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JDog

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Everything posted by JDog

  1. Royal Navy Future Aircraft Carrier R08 - HMS Queen Elizabeth Here is my first addon ready enough for release to the community. It is not in a "final" stage and will be improved as I continue to learn how to do things :) It is a (for the time being) static aircraft carrier, with more probably to be added to it in the future, following the release of my Nimitz. Please feel free to comment on any flaws you find or what it needs. Note this was made with/for ArmA 2. I think it works in OA/CO but there's some weird slight graphical issue. Features Umm, it's a floating STOVL airfield Animated elevators, jet blast deflector, radar Large internal hangar bay Automated Phalanx turrets and Sea Sparrows launchers (see note in Readme file) Needed Addons for Defensive Turrets - Mando Missiles ArmA for ArmA 2 by Mandoble - Automated Turrets by Jackass888 WIP Thread for Queen Elizabeth and Nimitz ________________ Download - Filefront - ArmedAssault.info - Armaholic ________________
  2. USS Nimitz for ArmA II -Version 0.93 |August 25, 2011 Features: Working catapults, jet blast deflectors, elevators, arresting cables Custom catapult steam effects and arresting cables animate being caught IFLOLS landing aid system Large hangar bay and other interior spaces Ordnance storage room deep below decks to get munitions from to resupply aircraft on the flight deck Fully customizable briefing room Includes example mission, texture templates, and very detailed and helpful readme concerning scripts for mission-makers and usage for players For future plans, see the bulletin board inside the carrier, downstairs from the island. ______________________________________________________________ - Version 0.93 Changelog - Fixed: Issue where dropped gear on the Nimitz/nearby water would multiply over time until the server ultimately crashed (thanks to ZZEZ again for this). Added: Systems for refueling, rearming, and repairing aircraft. Read new sections of this guide regarding these features. This includes many scripts, actions for players, and a new weapons storage room deep below decks. Added: Davits for the launching and retrieval of Zodiac CRRCs. Added: Steam effect during catapult launches. Added: A few new ordnance container objects that can be placed in the editor. More to come later perhaps. Improved: Catapult launches now have a short but random delay between your salute and your launch. Improved: Arrester cables will now simulate being caught by the tailhook of an aircraft and be pulled out. Improved: Tailhook options now also accessible from a wider angle, allowing more time to set up a landing approach. Changed: Certain high-priority carrier actions have been color-coded and placed at the top of the action menu (whether this stays depends on how many find it annoying). Updated: Test mission to reflect setPosASL requirement (instead of setPos) and to show an ammo-loaded towing tractor, as well as position a jet properly for fuel. Download Links: 44MB GameFront (FileFront) < always up-to-date Armaholic ArmedAssault ArmA2Base Requires: CBA ______________________________________________________________ ADDITIONAL NOTES Accidentally left out of the readme (aka things I keep forgetting to put into the readme until after I've uploaded it and am now here to edit this post, /sigh...): If you place the standard towing tractor on the carrier, it will automatically be enabled to tow aircraft (all standard BIS aicraft + Ikar's F14 thus far) There are a couple flight training markers I made if anyone wants to use them. Nothing more than colored rings, they can be found under Empty > Targets. You are able to set a texture inside the ring using this setObjectTexture [0,"textureName.paa"]; The AI is stubborn and/or retarded when it comes to trying to script them to launch off the carrier, please see this post.
  3. JDog

    Arma2nitmitz

    Surprised I missed this earlier... Maybe I misunderstand but I'm fairly certain I explained in the readme (which I spent a good deal of time on as well) how to set planes on the deck. Even so, if you're making a mission with this, using something like setPos or setPosASL is one of the most basic things in scripting for this game. I even made the editor icon specifically to show the elevations at which to set objects. You shouldn't have to look up videos to copy/paste from for something as simple as this.
  4. JDog

    Arma2nitmitz

    Probably doable. Unfortunately, at the time I made this, I was pretty inexperienced with modeling and so the uv mapping really isn't the best, and leaves some to be desired. Not sure just how much you'll be able to fix by swapping out texture files. ^This is correct. I didn't want to name anyone I'd been in contact with and subject them to PMs from random forum members haha, or have anyone feel guilted into working with someone else now. Obviously it would be great if some people contacted TeTeT and got together to work on this, but we'll see what happens. TeTeT seems to have a firm grasp so far of the scripts I wrote and scripting in general, so the Nimitz is in good hands. I don't 100% remember but I'm pretty sure it already does this for everything derived from the Plane class within a certain range at mission init (honestly not sure how far that range is). As far as I know, no one ever got AI landing working 100%, and AI take-offs were also just work-arounds. As for it being an actual recognized airstrip for auto-landing, see what Gnat said.
  5. JDog

    Arma2nitmitz

    Just to throw it out there, the Nimitz is indeed modeled at 1,092 feet in deck length, or 333 meters. You could probably write some small script to check distance between an object at the fore and aft ends of the deck, should be about that.
  6. JDog

    USS Nimitz

    Hi guys, I just made a post regarding updates of the Nimitz in this thread, if you care to see. And so there's no doubt, I'm not currently working on the Nimitz or any other addon for arma myself. I still have interest, just not enough at the moment. I'll try and stalk around these threads at least again.
  7. JDog

    Arma2nitmitz

    Hello guys, Foxhound was kind enough to send me an email alerting and directing me to this thread. First off, I apologize for being away from these forums for so long. Been quite busy with other games and life things. I'm happy and honored to see the community is still enjoying the Nimitz, to the point some people like TeTeT have taken the time to properly port it over to A3. When making it I really didn't think it would carry on so long. I'm sorry if there's been any confusion in the mix of my posts on the matter along with the notices in the readme, but I'm perfectly fine with and glad for others to take the reigns on the Nimitz and keep it alive and useful for the community. I've honestly had PMs from quite a few different people both offering to work on the Nimitz, as well as some more recent ones in the last month or two from those like TeTeT who have already done so and were asking for permission to distribute it. So that it's clear, TeTeT has permission to work on porting and improving the Nimitz for the community, and its perfectly fine to distribute those fixes and even overwrite the version already on Armaholic, if that makes it easier/less confusing for the community. I'd also like you guys to know that I've previously transferred the source files to two other people on the forums as well to work on, both for their respective "squads"/groups, with the understanding they would have forwarded back to me any fixes so that it could be shared with the community. Though I've not heard any news yet, so this shouldn't be a problem. I just would hate if there were multiple versions of the same addon going around and confusing people. So for now, though anyone is free to modify it for their own personal/group use, perhaps only TeTeT should be distributing his updates for it. Maybe at some point those who have worked on it can get together and discuss merging fixes to provide the best addon for the community. I hope this clears up my feelings on use of the Nimitz, I'll try to get back to checking these forums more often as well. PS. Thanks for the support of the mod, really makes it feel like a lot of time well spent.
  8. Hmm, interesting stuff, might have to check it out... though I haven't really touched modding the game in a couple years. I did hop on A3 today though to try something that popped into my head regarding this, that never occured to me before. It worked better than expected, but unfortunately still not good enough. Anyway what I tried with my carrier was having a loop and inside of it, figuring out the offset of the carrier since the last time the code ran, then applying that offset to the player. It works, but is quite jittery - at least on my carrier. I also tried it on the "bridge" Training Object, and it was very smooth looking. It also makes going up/down stairs more or less a random (and low) chance of success. This was mostly just for experimenting and I knew it wouldn't be a "clean" solution, but if anyone is interested here's the small script. Just need a "ship" and "man" object. shiporig = getposasl ship select 1; ship0 = getposasl ship select 0; ship1 = getposasl ship select 1; ship2 = getposasl ship select 2; int = 0; oneachframe{ ship0D = (getposasl ship select 0) - ship0; ship1D = (getposasl ship select 1) - ship1; ship2D = (getposasl ship select 2) - ship2; hintSilent format["Total: %1\nFrame: %2\nCount: %3", ship1 - shiporig, ship1D * 100, int]; man setPosasl[(getposasl man select 0) + ship0D, (getposasl man select 1) + ship1D, getposasl man select 2]; ship0 = getposasl ship select 0; ship1 = getposasl ship select 1; ship2 = getposasl ship select 2; int = int + 1; //sleep 0.02; } Also for you guys experimenting with this stuff, would it be helpful if I made a portion of the nimitz source files available to you to test with? That way you had something large and meant for it, in case you don't already. Just throwing the offer out.
  9. JDog

    Ekranoplane-Orlyonok

    This looks awesome! Can't wait to try it out.
  10. JDog

    USS Nimitz

    Not likely from me, unless the game gets changed to have actual gravity where an object moves along with whatever object it's on top of. I haven't touched it in years and not really worth my effort to re-figure out what I made to port it if I can't also improve on it the way I want.
  11. JDog

    USS Nimitz

    If I recall correctly, the way it spawns is that when you place it in the editor, all that does is place a marker. When the level initializes, it sets that marker to sea level then assembles all the parts of the carrier off of it. So no I don't think there's any way to get it to be in the air, sorry. It isn't modeled below sea level anyway so would look weird up there.
  12. AttachTo is one of the many things I tried for the carrier in Arma 2. Unfortunately, with that, once it's attached, it's locked in position relative to the position of what it's attach to, so you can't drive or move it around from where it is. Also I think I tried the idea of setting a vehicle to it's own position in Arma 2 as well but ended up going with just applying a small force to it to "kick it awake". Unfortunately though, even if that did work now for keeping vehicles on a moving carrier's deck, it still wouldn't solve it for infantry since I think their physics behave a bit differently and they'd still slide off a moving carrier. The only thing I can think of that would make it fool-proof is somehow allowing or scripting the vehicle/infantry aboard a moving object to be like a "child of" that object, so it's parent's movements (a carrier for example) would directly apply to it as well, while also allowing it's own movement in that parent's object-space. That would make it simple and also look smooth and not like a hack where stuff is sort-of sliding or popping around. That or somehow hard-coding it so that this automatically happens to objects for whatever they are grounded on top of. Obviously, this has limited uses, like for an aircraft carrier or standing inside a C-130, but with the new ocean mechanics and physx in arma 3, I'm sure the community will want to be making more in the way of ships and boats, and the requirement of needing to be seated when one is moving and not able to stand out on a deck or walk about the ship while in transit is not really fun, and having this functionality would greatly improve those experiences. So, here's crossing my fingers for it!
  13. Hi pettka, thanks for this. If you'd be so kind, I'd like to know... is there currently (or are there plans for) any way via scripting or config to prevent the rigidbodies/PhysX from sleeping when at rest? For example, to use when placing vehicles on a large flatbed trailer, a train cart, or an aircraft carrier - so that they do not slide and fall off when the vehicle/object under them moves. The same question would go for infantry units as well. Thanks.
  14. JDog

    USS Nimitz

    Hi everyone, Just logged in today for the first time in many months and have finished responding to a bunch of PMs from people, all about the Nimitz. Though some of them were from months ago, some forum members have offered to "fix up" or "upgrade" the Nimitz and get it working right again, and possibly add to it. So, assuming people still actively use this old ship and do have an interest/ability to help with it, I'd like to open up a brief discussion about that. Who knows, might not get any replies to this from someone who can and wants to. If anyone DOES actually want to try and work on improving this addon, and you think you have both the time and knowledge to do so, please post here. Obviously I don't want to just hand it out to anyone so please mention what you'd plan on doing with it and if you do actually have any experience with modding ARMA. If we do find someone, I'll give them the source model files and permission to update it for the community. Here's hoping someone out there is up to it! @GNAT: Hey buddy, if you're still there... your inbox is full! Clear some out and send me a PM when you get the chance please :)
  15. Trying to create a short scenario where the player is forced to drag or carry an injured person, but I don't want them to be able to heal the person since then they can walk on their own again. Any suggestions? ---------- Post added at 12:10 AM ---------- Previous post was at 12:05 AM ---------- Update: OK well if I use JUST battlefield clearance... the player can still drag/carry if the target is alive but just cant stand on his own. However if I do this... is there any command I can execute to put the target into this not-able-to-stand state? setDammage cant make him unable to walk :(
  16. JDog

    USS Nimitz

    Yes you can retexture the projector screen by following these steps: 1) Read the readme/guide that came with the addon. As for your other questions, don't know what an "auto object mover" is, or R3F, so can't help with those.
  17. JDog

    USS Nimitz

    hutton, adding more boats to the requisition you could probably also do through scripting and wouldn't require a change to the addon. just open up the addon and look at the scripts i made, and see how i added the action/spawn for the zodiac (dont remember off the top of my head what the memory point is called). then you can write a script to add more actions for more boats... but you might have to set for yourself where they spawn because I doubt anything else will fit in there.
  18. JDog

    USS Nimitz

    Braker, I think to get him to hold that position I used enableSimulation = false (I think that's the function, don't really remember, haven't scripted for ArmA in a while). That'll basically freeze his animation state, and then you'll have to re-enable it. jbug, unfortunately I don't work on this anymore. Though I'm sure someone halfway decent with scripting could make a script that would spawn some phalanx turrets at the various positions on the carrier. Someone else in the community had made some good phalanxes a while back. bra1n, you're very welcome, always appreciate hearing that the time spent on this was well worth it :)
  19. JDog

    USS Nimitz

    SgtM & Kydo, there is a split in the model in the middle of the arresting cables, between 2 and 3. Whether you can hit/crash into that seam, I don't know. When I modeled the collision/geometry mesh all the deck was made perfectly in line with each other so it isn't like if you roll down there deck there will be "bumps" or "cracks". It might affect something with game logic being two separate models but I assure you there's no gaps or even the slightest elevation difference in the collision models for the deck. Eagle, don't remember how extensively I tested resupplying online, you'd have to see if others are having the same problem. Also as for placing multiple carriers, unfortunately it isn't possible with the way I wrote the scripts at the time, and I think I mention this in the readme. When it's spawned the carrier and various parts of it are given specific names, and if another one is spawned, those names are then assumed by that new carrier probably. Don't think I knew at the time how to dynamically create a name for the carrier and have all its scripts use that name, while generating a new name for a new carrier and having it recognize to use the new names also. So unfortunately more than 1 carrier can't be used for more than eye candy.
  20. JDog

    USS Nimitz

    Hi Nikeleye, I haven't worked on my addons for ArmA 2 in quite some time now. I kept my work folders in case I ever decide to get back to them, of course, but it's doubtful. I'm actually learning Unity 3D engine right now with a couple friends and hoping to make our own game with it. But who knows, if I get time enough in the future perhaps I'll come back and update the Nimitz for ArmA 3. It holds a special place in my game-dev heart lol. No promises :P
  21. JDog

    USS Nimitz

    Can't you just use conditional IF statements to see which are available? And if you need to, pass some value to your own array based on that? Maybe just make the array private, that way it rebuilds itself from the available catapults each time it runs. That what you're looking for? You cannot use getVariable because nimcat1use etc are not a variable of any entity, they are simply global variables. And just out of curiosity, is all this stuff for AI or just like a director for players?
  22. JDog

    USS Nimitz

    You shouldn't have to change anything on your end Meatball... what aircraft are enabled for towing and their attach points are in the towing script.
  23. JDog

    USS Nimitz

    I don't remember, and can't check, but isn't there some base class that all the versions of Meatball's F18 inherit from that he can put down, instead of listing each specific class individually?
  24. JDog

    USS Nimitz

    SGT M, it hasn't. I haven't worked on the Nimitz in quite a while now, in fact I haven't had arma installed for a while either. Quite busy with other things and I felt it was at a good enough stage to leave alone. Perhaps I'll see if there are any respectable addon-makers in the community who want to adopt this one and work on it some more.
  25. JDog

    F-14D Super Tomcat

    I'm rarely on here anymore and just to check what's new when so but I gotta respond to an F-14 thread. And thank god its a new one from scratch this time! Looking really good, may have to reinstall when its good and done and play with it a while :)
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