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About TeTeT

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  1. Large Static Models

    The best way forward is to get a de-pbo tool like Mikeros' tools (they can do much more, recommend to try the free tools first and if you like them spend the dollars to get the paid version). Take for example the Nimitz pbo, jdg_carrier.pbo and de-pbo it and look inside the folder structure for functions and fn_init.sqf. Also use some decent editor (not notepad) with syntax highlighting for SQF. Alternatively you can use the function viewer built into the tools menu of the Eden editor. There you can check the Jets DLC functions and find the init for the Freedom. But as it refers to an 'include' file, you need to still de-pbo the appropriate pbo file from jets dlc. Good luck.
  2. Large Static Models

    You have to limit the geo and road lod to 40x40 or at most 50x50 meter segments. The res LOD can be larger nowadays it seems. For constructing the static ship you need some init eventhandler function that spawns the needed p3ds, check out the Freedom or Nimitz init functions. Good luck!
  3. Yes, there is an eden attribute that controls the function for the deck crew creation. Simply set this to { } and there should be no crew spawned.
  4. We decided to put out a beta release on Steam Workshop for your testing and feedback. You can provide feedback on Steam Workshop comments or here in the forum or join our discord: https://discord.gg/tSJRQkw https://steamcommunity.com/sharedfiles/filedetails/?id=1552807725
  5. From what I've seen you need both: First a flyInHeight with a low number, like 50 to 100 meter. And then the flyInHeightASL with higher altitude, 1000+. The logic seems to be that the plane uses ASL height flying unless it's lower than flyInHeight ATL, then it will do the terrain following with flyInHeight.
  6. I believe you will want to change ilsDirection and ilsPosition to differentiate your dynamic airport from the DynamicAirport_01_F one. I would remove all the class declarations but DynamicAirport_01_F and change your dynamic airports scope to 2. See if that helps.
  7. Buldozer will not start

    Did you exit the arma 3 launcher when trying buldozer? For me it takes forever to start buldozer when I'm in the arma 3 launcher.
  8. EA-6B Prowler

    Nothing has been decided yet on these topics. I have some hopes for a custom electronic warfare mission and integrate that into the mod, if it's working. TFAR and ACRE jamming largely depends if those mods expose those functions, haven't looked into that yet.
  9. Some news to share on the F/A-18E/F. RiverX has created a clickable cockpit, powered by scripts provided by Yax (ITC air). The result can be seen in this short WIP video:
  10. EA-6B Prowler

    While there has been next to no progress on the EA-6 project in the past months, there are some good news. I recently patched together a cockpit for the upcoming and revived Unsung OV-10. With this knowledge I should be able to transfer the Unsung A-6 cockpit onto the EA-6 and modify it. This would move the bird one step closer to completion. I've also been thinking of a testbed electronic warfare mission for the EA-6 and potentially EKA-3. It's a bit early yet to know if it's a good approach, but hope is there definitely. The first release of the EA-6 will certainly happen within Unsung, but time wise I think it's pretty much 2019 rather than 2018.
  11. @QQster Thanks for the info, but you could please wrap it in a spoiler tag? That's the eye beside the smiley on the editor tab.
  12. This is a major update for the SU-35. A throttle hand anim was added, ITC air is supported, the eject script now works without the engine running, the custom weapons have been deprecated in favour of vanilla weapons, the service menu has been adjusted for that, Eden loadouts as well, the laser pointer was changed for easier integration. Changelog: Mirrors: Armaholic: http://www.armaholic.com/page.php?id=24024 SW: https://steamcommunity.com/sharedfiles/filedetails/?id=743108251
  13. AirplaneX physX challenge

    The debug console can only use SQF to manipulate the game engine. What you're probably looking for is the diagnostic exe of the dev build: https://community.bistudio.com/wiki/Arma_3_Diagnostics_Exe Of interest there is this command: https://community.bistudio.com/wiki/diag_mergeConfigFile With help of diag_mergeConfigFile you can change and add values to an existing config from within the debug console. I have to admit that I rarely use it, but for all those detailed small adjustments on class wheel config values, it should be a real timer saver. As converting your default game to dev build is not such a great idea, BI has published the game updater, that takes care of that for you: https://community.bistudio.com/wiki/Game_Updater On your point 1), just discovered this case sensitivity when the wheels of a plane would refuse to roll in the game, with the wheels rolling perfectly in buldozer...
  14. I usually follow a simple top down approach for the main task, at start consisting of a number of systemChat messages spread over functions eventually. For the individual sub tasks I either use a separate mission or debug console for proof of concept work. Those code pieces are then integrated into the main task step by step. Sometimes the result of those sub task 'experiments' have quite an influence on the main task, as it didn't work out the way I planned it at start. Then I overhaul the main task approach. I second GOM's notion that coding is usually a fight against some sort of chaos, what made perfect sense when writing becomes a mess after a few months.
  15. The Rug Dsai Module has been introduced to control the AI voices. If you set it to false, the AI voices will cease. The Unsung Radio Module controls the setup for radios and the support that can be acquired. For example, if you want to restrict the available west transport helicopter to the CH-34 US Marine Corps, set West Transport ['uns_ch34_USMC'] I actually had hoped those modules would be self explanatory, if need be I can create a video to illustrate it...