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TeTeT

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About TeTeT

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  1. @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.
  2. 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
  3. 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...
  4. 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.
  5. 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...
  6. @MK84Yep, good idea, didn't add B_HARM to the pylons yet.
  7. This is a maintenance release for the F/A-18. The custom missilebox weapons have been deprecated and replaced by vanilla weapons. Additionaly a new mempoint 'pos_launchbar' was introduced allowing more precise placement on the carriers (Freedom and Nimitz) catapults. Further the canopy is now using the excellent Jets DLC glass and some scripts were improved. PS: compatibility with ITC air was maintained as well. Changelog: Mirrors to be updated: Armaholic: http://www.armaholic.com/page.php?id=22594 Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=743099837
  8. Helicopter Towing

    I would try Lesh's towing mod:
  9. Two videos on an Alpha Strike from the Nimitz with Unsung planes: http://tetet.de/arma/arma3/nimitz/missions/alphastrike.RungSat.7z http://tetet.de/arma/arma3/nimitz/missions/alphastrikeRefuel.rungsat.7z
  10. CAUTION: The 0.102 has another bug where the automatic cat launch function no longer works. Looking for a solution now, delaying the update is recommended. A new version 0.102a is on the way, the problem is fixed. This is a hot fix bug release for the USS Nimitz in Arma 3. Special thanks go to classic and [DW][TDGZ]LeonT from the Nimitz discord for last minute testing! One of the scripts had a sleep (waitUntil) statement and was executed in non-scheduled environment. This resulted in an endless script error report when no Nimitz was placed in a mission. This has hopefully been fixed. Further the ambiance module saw improvements and fixes. Lastly, a new memory point on planes, pos_launchbar, is utilized to better align the plane with the catapults of the Nimitz. Changelog: Mirrors: Armaholic (0.102a): http://www.armaholic.com/page.php?id=23049 Steam Workshop (0.102a): https://steamcommunity.com/sharedfiles/filedetails/?id=643530417 Some pics from a new showcase mission I'm creating with Unsung planes:
  11. Probably this is of use to you: https://community.bistudio.com/wiki/ArmA:_Cheats#TOPOGRAPHY
  12. A serious bug has manifested in the 0.101 build of the Nimitz: If you start a mission without a Nimitz on the map, the init handler will cause a waitUntil to fail. We're working on a solution, the stop gap measure is to add ttt_nimitzcarriers=[]; to any init box
  13. You can try to turn the engine on and once the canopy is closed, turn it off again. I haven't tested this, though. https://community.bistudio.com/wiki/engineOn for some help on the script command.
  14. As @Eogos already observed, the ambiance 1 flight ops module is badly broken now. While the last update to 0.101 tried to fix the ambiance 1 module with the flight ops, this apparently did not work. I hope to fix it later in August.
  15. Based on WAINO's deck crew I've put together a Nimitz Deck Crew mod with units you can place from Eden: https://steamcommunity.com/sharedfiles/filedetails/?id=1462832781
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