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Everything posted by TeTeT
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Preview release: Nimitz for Arma3 (0.103)
TeTeT replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the kind words, appreciated! I have this scripting the Nimitz doc ready at https://docs.google.com/document/d/1duUuO-0xLfjT57EidFdM6__GaNjChdp-HBV7xv2laqs/edit?usp=sharing It doesn't cover the jet blast deflectors yet, but that can be changed. I am away from my gaming system, so the following is not tested. The following objects define the jet blast deflector animations, 3 for JBD1,2,3 and 2 for JDB4: JDG_carrier_deck_4 : ani_JBD2A ani_JBD2B ani_JBD2C JDG_carrier_deck_5 : ani_JBD1A ani_JBD1B ani_JBD1C JDG_carrier_deck_8 : ani_JBD3A ani_JBD3B ani_JBD3C JDG_carrier_deck_10 : ani_JBD4A ani_JBD4B It's easiest to name the Nimitz, for example 'Nimitz'. Then you need to get a handle on the objects above and call animate on the JBDs. private _jbd1Obj = Nimitz getVariable "JDG_carrier_deck_5"; private _jbd2Obj = Nimitz getVariable "JDG_carrier_deck_4"; private _jbd3Obj = Nimitz getVariable "JDG_carrier_deck_8"; private _jbd4Obj = Nimitz getVariable "JDG_carrier_deck_10"; // raising the JBD1 { _jbd1Obj animate [_x, 1]; } forEach ["ani_JBD1A", "ani_JBD1B", "ani_JBD1C"]; // lowering the JBD2 { _jbd2Obj animate [_x, 0]; } forEach ["ani_JBD2A", "ani_JBD2B", "ani_JBD2C"]; Hope that works. -
CfgVehicles EventHandlers "init" is not called properly
TeTeT replied to Charles Barkley's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Most likely this is not defined in an init eventhandler, but _this is. See https://community.bistudio.com/wiki/Magic_Variables for some ideas which magic variables exist in which circumstances. Also it would be better to not overwrite the init eventhandler but to add a subclass to eventhandlers, here a sample from the Nimitz: class EventHandlers { class jdg_carrier { init = "_this call TTT_nimitz_fnc_init"; }; }; Your example might look like class eventhandlers { class chba_backpackInit { init = "(_this select 0) call chba_ReconMod_fnc_backpackInit;"; }; }; Given chba is your new OFPEC tag ;)- 1 reply
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Functions do work in test-mission but not when packed as addon
TeTeT replied to Charles Barkley's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Also consider getting an OFPEC tag https://www.ofpec.com/tags/ and prefix your addons with your nametag. E.g. ReconMod is kind of a universal name that others might want to use as well. Naming it ChBa_ReconMod makes it harder to conflict the namespace. -
Functions do work in test-mission but not when packed as addon
TeTeT replied to Charles Barkley's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Probably it's best to take tour on the wiki, start with https://community.bistudio.com/wiki/PBOPREFIX and remember $PBOPREFIX$.txt to assign arbitrary paths to your pbo namespace. -
Functions do work in test-mission but not when packed as addon
TeTeT replied to Charles Barkley's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Try adding reconmod in front of file = "camp"; , e.g. file = "reconmod\camp"; -
Is there any distinct advantage in this method of using compile/compileFinal rather than using the CfgFunctions functions split into files?
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[Release] Ambient Helicopters
TeTeT replied to DeathF0X's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
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.
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The Unsung Vietnam Mod 3.0 WIP THREAD
TeTeT replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Unless someone with a serious interest in adding new uniforms and patches shows up, most likely not. -
The Unsung Vietnam War Mod 3.0E - Echo Released !!!
TeTeT replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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). -
How to use EventHandlers init in a mod?
TeTeT replied to SenkiAlfonz's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
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- 8 replies
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How to use EventHandlers init in a mod?
TeTeT replied to SenkiAlfonz's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
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 replies
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I guess you need to delete it from the view-pilot view.
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F/A-18 Super Hornet and Su-35S Flanker E
TeTeT replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
F/A-18 Super Hornet and Su-35S Flanker E
TeTeT replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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 -
F/A-18 Super Hornet and Su-35S Flanker E
TeTeT replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
We now have a fixed version ready for internal testing. Once a multiplayer test has been conducted, a hotfix release will be rolled out. -
F/A-18 Super Hornet and Su-35S Flanker E
TeTeT replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
Preview release: Nimitz for Arma3 (0.103)
TeTeT replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This one is another deck crew on SW: https://steamcommunity.com/sharedfiles/filedetails/?id=914997596 We will add support for that too. -
Preview release: Nimitz for Arma3 (0.103)
TeTeT replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@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). -
F/A-18 Super Hornet and Su-35S Flanker E
TeTeT replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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: -
F/A-18 Super Hornet and Su-35S Flanker E
TeTeT replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is a major release for the F/A-18. A new cockpit was created by RiverX, many thanks to his tireless effort to improve the piloting experience in the Super Hornet! The change list does not end here, we added the Jets DLC damage model, damage and destruct rvmats, a launchbar animation, new startup animations by Jones, ITC Air compatibility, a physx lod and Jaentzen's 2008 skin pack! Voice over in video by Farquharson: Screenshots by Jeza: Mirrors: Armaholic: http://www.armaholic.com/page.php?id=22594 PWS: http://withsix.com/p/Arma-3/mods/inYY6HIf4xGhSwAVF72WTA/f-a-18-super-hornet Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=743099837- 1993 replies
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F/A-18 Super Hornet and Su-35S Flanker E
TeTeT replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks to RiverX a new cockpit has appeared in the Super Hornet. Currently we're busy wrapping up the changes and testing them. An update should be made available in June time frame, unless some major breakage did happen. Here a screenshot of the new cockpit: -
Preview release: Nimitz for Arma3 (0.103)
TeTeT replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What towing method do you use? The one in the Nimitz pbo's is no longer maintained and may well crash the game. -
F/A-18 Super Hornet and Su-35S Flanker E
TeTeT replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Interesting thought, the harpoon could certainly use some customization. I will take a look at it when I have some spare time. Speaking of spare time, seems our current test team is out of it. So for quite a nice update by RiverX we're looking for testers of the F/A-18F especially. If interested, please send me a PM and we can take it from there. Some teaser: -
Great work, thanks for providing the detailed PDF with the explanations how to achieve submerged status and f.e. fire cruise missiles. Works fine based on my limited testing :)