BigRon
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Everything posted by BigRon
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Customizing Aircraft Loadouts in Domination??
BigRon posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey guys, lots of great info out there but i cant seem to find a valid solution to changing the loadouts in aircraft (or any other vehicle for that matter). I can add a custom loadout to a plane (bombs in a C130) but when i try to reload it at the jet service station, it only loads 1 magazine (6 bombs instead of 12 or 24). do i need to change the reload script or am i changing the loadout incorrectly? this is whats in the Init line for my C130 veh = [this, 120, 200, 0, TRUE, FALSE, "this addweapon ""bomblauncher""; this addmagazine ""6Rnd_GBU12_AV8B""; this addmagazine ""6Rnd_GBU12_AV8B""; this addmagazine ""6Rnd_GBU12_AV8B""; this addmagazine ""6Rnd_GBU12_AV8B"""] execVM "vehicle.sqf"; this addweapon "bomblauncher"; this addmagazine "6Rnd_GBU12_AV8B"; this addmagazine "6Rnd_GBU12_AV8B"; this addmagazine "6Rnd_GBU12_AV8B"; this addmagazine "6Rnd_GBU12_AV8B"; im also using the "Simple vehicle respawn script" thats what the beginning lines are for. Thanks for the help guys!! -
The front part of the carrier also "sank" for me as well when i shot it with the GAU8 during a mission. i've been trying to recreate what happened ever since and i cant seem to do it. ive crashed planes into the deck (at 1300 knots), hit it with 230 GBU-12's, and even hit it with 5 MOABs simultaneously.
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Think of the elevators as your regular office type elevator. you can call it to your position from the switch on the wall, but you can also control the elevator from the panel inside the elevator.
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Is there any way to activate the hanger bay elevators when they are in the opposite position (Lower them from inside the hanger, or raise them from the flight deck)?? If i may make a suggestion, maybe you could put a switch on the wall of the hanger bay and the flight deck and also add the action to said switch/terminal.
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Do the Catapults and Cables work without modification? or is that up to the mission makers to setup?
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looks great! I can't wait to build a domination mission around it!
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Not sure if this has already been discussed but, i would love to see the .50 Beowulf (.50 cal variant of the M4/M16/AR15). speaking of civilian rifles, the M1 Garand or M1 Carbine are very common civilian rifles. maybe you could do some savage hunting or law enforcement rifles as well for a civilian pack??
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yes, i mean in game, mainly in dogfights i notice it more than ever. not a big deal though.. okay, ill quit hijacking now :D
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I made the mistake of thinking that the GAU-12 and M61 fired the same round, thats why i thought the M61 was underpowered. i made the mistake of comparing it to the F35 which fires a larger round, instead of relating it to something that fires the same, or similar, round. Now that i realize the difference, it makes sense that it feels underpowered. Also, i wouldn't say i'm "complaining", i'm just giving my feedback. If im coming off as "rude" let me know and i won't share my opinion.
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Without tracers its extremely hard (for me) to correct for range, speed, ect. The way i see it, is that if you are within range to hit a target with the Vulcan, stealth isn't much of a factor because you are within visible range anyway. Again, its your mod, not mine. I'm just giving you my opinion/feedback.
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i thought the GAU-12 was 20mm as well (its 25mm), thats why i thought that it the m61 felt "nerfed" compared to the GAU-12. so is the tracer issue related to the type of ammo? i'll see if i can dig up any info on how to modify a ammo type to make them a tracer round.
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I noticed that the main gun (m62a1) is somewhat useless against any sort of hard target. i think it would be better to use the GAU-12 or something similar. and its pretty hard to see where you're firing from the lack of tracers. The HUD (or whatever you call it, the green thing with the reticule) is very hard to see through at night. The sounds should also be redone if possible, maybe you could contact the person who made the HiFi sound mod and use the F35 sound or something. he may even be generous enough to make a sound specifically for the F-22A. The gun sound should also be redone as well. but im sure sounds are one of the last things you're going to fix.
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I would like it to say "Wire Caught!" in the vehicle channel when you land. i love the idea of the arrestor hook breaking! or to make it less annoying maybe you could make the plane come "unhooked" if you land too fast, so you would have to re-approach.
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Great job guys! The handling is great, i love how quick it turns. the thrust vectoring seems to work how it should, it just doesn't seem to have enough power to complete a full turn without stalling. I also noticed the bombs are about 5-10 meters off (travels too far). if i may make some suggestions now. (i don't mean to be a pain in the ass, these are just minor criticisms. its your plane, do with it what you please) Maybe you could script the cockpit to close after a certain speed (20 knots or so). and also, could you make the afterburner shut off when you let off the throttle, but come back on when you go full throttle again (if its switched on in the first place) I didn't see anything wrong with the afterburner so long as you are full throttle. its just a minor annoyance if it shuts off every time you let off the throttle and you have to switch it back on Anyway, thanks again for making a kickass addon! :D
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im having some issues placing a runway at the airstrip (NE corner in Chernerus). i used the map_eu editor update to place the runway but i cant use it without the addon. so if i know the locations of all of the strips of runway cant i script them in?
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Execute a script upon entering a certain vehicle?
BigRon posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
hey, i need to execute a script when a player enters a specific vehicle. i have a MV22 that is folded on the carrier, i have it set so when the engine turns on or you use an action the wings unfold. the only problem is, there isnt any delay between the engine starting and the wings unfolding. so it causes damage because the blades hit the ground if the engine is on. i want the wings to unfold when a player enters the vehicle or make a 1 second delay before the engine starts when the wings unfold. -
Execute a script upon entering a certain vehicle?
BigRon replied to BigRon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Okay thanks alot guys, for anyone curious on how to do this add this into the init on your osprey this setPosASL [getPosASL this select 0, getPosASL this select 1, 16]; veh = [this, 15, 120, 0, TRUE, FALSE, "_xtype = [this,1] execvm ""\ca\air2\mv22\scripts\pack.sqf"""] execVM "vehicle.sqf"; _xtype = [this,1] execvm "\ca\air2\mv22\scripts\pack.sqf" "MV22" is the name of the osprey, change if needed then create a trigger and put this in the conditions (as mentioned above) player==driver mv22 then put this in the activation _xtype = [mv22,0] execvm "\ca\air2\mv22\scripts\pack.sqf" -
Chernarus Map Borders & Zoom
BigRon replied to Coffeecat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
try placing a marker where you want the LHD and line it up with something on the deck when you put it back. then you could move it back and forth and still know where it originally was. i'd place an "H" at the middle of the carrier and one "H" in the original position. so when you move it back just align the H's and it should be almost exactly where you want it -
Opening Interior C-130 Ramp
BigRon replied to MH6's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
pretty sure you just put this in the init for it to open this animate ["ramp_top", 1];this animate ["ramp_bottom", 1]; for it to open and this animate ["ramp_top", 0];this animate ["ramp_bottom", 0]; for it to close (this works for the osprey too) you would need to make a script to open/close it using the action menu -
i need to run a script when the engine starts in a aircraft, cam someone give me an example on how to do that?
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V-22 Osprey Folded
BigRon replied to =USA=TV's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ok here is how i did the scripts to fold and unfold stuff to start folded put this in the vehicles init _xtype = [this,0] execvm "airpack.sqf" to start unfolded use this _xtype = [this,0] execvm "airunpack.sqf" i edited the sqfs to look like this airpack.sqf _aircraft = _this select 0; _caller = _this select 1; _id = _this select 2; _type = typeof _aircraft; waituntil {!isEngineOn _aircraft}; switch (_type) do { case "AH1Z": {_xtype = [_aircraft,1] execvm "\ca\air\Scripts\AH1Z_fold.sqf"}; case "UH1Y": {_xtype = [_aircraft,1] execvm "\ca\air2\UH1Y\Scripts\fold.sqf"}; case "MV22": {_xtype = [_aircraft,1] execvm "\ca\air2\mv22\scripts\pack.sqf"}; }; _aircraft removeaction _id; _aircraftunpack = _aircraft addAction ["Unfold Aircraft", "airunpack.sqf"]; airpack.sqf _aircraft = _this select 0; _caller = _this select 1; _id = _this select 2; _type = typeof _aircraft; waituntil {!isEngineOn _aircraft}; switch (_type) do { case "AH1Z": {_xtype = [_aircraft,0] execvm "\ca\air\Scripts\AH1Z_fold.sqf"}; case "UH1Y": {_xtype = [_aircraft,0] execvm "\ca\air2\UH1Y\Scripts\fold.sqf"}; case "MV22": {_xtype = [_aircraft,0] execvm "\ca\air2\mv22\scripts\pack.sqf"}; }; _aircraft removeaction _id; _aircraftpack = _aircraft addAction ["Fold Aircraft", "airpack.sqf"]; in place of "unfold aircraft" or "fold aircraft" you can put whatever you want to show up in the action menu as far as the files, i put them in the mission root folder (with mission.sqm ect...) BTW, thanks to ghost for helping me with this! -
hey man, gotta say i LOVE this system ive found that it works great for the osprey too just wondering, am i only able to use this once per plane? or is there some way to reset the script to be available again? also i would love to know how progress is going on your other projects EDIT: i found a much better way (for me at least) to use this first get rid of system.sqf you wont be needing it anymore second remove the init command that calls system.sqf then make a trigger with this in the conditions local player && player distance launchpos < 10 && driver vehicle player == player && vehicle player != player && vehicle player iskindof "Plane" && gcvrsservicescriptactive == "false" where "launchpos" is the launch pad and "10" is the distance away from the catapult that you can activate it, it helps to locate if you put a "yellow border" on it put this in the activation gcvrspv = vehicle player; gcvrsactionid = gcvrspv addAction ["Catapult Launch", "launch.sqf", "", 0, true, true, "", ""] put this in the deactivation gcvrspv removeaction gcvrsactionid and make sure the trigger can be activated more than once and thats it, it can be activated by all fixed wing aircraft in less than 10 meters from the catapult. if anyone wants an example mission feel free to ask, that is.. with the permission of the great Raddik
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in my mission im using the steam catapult script and whenever a certain veicle that is designed to use it dies, then i cant use it again. is there any way to be able to reuse it after the vehicle blows up then respawns? p.s. sorry if this has been asked before
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need help with Respawn dialog
BigRon replied to lucilk's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
hey, you meantioned that this could be used to spawn on the LHD right? i am making a mission that requires multiple spawn points and the LHD is one of them, mind pointing me in the right direction? oh and thanks for that script, im sure ill use it alot!