Jump to content

TeTeT

Member
  • Content count

    605
  • Joined

  • Last visited

  • Medals

Community Reputation

580 Excellent

About TeTeT

  • Rank
    Master Sergeant

Profile Information

  • Gender
    Not Telling
  1. function spawn error

    Is there any distinct advantage in this method of using compile/compileFinal rather than using the CfgFunctions functions split into files?
  2. Unfortunately no idea, but can you debug this further? e.g. replace the Unsung helicopter with vanilla, remove just the script and see when things break? Normally the engine calculates the LOD used itself. There is no influence over it when placing the vehicle, from what I know.
  3. making a coconut

    You try to declare an object in CfgPatches, but it needs to go into CfgWeapons (if you want it to be a weapon). See https://community.bistudio.com/wiki/CfgPatches for a correct patches class. Setting up a weapon is a bit involved (see https://community.bistudio.com/wiki/CfgWeapons_Config_Reference), you probably want to check an existing weapon config and use that as template. It might be easier to start with a CfgVehicles ThingX, but that won't go in your inventory. Good luck.
  4. Unless someone with a serious interest in adding new uniforms and patches shows up, most likely not.
  5. I don't know of an automatic approach, but if you go with level bombing you can use flyInHeight ( https://community.bistudio.com/wiki/flyInHeight ) in combination with flyInHeightASL ( https://community.bistudio.com/wiki/flyInHeightASL ) to force the plane to fly level. E.g. this flyInHeight 100; this flyInHeight [1000,1000,1000] in the init box will have the plane fly at 1000 meter above sea level, ignoring contours, unless the terrain raises to 900+ meters. Then it's probably a matter of your patience to determine the exact release time for the bombs. From your script it seems you already know how to drop the bombs themselves, there seem to be various script commands that do approximately the same job. For CAS I would look at the a3 support module. Alternatively the SAD waypoint type (https://community.bistudio.com/wiki/waypointType) might be useful, especially with reveal (https://community.bistudio.com/wiki/reveal).
  6. On this vs _this, please have a read of https://community.bistudio.com/wiki/Magic_Variables For restricting the script further, check out https://community.bistudio.com/wiki/isKindOf
  7. You got the EventHandlers and Man class inverted, try it like this: class CfgVehicles { class Land; class Man: Land { class EventHandlers { class UNS_DSAI_UNITINIT { init = "if (isNil 'RUG_DSAI_INIT') then { '\RUG_ DSAI\RUG_DSAI\' call compile preProcessFile '\RUG_DSAI\RUG_DSAI\DSAI_Init.sqf'}; d=[_this select 0] spawn RUG_DSAI_fAddUnit;"; }; class uns_disposable_LAW { fired = "_this spawn uns_weap_fnc_m72law"; }; }; }; }; it's also important to introduce the sub class below EventHandlers, to not overwrite the default EventHandler and to make the event handler stackable.
  8. Headgear before eyes

    I guess you need to delete it from the view-pilot view.
  9. We're currently discussing internally what to do with the custom missilebox of the F/A-18 and SU-35. Clearly when it was created there were no comparable vanilla models around. Now this has changed and our limited modding time is probably spent better than mimicking/copying existing vanilla assets. However, it's too soon to tell the result, but it might well be that we axe all but a few needed models from the missilebox.
  10. This is a maintenance (hotfix) release for the F/A-18. The scripts used in the Super Hornet caused a massive amount of lag, especially when multiple planes were placed in a mission. This hotfix addresses the issue and helps to maintain a stable frame rate with multiple Hornets on the map. Thanks to Leshrack for updating the scripts and the whole team for testing the new version. Mirrors: Armaholic: http://www.armaholic.com/page.php?id=22594 SW: https://steamcommunity.com/workshop/filedetails/?id=743099837
  11. We now have a fixed version ready for internal testing. Once a multiplayer test has been conducted, a hotfix release will be rolled out.
  12. Unfortunately we got informed of a problem causing severe lag when multiple Hornets are placed in a mission. We will take a close look at the freshly introduced scripts and work on a hotfix to solve this problem.
  13. This one is another deck crew on SW: https://steamcommunity.com/sharedfiles/filedetails/?id=914997596 We will add support for that too.
  14. @calahan59, you can load the following mods and they will automatically be picked for the crew: Flight Deck Crew Futarm Maritime Units CUP units There's a new deck crew mod on steam workshop I believe, we will add that too on the next update (whenever that will be).
  15. Thanks for the kind words! Appreciated. Thanks, if someone figures out how to give these abilities to the WSO camera, we'd be very interested to learn how to do this... The buddypod will appear in mission, it's not visible in Eden. On the pylon settings and clipping, we have a very liberal position on this: players should have all kind of possibilities, but need to take care of those clipping and unrealistic loadouts themselves. Good catch on the F/A-18F Eden loadout menu, I've changed it in the dev build:
×