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TeTeT

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Everything posted by TeTeT

  1. TeTeT

    EA-6B Prowler

    Unfortunately the cost for a nice EA-6B cockpit is out of reach for me. I had hoped for a quote that I can afford, but it seems modelling prices are in the hundreds, if not thousands of Euro range for such a custom cockpit for four pilots. Even with a successful donation run for the EA-6B it's highly unlikely that enough funds could be raised for it. So next steps will be me making an unrealistic phantasy cockpit and pushing the plane closer to release within Unsung. I hope to publish some screenshots by the end of month.
  2. TeTeT

    EA-6B Prowler

    Not to mention the impact of DCS F-14 tomorrow 🙂 Back on topic, meantime I've reached out to some modellers to see if there's interest in getting the EA-6B cockpit up to speed and if it's affordable to me or not.
  3. TeTeT

    EA-6B Prowler

    I recently started to work on the cockpit of the EA-6B and have to admit that my naive copy/paste approach from existing cockpit does not do the plane justice. Hence I'm looking for alternative ways to source a cockpit for the Prowler. I'll keep this thread updated on any progress.
  4. You probably want to set featureType = 2; in the config.cpp for your ships. See https://community.bistudio.com/wiki/setFeatureType for possible values. The Nimitz uses it to be rendered up to terrain view limits. Cheers, TeTeT
  5. TeTeT

    Zeus Deck Boss

    Yes, if you don't mind taking the function and eventhandler and transferring it to your mission. Good luck!
  6. TeTeT

    AAF Virtual Navy Mod

    Hi, not at my arma desktop right now, but you can try this code: private _bluforUAV = []; { if (side _x == west) then { _bluforUAV pushBack _x; } } forEach allUnitsUAV; systemChat format ["Found %1 blufor UAV", count _bluforUAV]; No idea on the playMove, but keep in mind that the argument needs to be local in multiplayer, e.g. execute the playMove where the object resides. Good luck, TeTeT
  7. TeTeT

    AAF Virtual Navy Mod

    If you want to get hold of the caller of the action, according to https://community.bistudio.com/wiki/addAction it is (_this # 1) from the script that executes the action. When defining the action callbacks in your config.cpp, I recommend to call a not yet existing function and define that function in a mission Init.sqf. This way you can fine tune the script without a million re-packs and re-starts. E.g. config.cpp ... statement = "[this] call ttt_fnc_testaction"; mission Init.sqf ttt_fnc_testaction = { systemChat "Test Action done"; }; On the bisign/bikey signing, there's a tool in arma 3 tools for it: https://community.bistudio.com/wiki/DSSignFile It comes with a GUI where you add your source addon folder and either create a new bikey or use an existing one. Then you process the pbo files and sign them (create .bisign signatures). Keep the .biprivatekey to yourself and distribute the .bikey together with the .bisign for your mod's pbos. The .bikey usually goes in a directory called keys besides the addons folder in your mod.
  8. A small mission: You're on FAC duty over Khe Sanh in a OV-10 Bronco. Mark targets with WP (Willy Pete - White Phosphorous) rockets and call in AI strikes that way. You can refuel and rearm at Khe Sanh Combat Base (KCSB). Required mod is Unsung Fox https://steamcommunity.com/sharedfiles/filedetails/?id=943001311 http://www.armaholic.com/page.php?id=29948 or via torrent http://tetet.de/arma/arma3/Download/unsung/@unsung-3.0.fox.torrent Subscribe to https://steamcommunity.com/sharedfiles/filedetails/?id=1613315753 OV-10 marking target
  9. TeTeT

    Soviet AF Pack

    You can't tell the difference between a Tiger and a Fishbed or what?
  10. TeTeT

    Warlords

    In Unsung mod we had the problem of crashing planes on BI support module missions until we made them simulation airplaneX With simulation airplane they'd just drop out of the sky. Maybe worth checking.
  11. Usually you get the model.cfg with the mlods for the plane you want to work on from the original author(s). Do you get a permission from them to change their work? That would be the first step.
  12. Hi, did you actually define the ejection motion in the model.cfg? E.g. EjectionSeatRailAnim = "ejection_seat_motion"; //name of the animation that will be played to start a smooth ejection motion out of cockpit needs to be a model.cfg based translation animation. For example, the Unsung A-7 defines in config.cpp: EjectionSeatRailAnim = "ejector_seat"; and in model.cfg first a bone is defined: ... "gear_3","", "gear_3_damper","gear_3", "gear_3_damper2","gear_3_damper", "wheel_3","gear_3_damper2", "gear_3_hatch_2","", "gear_3_hatch_3","", //ejection "canopy", "", "ejector_seat", "" and later in class Animations class Animations { // Ejection system class ejector_seat_hide { type = "hide"; source = "user"; selection = "ejector_seat"; minValue = 0; maxValue = 1; initPhase = 0; minPhase = 0; maxPhase = 1; hideValue = 0.001; }; class ejector_seat { type = "translation"; source = "user"; selection = "ejector_seat"; begin = "ejector_start"; end = "ejector_end"; minValue = 0; maxValue = 1; memory = 1; animPeriod = 0; offset0 = 0; offset1 = 3; }; class hide_canopy { type = "hide"; source = "user"; selection = "canopy"; minValue = 0; maxValue = 1; minPhase = 0; maxPhase = 1; initPhase = 0; hideValue = 0.01; }; ...
  13. You're looking for the uns_air pbo and the CfgSounds entries there. For the valkyries the path should be \uns_Air\sounds\Valkyries.ogg
  14. I believe this is answered in the first post of the thread: Here the file from the download directory: //GOM_fnc_aircraftLoadout V1.35 made by Grumpy Old Man 17-5-2017 //parameters that can be set as preferred GOM_fnc_aircraftLoadout_NeedsFuelSource = true; //(default: true) needs fuel supply within 50m of the aircraft or functions will be unavailable GOM_fnc_aircraftLoadout_NeedsAmmoSource = true; //(default: true) needs ammo supply within 50m of the aircraft or functions will be unavailable GOM_fnc_aircraftLoadout_NeedsRepairSource = true; //(default: true) needs repair supply within 50m of the aircraft or functions will be unavailable GOM_fnc_allowAllPylons = false; //(default: false) removes check that only allows compatible pylons to be mounted GOM_fnc_aircraftLoadoutRepairTime = 60; //(default: 60) time it takes to repair a vehicle from 0 to 100% health. Going from 50% to 100% will take half the time GOM_fnc_aircraftLoadoutRefuelRate = 1800; //(default: 1800) rate in liters per minute a vehicle will be refuelled at. Going from 0 to 100% fuel will take 60 seconds if the vehicle holds 1800l max fuel. wipeout has 1000l max fuel as a measurement GOM_fnc_removeFuelFromMapObjects = true; //(default: true) will remove all fuel cargo from map objects like gas stations so players can't land on the roof of a gas station for a maintenance free refill, might affect other parts of your mission so choose carefully
  15. Hi, I've used https://community.bistudio.com/wiki/canMove for that purpose in a end trigger for a mission (Chickenhawk). Cheers, TeTeT
  16. We've added support for Firewill's AWS since about a year. The pylons are capable to use AWS weapons and the itargeting system is supported as well.
  17. Great that you got it firing at all. In the upcoming Fox Spooky support call, I use BIS_fnc_fire deliberately to have the AC-47 spray fire most of the time. It can be a bit dangerous to BLUFOR on map...
  18. @axtros, you might want to check Scripting the Nimitz, https://docs.google.com/document/d/1duUuO-0xLfjT57EidFdM6__GaNjChdp-HBV7xv2laqs/edit?usp=sharing Full quote from the doc:
  19. Change of Guard It's been quite a while since John_Spartan and Saul handed the development of the F/A-18 and SU-35 over to us. I remember how Leshrack did fix the broken configs and scripts which were caused by successive updates to Arma 3 over the years. MoonChilD and Jones did a tremendous job in testing the changes and we were able to push out a Super Hornet and Super Flanker that was no longer hindered by out dated configs. Over the years we got reinforced by Farquharson, J. Smith, Jaentzen, Rockapes and Rusk Rusk. Jaentzen did a great job by delivering many liveries for the whole US Navy fleet squadrons of Super Hornets. Rusk Rusk created Russian text for the SU-35. And all of us did a fair bit of testing. Earlier this year (2018) two new contributors entered the scene: RiverX with a brand new approach to the F/A-18 cockpit, and Yax supplementing the new graphics with top grade scripts and configs. They both advanced the Super Hornet in many ways that formerly was deemd to be impossible or at least very hard to implement. With these great steps forward to the advancement of the Super Hornet and Super Flanker, I'd like to inform you that we've decided to place the leadership of the project onto Yax capable hands. Good luck with the project! I will still own the Steam Workshop pages and be part of the mod team, but team leadership passes on as of now. The thread ownership will change soon.
  20. TeTeT

    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.
  21. TeTeT

    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!
  22. 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.
  23. 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
  24. 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.
  25. 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.
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