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TeTeT

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Everything posted by TeTeT

  1. TeTeT

    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.
  2. TeTeT

    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.
  3. 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:
  4. TeTeT

    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.
  5. @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.
  6. 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
  7. TeTeT

    Airplane PhysX Wheels

    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...
  8. 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.
  9. 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...
  10. @MK84Yep, good idea, didn't add B_HARM to the pylons yet.
  11. 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
  12. TeTeT

    Helicopter Towing

    I would try Lesh's towing mod:
  13. 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
  14. 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:
  15. Probably this is of use to you: https://community.bistudio.com/wiki/ArmA:_Cheats#TOPOGRAPHY
  16. 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
  17. 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.
  18. 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.
  19. 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
  20. From all I know it needs to be a config patch level. The F/A-18 eventhandler is subclassed like this: class Eventhandlers: Eventhandlers { class JS_JC_FA18E { init="_this spawn JS_JC_fnc_FA18E_init;"; gear="_this call bis_fnc_aircraftFoldingWings;"; engine="_this call bis_fnc_aircraftFoldingWings;"; Hit="_this call BIS_fnc_PlaneAiEject"; }; }; You can check the config of any plane in the config viewer and see if it's enabled or not. @Eogos , weird, I had success with the ambiance module the other day, I look into it though.
  21. This is a bug fix release for the USS Nimitz in Arma 3, version 0.101. The major change is the initialization loop for the planes, helos and man class. On top of relying on an endless loop (syncloop in previous releases), an init eventhandler is now responsible for embedding the various carrier functions in the objects. Eventually we hope to transition to the init eventhandler completely, but for that some mod aircraft need to subclass their eventhandler. If a unit is operating only with planes that use a subclassed eventhandler like the F-18 and F-181 at the moment, the syncloop can be disabled from the Eden properties of the Nimitz, reducing CPU consumption considerably, especially in crowded scenarios. Further the ambiance scripts for AI have been reworked to cooperate with the new launch scripts, as well as a fix for third party planes like Sabre's military planes, and fixing a script error when a player didn't pick a carrier number. Built on top of WAINO uniforms and vests and equipment, a new deck crew has been established. Support for the yet unreleased uniform mod plus the Jets deck crew yellow shirt has been added. Please see the changelog: Mirrors: Armaholic: http://www.armaholic.com/page.php?id=23049 Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=643530417
  22. TeTeT

    [SP] Pilgrimage

    Hi Rydygier, maybe this command helps: https://community.bistudio.com/wiki/modParams : _modSource = modParams [<class of object>, ["name"]]; Cheers, TeTeT
  23. Hi Eogos, we're aware of these issues and they have been fixed in the dev build of the Nimitz to the best of my knowledge. A release of 0.101 is imminent, I need to test the carrier with the 1.84 arma 3 update though. Cheers, TeTeT
  24. Thanks for the kind words and the bug report. The AI launch has not been adjusted to the new AI animations unfortunately, hence the problem. I'm reworking the ambiance module and the planeStart function to take care of that. Cheers, TeTeT
  25. TeTeT

    AAF Virtual Navy Mod

    Try to save the original png/tga/whatever texture as a solid texture without alpha channel, with the filename ending in <filename>_co.<ext> and then convert to <filename>_co.paa with any of the tools published by BI. On the other hand a texture with alpha channel use the _ca suffix of the filename (not the extension). However, sometimes the engine is still confused with alpha channel textures and makes everything see through. If that's the case, add Forcenotalpha=1 to the named properties of your Geo lod. Good luck!
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