelP25", {-0.23, 0.085}, 1}; }; class VALP_2_25 : VALP_1_25 { align = "right"; pos[] = {"LevelP25", {0.22, 0.035}, 1}; right[] = {"LevelP25", {0.32, 0.035}, 1}; down[] = {"LevelP25", {0.22, 0.085}, 1}; }; class LevelM30 : Level0 { type = "line"; points[] = {{"LevelM30", {-0.2, -0.03}, 1}, {"LevelM30", {-0.2, 0}, 1}, {"LevelM30", {-0.15, 0}, 1}, {}, {"LevelM30", {-0.1, 0}, 1}, {"LevelM30", {-0.05, 0}, 1}, {}, {"LevelM30", {0.05, 0}, 1}, {"LevelM30", {0.1, 0}, 1}, {}, {"LevelM30", {0.15, 0}, 1}, {"LevelM30", {0.2, 0}, 1}, {"LevelM30", {0.2, -0.03}, 1}}; }; class VALM_1_30 { type = "text"; source = "static"; text = -30; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelM30", {-0.23, -0.085}, 1}; right[] = {"LevelM30", {-0.13, -0.085}, 1}; down[] = {"LevelM30", {-0.23, -0.035}, 1}; }; class VALM_2_30 : VALM_1_30 { align = "right"; pos[] = {"LevelM30", {0.22, -0.085}, 1}; right[] = {"LevelM30", {0.32, -0.085}, 1}; down[] = {"LevelM30", {0.22, -0.035}, 1}; }; class LevelP30 : Level0 { type = "line"; points[] = {{"LevelP30", {-0.2, 0.03}, 1}, {"LevelP30", {-0.2, 0}, 1}, {"LevelP30", {-0.05, 0}, 1}, {}, {"LevelP30", {0.05, 0}, 1}, {"LevelP30", {0.2, 0}, 1}, {"LevelP30", {0.2, 0.03}, 1}}; }; class VALP_1_30 { type = "text"; source = "static"; text = "30"; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelP30", {-0.23, 0.035}, 1}; right[] = {"LevelP30", {-0.13, 0.035}, 1}; down[] = {"LevelP30", {-0.23, 0.085}, 1}; }; class VALP_2_30 : VALP_1_30 { align = "right"; pos[] = {"LevelP30", {0.22, 0.035}, 1}; right[] = {"LevelP30", {0.32, 0.035}, 1}; down[] = {"LevelP30", {0.22, 0.085}, 1}; }; class LevelM35 : Level0 { type = "line"; points[] = {{"LevelM35", {-0.2, -0.03}, 1}, {"LevelM35", {-0.2, 0}, 1}, {"LevelM35", {-0.15, 0}, 1}, {}, {"LevelM35", {-0.1, 0}, 1}, {"LevelM35", {-0.05, 0}, 1}, {}, {"LevelM35", {0.05, 0}, 1}, {"LevelM35", {0.1, 0}, 1}, {}, {"LevelM35", {0.15, 0}, 1}, {"LevelM35", {0.2, 0}, 1}, {"LevelM35", {0.2, -0.03}, 1}}; }; class VALM_1_35 { type = "text"; source = "static"; text = -35; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelM35", {-0.23, -0.085}, 1}; right[] = {"LevelM35", {-0.13, -0.085}, 1}; down[] = {"LevelM35", {-0.23, -0.035}, 1}; }; class VALM_2_35 : VALM_1_35 { align = "right"; pos[] = {"LevelM35", {0.22, -0.085}, 1}; right[] = {"LevelM35", {0.32, -0.085}, 1}; down[] = {"LevelM35", {0.22, -0.035}, 1}; }; class LevelP35 : Level0 { type = "line"; points[] = {{"LevelP35", {-0.2, 0.03}, 1}, {"LevelP35", {-0.2, 0}, 1}, {"LevelP35", {-0.05, 0}, 1}, {}, {"LevelP35", {0.05, 0}, 1}, {"LevelP35", {0.2, 0}, 1}, {"LevelP35", {0.2, 0.03}, 1}}; }; class VALP_1_35 { type = "text"; source = "static"; text = "35"; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelP35", {-0.23, 0.035}, 1}; right[] = {"LevelP35", {-0.13, 0.035}, 1}; down[] = {"LevelP35", {-0.23, 0.085}, 1}; }; class VALP_2_35 : VALP_1_35 { align = "right"; pos[] = {"LevelP35", {0.22, 0.035}, 1}; right[] = {"LevelP35", {0.32, 0.035}, 1}; down[] = {"LevelP35", {0.22, 0.085}, 1}; }; class LevelM40 : Level0 { type = "line"; points[] = {{"LevelM40", {-0.2, -0.03}, 1}, {"LevelM40", {-0.2, 0}, 1}, {"LevelM40", {-0.15, 0}, 1}, {}, {"LevelM40", {-0.1, 0}, 1}, {"LevelM40", {-0.05, 0}, 1}, {}, {"LevelM40", {0.05, 0}, 1}, {"LevelM40", {0.1, 0}, 1}, {}, {"LevelM40", {0.15, 0}, 1}, {"LevelM40", {0.2, 0}, 1}, {"LevelM40", {0.2, -0.03}, 1}}; }; class VALM_1_40 { type = "text"; source = "static"; text = -40; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelM40", {-0.23, -0.085}, 1}; right[] = {"LevelM40", {-0.13, -0.085}, 1}; down[] = {"LevelM40", {-0.23, -0.035}, 1}; }; class VALM_2_40 : VALM_1_40 { align = "right"; pos[] = {"LevelM40", {0.22, -0.085}, 1}; right[] = {"LevelM40", {0.32, -0.085}, 1}; down[] = {"LevelM40", {0.22, -0.035}, 1}; }; class LevelP40 : Level0 { type = "line"; points[] = {{"LevelP40", {-0.2, 0.03}, 1}, {"LevelP40", {-0.2, 0}, 1}, {"LevelP40", {-0.05, 0}, 1}, {}, {"LevelP40", {0.05, 0}, 1}, {"LevelP40", {0.2, 0}, 1}, {"LevelP40", {0.2, 0.03}, 1}}; }; class VALP_1_40 { type = "text"; source = "static"; text = "40"; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelP40", {-0.23, 0.035}, 1}; right[] = {"LevelP40", {-0.13, 0.035}, 1}; down[] = {"LevelP40", {-0.23, 0.085}, 1}; }; class VALP_2_40 : VALP_1_40 { align = "right"; pos[] = {"LevelP40", {0.22, 0.035}, 1}; right[] = {"LevelP40", {0.32, 0.035}, 1}; down[] = {"LevelP40", {0.22, 0.085}, 1}; }; class LevelM45 : Level0 { type = "line"; points[] = {{"LevelM45", {-0.2, -0.03}, 1}, {"LevelM45", {-0.2, 0}, 1}, {"LevelM45", {-0.15, 0}, 1}, {}, {"LevelM45", {-0.1, 0}, 1}, {"LevelM45", {-0.05, 0}, 1}, {}, {"LevelM45", {0.05, 0}, 1}, {"LevelM45", {0.1, 0}, 1}, {}, {"LevelM45", {0.15, 0}, 1}, {"LevelM45", {0.2, 0}, 1}, {"LevelM45", {0.2, -0.03}, 1}}; }; class VALM_1_45 { type = "text"; source = "static"; text = -45; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelM45", {-0.23, -0.085}, 1}; right[] = {"LevelM45", {-0.13, -0.085}, 1}; down[] = {"LevelM45", {-0.23, -0.035}, 1}; }; class VALM_2_45 : VALM_1_45 { align = "right"; pos[] = {"LevelM45", {0.22, -0.085}, 1}; right[] = {"LevelM45", {0.32, -0.085}, 1}; down[] = {"LevelM45", {0.22, -0.035}, 1}; }; class LevelP45 : Level0 { type = "line"; points[] = {{"LevelP45", {-0.2, 0.03}, 1}, {"LevelP45", {-0.2, 0}, 1}, {"LevelP45", {-0.05, 0}, 1}, {}, {"LevelP45", {0.05, 0}, 1}, {"LevelP45", {0.2, 0}, 1}, {"LevelP45", {0.2, 0.03}, 1}}; }; class VALP_1_45 { type = "text"; source = "static"; text = "45"; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelP45", {-0.23, 0.035}, 1}; right[] = {"LevelP45", {-0.13, 0.035}, 1}; down[] = {"LevelP45", {-0.23, 0.085}, 1}; }; class VALP_2_45 : VALP_1_45 { align = "right"; pos[] = {"LevelP45", {0.22, 0.035}, 1}; right[] = {"LevelP45", {0.32, 0.035}, 1}; down[] = {"LevelP45", {0.22, 0.085}, 1}; }; class LevelM50 : Level0 { type = "line"; points[] = {{"LevelM50", {-0.2, -0.03}, 1}, {"LevelM50", {-0.2, 0}, 1}, {"LevelM50", {-0.15, 0}, 1}, {}, {"LevelM50", {-0.1, 0}, 1}, {"LevelM50", {-0.05, 0}, 1}, {}, {"LevelM50", {0.05, 0}, 1}, {"LevelM50", {0.1, 0}, 1}, {}, {"LevelM50", {0.15, 0}, 1}, {"LevelM50", {0.2, 0}, 1}, {"LevelM50", {0.2, -0.03}, 1}}; }; class VALM_1_50 { type = "text"; source = "static"; text = -50; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelM50", {-0.23, -0.085}, 1}; right[] = {"LevelM50", {-0.13, -0.085}, 1}; down[] = {"LevelM50", {-0.23, -0.035}, 1}; }; class VALM_2_50 : VALM_1_50 { align = "right"; pos[] = {"LevelM50", {0.22, -0.085}, 1}; right[] = {"LevelM50", {0.32, -0.085}, 1}; down[] = {"LevelM50", {0.22, -0.035}, 1}; }; class LevelP50 : Level0 { type = "line"; points[] = {{"LevelP50", {-0.2, 0.03}, 1}, {"LevelP50", {-0.2, 0}, 1}, {"LevelP50", {-0.05, 0}, 1}, {}, {"LevelP50", {0.05, 0}, 1}, {"LevelP50", {0.2, 0}, 1}, {"LevelP50", {0.2, 0.03}, 1}}; }; class VALP_1_50 { type = "text"; source = "static"; text = "50"; align = "left"; scale = 1; sourceScale = 1; pos[] = {"LevelP50", {-0.23, 0.035}, 1}; right[] = {"LevelP50", {-0.13, 0.035}, 1}; down[] = {"LevelP50", {-0.23, 0.085}, 1}; }; class VALP_2_50 : VALP_1_50 { align = "right"; pos[] = {"LevelP50", {0.22, 0.035}, 1}; right[] = {"LevelP50", {0.32, 0.035}, 1}; down[] = {"LevelP50", {0.22, 0.085}, 1}; }; }; }; class RadarTargets { type = "radar"; pos0[] = {0.485, 0.4}; pos10[] = {1.225, 1.1}; points[] = {{{-0.05, -0.0472973}, 1}, {{0.05, -0.0472973}, 1}, {{0.05, 0.0472973}, 1}, {{-0.05, 0.0472973}, 1}, {{-0.05, -0.0472973}, 1}}; }; class MGun { condition = "mgun"; class Circle { type = "line"; points[] = {{"WeaponAim", {0.01, 0}, 1}, {"WeaponAim", {-0.01, 0}, 1}, {}, {"WeaponAim", {0, 0.00945946}, 1}, {"WeaponAim", {0, -0.00945946}, 1}, {}, {"WeaponAim", {0, -0.0662162}, 1}, {"WeaponAim", {0.049, -0.0463514}, 1}, {"WeaponAim", {0.07, 0}, 1}, {"WeaponAim", {0.049, 0.0463514}, 1}, {"WeaponAim", {0, 0.0662162}, 1}, {"WeaponAim", {-0.049, 0.0463514}, 1}, {"WeaponAim", {-0.07, 0}, 1}, {"WeaponAim", {-0.049, -0.0463514}, 1}, {"WeaponAim", {0, -0.0662162}, 1}, {}, {"WeaponAim", {0, -0.132432}, 1}, {"WeaponAim", {0.07, -0.115216}, 1}, {"WeaponAim", {0.1218, -0.0662162}, 1}, {"WeaponAim", {0.14, 0}, 1}, {"WeaponAim", {0.1218, 0.0662162}, 1}, {"WeaponAim", {0.07, 0.115216}, 1}, {"WeaponAim", {0, 0.132432}, 1}, {"WeaponAim", {-0.07, 0.115216}, 1}, {"WeaponAim", {-0.1218, 0.0662162}, 1}, {"WeaponAim", {-0.14, 0}, 1}, {"WeaponAim", {-0.1218, -0.0662162}, 1}, {"WeaponAim", {-0.07, -0.115216}, 1}, {"WeaponAim", {0, -0.132432}, 1}, {}, {"WeaponAim", {0, -0.132432}, 1}, {"WeaponAim", {0, -0.151351}, 1}, {}, {"WeaponAim", {-0.07, -0.11469}, 1}, {"WeaponAim", {-0.08, -0.131074}, 1}, {}, {"WeaponAim", {-0.121244, -0.0662162}, 1}, {"WeaponAim", {-0.138564, -0.0756757}, 1}, {}, {"WeaponAim", {-0.14, 5.78881e-009}, 1}, {"WeaponAim", {-0.16, 6.61578e-009}, 1}, {}, {"WeaponAim", {-0.121244, 0.0662162}, 1}, {"WeaponAim", {-0.138564, 0.0756757}, 1}, {}, {"WeaponAim", {-0.07, 0.11469}, 1}, {"WeaponAim", {-0.08, 0.131074}, 1}, {}, {"WeaponAim", {1.22392e-008, 0.132432}, 1}, {"WeaponAim", {1.39876e-008, 0.151351}, 1}, {}, {"WeaponAim", {0.07, 0.11469}, 1}, {"WeaponAim", {0.08, 0.131074}, 1}, {}, {"WeaponAim", {0.121244, 0.0662162}, 1}, {"WeaponAim", {0.138564, 0.0756757}, 1}, {}, {"WeaponAim", {0.14, -1.57924e-009}, 1}, {"WeaponAim", {0.16, -1.80485e-009}, 1}, {}, {"WeaponAim", {0.121244, -0.0662162}, 1}, {"WeaponAim", {0.138564, -0.0756757}, 1}, {}, {"WeaponAim", {0.07, -0.11469}, 1}, {"WeaponAim", {0.08, -0.131074}, 1}, {}}; }; }; class Bomb { condition = "bomb"; class Circle { type = "line"; points[] = {{"WeaponAim", {0, -0.0945946}, 1}, {"WeaponAim", {0.05, -0.0822973}, 1}, {"WeaponAim", {0.087, -0.0472973}, 1}, {"WeaponAim", {0.1, 0}, 1}, {"WeaponAim", {0.087, 0.0472973}, 1}, {"WeaponAim", {0.05, 0.0822973}, 1}, {"WeaponAim", {0, 0.0945946}, 1}, {"WeaponAim", {-0.05, 0.0822973}, 1}, {"WeaponAim", {-0.087, 0.0472973}, 1}, {"WeaponAim", {-0.1, 0}, 1}, {"WeaponAim", {-0.087, -0.0472973}, 1}, {"WeaponAim", {-0.05, -0.0822973}, 1}, {"WeaponAim", {0, -0.0945946}, 1}, {}, {"Velocity", 0.001, "WeaponAim", {0.0, 0.0}, 1}, {"Velocity", {0.0, 0.0}, 1}, {}, {"Target", {0, -0.0662162}, 1}, {"Target", {0.07, 0}, 1}, {"Target", {0, 0.0662162}, 1}, {"Target", {-0.07, 0}, 1}, {"Target", {0, -0.0662162}, 1}}; }; }; class AAMissile { condition = "AAmissile"; class Circle { type = "line"; points[] = {{"WeaponAim", {0, -0.236486}, 1}, {"WeaponAim", {0.125, -0.205743}, 1}, {"WeaponAim", {0.2175, -0.118243}, 1}, {"WeaponAim", {0.25, 0}, 1}, {"WeaponAim", {0.2175, 0.118243}, 1}, {"WeaponAim", {0.125, 0.205743}, 1}, {"WeaponAim", {0, 0.236486}, 1}, {"WeaponAim", {-0.125, 0.205743}, 1}, {"WeaponAim", {-0.2175, 0.118243}, 1}, {"WeaponAim", {-0.25, 0}, 1}, {"WeaponAim", {-0.2175, -0.118243}, 1}, {"WeaponAim", {-0.125, -0.205743}, 1}, {"WeaponAim", {0, -0.236486}, 1}, {}, {"Target", {0, -0.0662162}, 1}, {"Target", {0.07, 0}, 1}, {"Target", {0, 0.0662162}, 1}, {"Target", {-0.07, 0}, 1}, {"Target", {0, -0.0662162}, 1}}; }; }; class ATMissile { condition = "ATmissile"; class Circle { type = "line"; points[] = {{"WeaponAim", {0, -0.17027}, 1}, {"WeaponAim", {0.09, -0.148135}, 1}, {"WeaponAim", {0.1566, -0.0851351}, 1}, {"WeaponAim", {0.18, 0}, 1}, {"WeaponAim", {0.1566, 0.0851351}, 1}, {"WeaponAim", {0.09, 0.148135}, 1}, {"WeaponAim", {0, 0.17027}, 1}, {"WeaponAim", {-0.09, 0.148135}, 1}, {"WeaponAim", {-0.1566, 0.0851351}, 1}, {"WeaponAim", {-0.18, 0}, 1}, {"WeaponAim", {-0.1566, -0.0851351}, 1}, {"WeaponAim", {-0.09, -0.148135}, 1}, {"WeaponAim", {0, -0.17027}, 1}, {}, {"Target", {0, -0.0662162}, 1}, {"Target", {0.07, 0}, 1}, {"Target", {0, 0.0662162}, 1}, {"Target", {-0.07, 0}, 1}, {"Target", {0, -0.0662162}, 1}}; }; }; class Rockets { condition = "Rocket"; class Circle { type = "line"; points[] = {{"WeaponAim", {0.01, 0}, 1}, {"WeaponAim", {-0.01, 0}, 1}, {}, {"WeaponAim", {0, 0.00945946}, 1}, {"WeaponAim", {0, -0.00945946}, 1}, {}, {"WeaponAim", {0, -0.113514}, 1}, {"WeaponAim", {0.06, -0.0987568}, 1}, {"WeaponAim", {0.1044, -0.0567568}, 1}, {"WeaponAim", {0.12, 0}, 1}, {"WeaponAim", {0.1044, 0.0567568}, 1}, {"WeaponAim", {0.06, 0.0987568}, 1}, {"WeaponAim", {0, 0.113514}, 1}, {"WeaponAim", {-0.06, 0.0987568}, 1}, {"WeaponAim", {-0.1044, 0.0567568}, 1}, {"WeaponAim", {-0.12, 0}, 1}, {"WeaponAim", {-0.1044, -0.0567568}, 1}, {"WeaponAim", {-0.06, -0.0987568}, 1}, {"WeaponAim", {0, -0.113514}, 1}, {}}; }; }; class AltScale { type = "scale"; scale = 1; source = "altitudeASL"; sourceScale = 1; align = "right"; pos[] = {0.86, 0.82}; right[] = {0.94, 0.82}; down[] = {0.86, 0.87}; lineXleft = 0.825; lineYright = 0.835; lineXleftMajor = 0.825; lineYrightMajor = 0.845; bottom = 0.2; top = 0.85; center = 0.5; step = 20; StepSize = (0.85- 0.2)/20; horizontal = 0; min = "none"; max = "none"; numberEach = 5; majorLineEach = 5; }; class SpeedScale { type = "scale"; scale = 1; source = "speed"; sourceScale = 3.6; align = "right"; pos[] = {0.06, 0.82-0.85+0.2}; right[] = {0.14, 0.82-0.85+0.2}; down[] = {0.06, 0.87-0.85+0.2}; lineXleft = 0.18 + 0.82 - 0.825; lineYright = 0.18 + 0.82 - 0.835; lineXleftMajor = 0.18 + 0.82 - 0.825; lineYrightMajor = 0.18 + 0.82 - 0.845; bottom = 0.85; center = 0.5; top = 0.2; step = 20; StepSize = (0.85- 0.2)/20; horizontal = 0; min = "none"; max = "none"; numberEach = 5; majorLineEach = 5; }; class Gear { condition = "ils"; class text { type = "text"; source = "static"; text = GEAR; align = "right"; scale = 0.5; sourceScale = 1; pos[] = {{0.84, 0.88}, 1}; right[] = {{0.9, 0.88}, 1}; down[] = {{0.84, 0.92}, 1}; }; }; class Flaps { condition = "flaps"; class text { type = "text"; source = "static"; text = FLAPS; align = "right"; scale = 0.5; sourceScale = 1; pos[] = {{0.84, 0.93}, 1}; right[] = {{0.9, 0.93}, 1}; down[] = {{0.84, 0.97}, 1}; }; }; class weapons { type = "text"; source = "weapon"; align = "right"; scale = 0.5; sourceScale = 1; pos[] = {{0.1, 0.88}, 1}; right[] = {{0.16, 0.88}, 1}; down[] = {{0.1, 0.92}, 1}; }; class ammo { type = "text"; source = "ammo"; align = "right"; scale = 0.5; sourceScale = 1; pos[] = {{0.1, 0.93}, 1}; right[] = {{0.16, 0.93}, 1}; down[] = {{0.1, 0.97}, 1}; }; class VspeedNumber { type = "text"; align = "right"; scale = 1; source = "vspeed"; sourceScale = 1; pos[] = {{0.86, 0.52-0.4}, 1}; right[] = {{0.94, 0.52-0.4}, 1}; down[] = {{0.86, 0.57-0.4}, 1}; }; class HeadingScale { type = "scale"; scale = 1; source = "Heading"; sourceScale = 1; align = "center"; pos[] = {0.21-0.01, 0.0}; right[] = {0.29-0.01, 0.0}; down[] = {0.21-0.01, 0.05}; lineXleft = 0.06; lineYright = 0.05; lineXleftMajor = 0.06; lineYrightMajor = 0.04; bottom = 0.8; center = 0.5; top = 0.2; step = 18/9; StepSize = (0.80- 0.2)/20; horizontal = 1; min = "none"; max = "none"; numberEach = 5; majorLineEach = 5; }; class ILS { condition = "ils"; class Glideslope { clipTL[] = {0.0, 0.0}; clipBR[] = {1.0, 1.0}; class ILS { type = "line"; points[] = {{ILS_W, {-0.24, 0}, 1}, {ILS_W, {0.24, 0}, 1}, {}, {ILS_W, {0, 0.0227027}, 1}, {ILS_W, {0, -0.0227027}, 1}, {}, {ILS_W, {0.12, 0.0227027}, 1}, {ILS_W, {0.12, -0.0227027}, 1}, {}, {ILS_W, {0.24, 0.0227027}, 1}, {ILS_W, {0.24, -0.0227027}, 1}, {}, {ILS_W, {-0.12, 0.0227027}, 1}, {ILS_W, {-0.12, -0.0227027}, 1}, {}, {ILS_W, {-0.24, 0.0227027}, 1}, {ILS_W, {-0.24, -0.0227027}, 1}, {}, {ILS_H, {0, -0.227027}, 1}, {ILS_H, {0, 0.227027}, 1}, {}, {ILS_H, {0.024, 0}, 1}, {ILS_H, {-0.024, 0}, 1}, {}, {ILS_H, {0.024, 0.113514}, 1}, {ILS_H, {-0.024, 0.113514}, 1}, {}, {ILS_H, {0.024, 0.227027}, 1}, {ILS_H, {-0.024, 0.227027}, 1}, {}, {ILS_H, {0.024, -0.113514}, 1}, {ILS_H, {-0.024, -0.113514}, 1}, {}, {ILS_H, {0.024, -0.227027}, 1}, {ILS_H, {-0.024, -0.227027}, 1}}; }; }; }; }; }; }; class AnimationSources: AnimationSources { class GAU8 { source="revolving"; weapon="gatling_25mm"; }; class VTOL { source = "user"; animPeriod = 2.5; }; class Muzzle_flash { source = "ammorandom"; weapon = "gatling_25mm"; }; }; class Library { libTextDesc = "AV8B2"; }; attenuationEffectType = "HeliAttenuation"; soundGetIn[] = {"ffaa_ar_harrier\data\sound\ext\ext-jetair-cabine-close1",0.056234132,1}; soundGetOut[] = {"ffaa_ar_harrier\data\sound\ext\ext-jetair-cabine-open1",0.056234132,1,30}; soundDammage[] = {"ffaa_ar_harrier\data\sound\int\alarm_loop1",0.001,1}; soundEngineOnInt[] = {"ffaa_ar_harrier\data\sound\int\int-av8b-start-1",0.56234133,1.0}; soundEngineOnExt[] = {"ffaa_ar_harrier\data\sound\ext\ext-av8b-stop-1",0.7943282,1.0,700}; soundEngineOffInt[] = {"ffaa_ar_harrier\data\sound\int\int-av8b-stop-1",0.56234133,1.0}; soundEngineOffExt[] = {"ffaa_ar_harrier\data\sound\ext\ext-av8b-stop-1",0.7943282,1.0,700}; soundLocked[] = {"\A3\Sounds_F\weapons\Rockets\locked_1",0.1,1}; soundIncommingMissile[] = {"\A3\Sounds_F\weapons\Rockets\locked_3",0.1,1.5}; soundGearUp[] = {"A3\Sounds_F_EPC\CAS_01\gear_up",0.7943282,1.0,150}; soundGearDown[] = {"A3\Sounds_F_EPC\CAS_01\gear_down",0.7943282,1.0,150}; soundFlapsUp[] = {"ffaa_ar_harrier\data\sound\ext\ext-jetair-flaps",0.63095737,1.0,100}; soundFlapsDown[] = {"ffaa_ar_harrier\data\sound\ext\ext-jetair-flaps",0.63095737,1.0,100}; class Sounds { class EngineLowOut { sound[] = {"ffaa_ar_harrier\data\sound\ext\ext-jetair-engine-low1",2.5118864,1.0,1300}; frequency = "1.0 min (rpm + 0.5)"; volume = "engineOn*camPos*(rpm factor[0.85, 0])"; }; class EngineHighOut { sound[] = {"ffaa_ar_harrier\data\sound\ext\ext-jetair-engine-high5",2.5118864,1.3,1600}; frequency = "1"; volume = "engineOn*camPos*(rpm factor[0.55, 1.0])"; }; class ForsageOut { sound[] = {"ffaa_ar_harrier\data\sound\ext\ext-av8b-forsage-1",3.1622777,1.1,2000}; frequency = "1"; volume = "engineOn*camPos*(thrust factor[0.5, 1.0])"; cone[] = {3.14,3.92,2.0,0.4}; }; class WindNoiseOut { sound[] = {"ffaa_ar_harrier\data\sound\ext\ext-jetair-wind1",1.0,1.0,100}; frequency = "(0.1+(1.2*(speed factor[1, 150])))"; volume = "camPos*(speed factor[1, 150])"; }; class EngineLowIn { sound[] = {"ffaa_ar_harrier\data\sound\int\int-av8b-engine-low",1.0,1.0}; frequency = "1.0 min (rpm + 0.5)"; volume = "(1-camPos)*(engineOn*(rpm factor[0.85, 0]))"; }; class EngineHighIn { sound[] = {"ffaa_ar_harrier\data\sound\int\int-av8b-engine",1.0,1.0}; frequency = "1"; volume = "(1-camPos)*(engineOn*(rpm factor[0.55, 1.0]))"; }; class ForsageIn { sound[] = {"ffaa_ar_harrier\data\sound\int\int-av8b-forsage-1",0.31622776,1.1}; frequency = "1"; volume = "(1-camPos)*(engineOn*(thrust factor[0.5, 1.0]))"; }; class WindNoiseIn { sound[] = {"ffaa_ar_harrier\data\sound\int\int-jetair-wind1",0.4466836,1.0}; frequency = "(0.1+(1.2*(speed factor[1, 150])))"; volume = "(1-camPos)*(speed factor[1, 150])"; }; }; fuelCapacity = 1000; }; class ffaa_ar_harrier_gbu: ffaa_av8b2 { faction = "ffaa"; _generalMacro = "ffaa_ar_harrier_gbu"; crew = "ffaa_pilot_harri"; model = "\ffaa_ar_harrier\ffaa_AV8B"; author = "$STR_FFAA_CREA_HARRIER"; side = 1; scope = 2; displayName = "$STR_FFAA_DN_HARRIER_GBU"; weapons[]={"ffaa_gatling_25mm","ffaa_gbu12bombLauncher","CMFlareLauncher"}; magazines[]={"ffaa_300Rnd_25mm","ffaa_gbu12_lgb","300Rnd_CMFlare_Chaff_Magazine"}; }; class ffaa_ar_harrier_mr: ffaa_av8b2 { faction = "ffaa"; _generalMacro = "ffaa_ar_harrier_mr"; model = "\ffaa_ar_harrier\ffaa_av8b2"; author = "$STR_FFAA_CREA_HARRIER"; displayName = "$STR_FFAA_DN_HARRIER_MR"; crew = "ffaa_pilot_harri"; side = 1; scope = 2; weapons[]={"ffaa_gatling_25mm","ffaa_mk82bombLauncher","ffaa_maverick","ffaa_sidewinderlaucher","ffaa_ffarlauncher","CMFlareLauncher"}; magazines[]={"ffaa_300Rnd_25mm","ffaa_3Rnd_mk82","ffaa_3rnd_maverick","ffaa_2rnd_sidewinder","ffaa_14Rnd_rockets","300Rnd_CMFlare_Chaff_Magazine"}; hiddenSelections[] = {"combus_0"}; }; class ffaa_ar_harrier_cas: ffaa_av8b2 { faction = "ffaa"; _generalMacro = "ffaa_ar_harrier_cas"; model = "\ffaa_ar_harrier\ffaa_av8b2"; author = "$STR_FFAA_CREA_HARRIER"; displayName = "$STR_FFAA_DN_HARRIER_CAS"; crew = "ffaa_pilot_harri"; side = 1; scope = 2; weapons[]={"ffaa_gatling_25mm","ffaa_maverick","ffaa_maverick","ffaa_sidewinderlaucher","CMFlareLauncher"}; magazines[]={"ffaa_300Rnd_25mm","ffaa_3rnd_maverick","ffaa_3rnd_maverick","ffaa_2rnd_sidewinder","300Rnd_CMFlare_Chaff_Magazine"}; fuelCapacity = 3000; driverAction = "AV8B_Pilot"; }; class ffaa_AV8BWreck: PlaneWreck { scope = 1; class Armory { disabled = 1; }; model = "\ffaa_ar_harrier\ffaa_av8bwreck"; typicalCargo[] = {}; irTarget = 0; transportAmmo = 0; transportRepair = 0; transportFuel = 0; transportSoldier = 1; class Eventhandlers{}; }; class Man; class CAManBase : Man { class AnimationSources; // External class reference class HitPoints { class HitHead; // External class reference class HitBody; // External class reference class HitHands; // External class reference class HitLegs; // External class reference }; }; class SoldierWB : CAManBase { threat[] = {1, 0.1, 0.1}; }; class B_Soldier_base_F: SoldierWB {}; class Underwear_F; class ffaa_pilot_harri : B_Soldier_base_F { _generalMacro = "ffaa_pilot_harri"; author = "$STR_FFAA_CREA_HARRIER"; faction = ffaa; scope = 2; identityTypes[] = {"LanguageENG_F", "Head_Euro", "G_NATO_pilot"}; genericNames = "ffaa_espanombres"; modelSides[] = {3, 1}; vehicleClass = "ffaa_ar_infanteria_inf"; textSingular = "$STR_A3_nameSound_veh_infantry_pilot_s"; textPlural = "$STR_A3_nameSound_veh_infantry_pilot_p"; nameSound = "veh_infantry_pilot_s"; model = "\A3\characters_F\Common\pilot_f.p3d"; class SpeechVariants { class Default { speechSingular[] = {"veh_infantry_pilot_s"}; speechPlural[] = {"veh_infantry_pilot_p"}; }; }; class HitPoints: HitPoints { class HitHead: HitHead { armor = 1; passThrough = 1; explosionShielding = 0.5; }; class HitBody: HitBody { armor = 2; passThrough = 0.5; explosionShielding = 2.4; }; class HitHands: HitHands { armor = 8; passThrough = 1; explosionShielding = 1.2; }; class HitLegs: HitLegs { armor = 8; passThrough = 1; explosionShielding = 1.2; }; }; uniformClass = "ffaa_pilot_harri_uniforme_item"; displayName = "$STR_FFAA_PILOT_HARRI"; Items[] = {"FirstAidKit"}; RespawnItems[] = {"FirstAidKit"}; linkedItems[] = {"H_PilotHelmetFighter_I","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles_INDEP"}; respawnLinkedItems[] = {"H_PilotHelmetFighter_I","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles_INDEP"}; weapons[] = {"ffaa_armas_hkmp5pdw", "Throw","Put"}; magazines[] = {"ffaa_9x19_mp5", "ffaa_9x19_mp5", "ffaa_9x19_mp5", "SmokeShell", "SmokeShellGreen", "SmokeShellBlue", "SmokeShellOrange"}; respawnWeapons[] = {"ffaa_armas_hkmp5pdw", "Throw","Put"}; respawnMagazines[] = {"ffaa_9x19_mp5", "ffaa_9x19_mp5", "ffaa_9x19_mp5", "SmokeShell", "SmokeShellGreen", "SmokeShellBlue", "SmokeShellOrange"}; cost = 165000; camouflage = 2.0; backpack = "B_Parachute"; hiddenSelections[] = {"Camo","insignia"}; hiddenSelectionsTextures[] = {"\ffaa_ar_harrier\data\pilot_suit_nato_co.paa","\ffaa_data\CfgUnitInsignia\ARMADA_2.paa"}; class Wounds { tex[] = {}; mat[] = {"A3\characters_f\common\data\pilot_suit.rvmat","A3\Characters_F\Common\Data\W1_pilot_suit.rvmat","A3\Characters_F\Common\Data\W1_pilot_suit.rvmat"}; }; }; }; class CfgNonAIVehicles { class ProxyWeapon; class ffaa_proxyagm65: ProxyWeapon { model = "\ffaa_ar_harrier\ffaa_agm65"; simulation = "maverickweapon"; }; class ffaa_proxyaim9xsidewinder: ProxyWeapon { model = "\ffaa_ar_harrier\ffaa_aim9xsidewinder"; simulation = "maverickweapon"; }; /*class ffaa_proxygbu12: ProxyWeapon { model = "\ffaa_ar_harrier\ffaa_gbu12"; simulation = "maverickweapon"; }; class ffaa_proxymk82: ProxyWeapon { model = "\ffaa_ar_harrier\ffaa_mk82"; simulation = "maverickweapon"; };*/ }; Thank you for your patience
  5. The map is in Alpha version, where all the buildings are placed the satellite texture of roofs will be deleted
  6. New Map Nevoeiro Alfa This map is based on a true area located in northern Spain (Galicia). It has an area of ​​10x10 km with over 20 towns based on actual, with the entire network of major roads and secondary roads that exist in reality. Most of the map are rural but you can also find an industrial area and two populations of considerable size, a small base (which does not exist in reality) and a small airfield in the south, and still many more details Developing. http://i.imgur.com/Xe7zPbT.jpg (1247 kB) http://i.imgur.com/5EXRN9z.jpg (1625 kB) http://i.imgur.com/vpS08fP.jpg (1387 kB) http://i.imgur.com/OAUIqId.jpg (1580 kB) http://i.imgur.com/cQm66nN.jpg (1389 kB) http://i.imgur.com/EZPS4Sv.jpg (1665 kB) http://i.imgur.com/0Jvy42h.jpg (1075 kB) http://i.imgur.com/vPeJOnf.jpg (1049 kB) http://i.imgur.com/TFz53Y0.jpg (1424 kB) http://i.imgur.com/TijzFQK.jpg (1391 kB) http://i.imgur.com/44xEmkg.jpg (1235 kB) http://i.imgur.com/7ULsrO5.jpg (1206 kB) http://i.imgur.com/HzpYdvv.jpg (938 kB) http://i.imgur.com/4UgQUUD.jpg (1360 kB) http://i.imgur.com/V6Chrs9.jpg (1284 kB) http://i.imgur.com/qvxoTkb.jpg (986 kB) http://i.imgur.com/ie6wSFM.jpg (1143 kB)
  7. Harrier of the Spanish navy, in three versions with different armament. Version GBU cannon of 25mm and six bombs guided by laser GBU. Version Multi-roll - cannon of 25mm, Three bombs Mk82 Snakeye, three missiles Maverick, two missiles Sidewinder and fourteen rockets LAU-68. Version CAS cannon of 25mm, six missiles Maverick, two missiles Sidewinder and two auxiliary deposits of fuel. https://www.youtube.com/watch?v=i3gmEQGU89o
  8. Already this version 1.00 list MOD FFAA guns beta for Armed Assault2. This is a beta for testing so any bug applies do not hesitate to publish it. Support missions will be maintained with the following versions. More information on the included PDF file alongside the Download. [ Download: http://www.megaupload.com/?d=A9XE3TN7
  9. Three videos of some vehicles ModFFAA in BETA version Arma3 running on land, sea and air. Leopardo2E HerculesC130 BAM Maritime Action Ship If you want to support the ModFFAA Bohemia in the contest you can do so by voting here http://makearmanotwar.com/entry/2Nvm9bPQHl This helps to create more content and you can see in the videos.
  10. Hola paisano Un truco seria ir a Mapfranes pulsar Add mapfranes seleccionar una proyección UTM pulsar OK , se abrirá la Mapfranes properties le danos a cancelar directamente, y ya deja importar el XYZ, luego se puede borrar el DefaultMapFrane_1 que se a creado en la pestaña Mapframe Hello A serious trick to go to Mapfranes to press Add mapfranes to select a projection UTM to press OK, the Mapfranes properties will open up him damages to cancel directly, and it already allows to care the XYZ, then it can fade the DefaultMapFrane_1 that you had created in the lash Mapframe
  11. In "C:\Program Files (x86)\Steam\SteamApps\common\Arma 3 Tools" executes "mapdisk.bat"
  12. peloton

    FFAA MOD Spanish army

    ffaa MOE Version 5.1 Arma2 Operation Arrowhead Recent changes. -Retextureado Arma2OA original units. -New textures of desert, wooded and night Spanish army uniforms. -Don't need Arma2 Creators. -peloton Need AddOns. -ffaa_armas -ffaa_et Download- http://www.megaupload.com/?d=E9O76FTB ArmA2Base.de Download: http://arma2base.de/include.php?path=download&contentid=2576 Armedassaultinfo Download: http://www.armedassault.info/download.php?cat=addons&id=1526 Armaholic Download: http://www.armaholic.com/page.php?id=8477
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    FFAA MOD Spanish army

    ffaa BRILAT Version 5.1 Arma2 Operation Arrowhead Recent changes. -Integration Operation Arrowhead. -Added thermal textures. -Transportation from backpacks. -New textures of desert and wooded Spanish army uniforms. -Improvement of 3D. -Don't need Arma2 Creators. -peloton Need AddOns. -ffaa_armas -ffaa_et Download- http://www.megaupload.com/?d=HN1K8C57 ArmA2Base.de Download: http://arma2base.de/include.php?path=download&contentid=2574 Armedassaultinfo Download: http://www.armedassault.info/download.php?cat=addons&id=1526 Armaholic Download: http://www.armaholic.com/page.php?id=6796
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    FFAA MOD Spanish army

    ffaa armas Version 5.1 Arma2 Operation Arrowhead Recent changes. -Integration Operation Arrowhead. -Thermal textures. -Light weapons that correspond. -Designators laser weapons that correspond. -New models Accuracy rifle. -Improvement of some of the weapons. -Don't need Arma2 Creators. In PDF Need AddOns. -Do not need to AddOns Download- http://www.megaupload.com/?d=K7WG5MXX ArmA2Base.de Download: http://arma2base.de/include.php?path=download&contentid=2572 Armedassault info Download: http://www.armedassault.info/download.php?cat=addons&id=1526 Armaholic Download: http://www.armaholic.com/page.php?id=6748 ---------- Post added at 02:42 PM ---------- Previous post was at 02:41 PM ---------- ffaa ET Version 5.1 Arma2 Operation Arrowhead Recent changes. -Integration Operation Arrowhead. -Added thermal textures. -Transportation from backpacks. -New textures of desert and wooded Spanish army uniforms. -Improvement of 3D. -Don't need Arma2 Creators. -peloton Need AddOns. -ffaa_armas Download- http://www.megaupload.com/?d=MYK6CHOU ArmA2Base.de Download: http://arma2base.de/include.php?path=download&contentid=2573 Armedassaultinfo Download: http://www.armedassault.info/download.php?cat=addons&id=1526 Armaholic Download: http://www.armaholic.com/page.php?id=7537
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    FFAA MOD Spanish army

    Download of the FFAA MOD v5.0 for Arma2 details http://www.ffaa.es/index.php
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    FFAA MOD Spanish army

    Greetings, firstly apologies to Sr.Bravo is right textures are its simple mod gets use these textures to save some time without giving more importance since the Edition on the original is minimal anyway thank you get me out of my mistake and we apologize for any inconvenience that has taken place. The link to the download will be deleted and here is the version without their textures. -------------------------------------------------------------------------- FFAA HERCULES Versión 1.1 for ARMA2 Recent changes. -Changed textures -Ramp opening Creators. -peloton Need AddOns. -ffaa_armas -ffaa_et Download- http://www.megaupload.com/?d=FIBEBUS7
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    FFAA MOD Spanish army

    FFAA HERCULES Versión 1.0 for ARMA2
  18. peloton

    FFAA MOD Spanish army

    FFAA EUROFIGHTER Versión 1.0 for ARMA2 Recent changes. -Integration arma2 -general improvement. Creators. -peloton -Javi Need AddOns. -ffaa_armas -ffaa_et Download- http://www.megaupload.com/?d=0SJ0U9B6
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    FFAA MOD Spanish army

    FFAA CH47 Versión 1.1 for ARMA2 Recent changes. -general improvement. Creators. -peloton -Agrofax (ofp) Need AddOns. -ffaa_armas -ffaa_et Download- http://www.megaupload.com/?d=HRFJWS70 ---------- Post added at 08:49 AM ---------- Previous post was at 08:48 AM ---------- FFAA TIGRE Versión 1.1 for ARMA2 Recent changes. -general improvement. Creators. -Peloton -Anulomax Need AddOns. -ffaa_armas -ffaa_et Download- http://www.megaupload.com/?d=FW3VBPQN
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    FFAA MOD Spanish army

    FFAA COUGAR Versión 1.1 for ARMA2 Recent changes. -general improvement. Creators. -Peloton -Javi Bados -Bush Wars Mod Need AddOns. -ffaa_armas -ffaa_et Download- http://www.megaupload.com/?d=R5QLL402
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    FFAA MOD Spanish army

    FFAA ET Versión 1.3 for ARMA2 Recent changes. -General improvement. -Added air force pilot. Creators. -peloton -Arkhanis Need AddOns. -ffaa_armas Download- http://www.megaupload.com/?d=OT178MUO ----------------------------------------------------------------------------------- FFAA BRILAT Versión 1.4 for ARMA2 Recent changes. -General improvement. Creators. -peloton -Arkhanis Need AddOns. -ffaa_armas -ffaa_et Download- http://www.megaupload.com/?d=U6YJ2IOF ------------------------------------------------------------------------------------ FFAA MOE Versión 1.1 for ARMA2 Recent changes. -General improvement. -Fixed several bugs. Creators. -peloton -Arkhanis Need AddOns. -ffaa_armas -ffaa_et Download- http://www.megaupload.com/?d=DFV7Z8KS
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    FFAA MOD Spanish army

    Version 1.3 of the weapons of the FFAA MOD ARMA2 Recent changes. Some weapons overall improvement Download- http://www.megaupload.com/?d=CPJ6474Q
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    FFAA MOD Spanish army

    FFAA terrorists version 1.1 for ARMA2 Version 1.1 of the terrorist units Recent changes. -Fixed bug bar. Creators. -peloton Need AddOns -Don't need to Addons Download- http://www.megaupload.com/?d=OBKZTZ3O ---------- Post added at 06:16 PM ---------- Previous post was at 06:07 PM ---------- FFAA Arab civil version 1.1 for ARMA2 Version 1.1 Arab civil units Recent changes. -Fixed bug bar. Creators. -peloton Need Addons - ffaa_terrorista- v 1.1 Download- http://www.megaupload.com/?d=C4MESVUY
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    FFAA MOD Spanish army

    Hello and thank you Failure of shadows recognized, it will be fixed in the next version. The pbo dependency ffaa_et ("ffaa_et\arma\data\") ("us_soldier_wound2_smdi.paa") located will be fixed in the next version. ---------- Post added at 12:57 PM ---------- Previous post was at 11:21 AM ---------- ffaa Cougar Version 1.00 Arma2 Version 1.00 of the helicopter Cougar and Superpuma (FAMET) Army Air-Mobile forces Recent changes. -Integration to arma2. -Modification of the Config to arma2. -Modification of the model to arma2. -General improvement in 3D and textures. Need Addons ffaa_et ffaa_armas Download- http://www.megaupload.com/?d=2SN9U1G0
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    FFAA MOD Spanish army

    FFAA Arab civil version 1.0 for ARMA2 Version 1.0 Arab civil units Recent changes. -Integration to ARMA2. -General improvement in 3D. Need Addons - ffaa_terrorista- v 1.0 Download- http://www.megaupload.com/?d=WEAHUIRG
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