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Everything posted by TeTeT
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Does model = "\tunnel_sgc\untitled.p3d"; exist, e.g. is your mod folder called 'tunnel_sgc' and is the model named 'untitled.p3d' within?
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Good luck with your project! This tutorial from Mondkalb should help you further: https://community.bistudio.com/wiki/Mondkalb's_Addon_Tutorial It's aged, but still valid from what I know.
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How to keep Servers Updated when your modset is on the Workshop?
TeTeT replied to rekkless's topic in ARMA 3 - SERVERS & ADMINISTRATION
I use armaremoteadmin and it can download and update the steam workshop content. It's a nice service for reasonable cost. -
Help needed spawning an aircraft that patrols an area
TeTeT replied to DoobieDoobieDoo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Here's an untested version that is hopefully explained through comments: <yourTag>_fnc_spawnAndPatrol = { // take the plane type as parameter, default to O_Plane_Fighter_02_F // second parameter is the patrol center point, default to [0,0,0] // third parameter is the distance from patrol center point, default to 1000 meter params [["_type", "O_Plane_Fighter_02_F"], ["_pos", [0,0,0]], ["_dist", 1000]]; // use getPos instead of BIS_fnc_relPos to save some CPU cycles private _spawnLocation = _pos getPos [_dist, random 360]; // spawn in 500 meter height _spawnLocation = [_spawnLocation select 0, _spawnLocation select 1, 500]; // spawn flying plane at _spawnLocation, facing towards _pos private _planeInfo = [_spawnLocation, _spawnLocation getDir _pos, "O_Plane_Fighter_02_F", EAST] call BIS_fnc_spawnVehicle; // order plane to patrol _dist meter around _pos - almost certainly a too small area private _grp = _planeInfo select 2; [_grp, _pos, _dist] call BIS_fnc_taskPatrol; // return the new spawned plane object _planeInfo select 0; }; ["O_Plane_Fighter_02_F", getPos m1, 1000] call <yourTag>_fnc_spawnAndPatrol; Replace <yourTag> with a handle for your own person and purpose, e.g. Doo_planeFight. Also place this code in Init.sqf and not an init box to make it easier to change later on.- 11 replies
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- ai aircrew
- bis_fnc_spawnvehicle
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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
Glad you got it working. A bug could have also been responsible, expect the unexpected :) Meantime a certain Jaentzen is making terrific progress: -
Help needed spawning an aircraft that patrols an area
TeTeT replied to DoobieDoobieDoo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_aircraft select 0 seems to return the vehicle, not the pilot, see https://community.bistudio.com/wiki/BIS_fnc_spawnVehicle . _aircraft select 2 will return the group, which you can feed into https://community.bistudio.com/wiki/BIS_fnc_taskPatrol . Haven't tested this, though.- 11 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
For me it works with or without AI pilot in the cockpit, as shown in the video. If you can reproduce your problem I suggest to file a feedback ticket on the arma 3 system. On the taxi turn radius, I'll look into it. -
F/A-18 Super Hornet and Su-35S Flanker E
TeTeT replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Here is a short video that shows how to use Eden dynamic loadout editor to assign weaponry to pilot and WSO. It has no sound track, as it got lost somehow. -
Preview release: Nimitz for Arma3 (0.103)
TeTeT replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Wonder what they are waiting for? -
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 bug fix release for the F/A-18. The config did redefine plane_base_f not in alignment with the BI code. This could lead to problems with other aircraft and hence this bug fix has been made. Changelog: Mirrors being updated: Armaholic: http://www.armaholic.com/page.php?id=22594 PWS: http://withsix.com/p/Arma-3/mods/inYY6HIf4xGhSwAVF72WTA/f-a-18-super-hornet SW: http://steamcommunity.com/sharedfiles/filedetails/?id=743099837 This is a bug fix release for the SU35. The config did redefine plane_base_f not in alignment with the BI code. This could lead to problems with other aircraft and hence this bug fix has been made. Changelog: Mirrors being updated: Armaholic: http://www.armaholic.com/page.php?id=24024 PWS: http://withsix.com/p/Arma-3/mods/plgNZFxx4xGCkgAVF72WTA/su-35s-flanker-e SW: http://steamcommunity.com/sharedfiles/filedetails/?id=743108251 -
The Unsung Vietnam War Mod 3.0E - Echo Released !!!
TeTeT replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks @taxen0 for the additional report on the Hornet. Seems I forgot to enable show script errors when patching those scripts... It's fixed on svn now. I refactored the no clutter code and hope it works better now. @hcpookie, actually no idea what made the script fail. On reporting bugs, you can post it here or on our armanam forum at http://www.armanam.eu/forum/index.php in the bug section. -
The Unsung Vietnam War Mod 3.0E - Echo Released !!!
TeTeT replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the info. Seems that this is a fairly old script that no longer works, if it ever did. I'll try to figure out what it's meant to do and replace it. -
coop [COOP 1-4] Random Helo Transport on Khe Sanh
TeTeT replied to TeTeT's topic in ARMA 3 - USER MISSIONS
Put up some screenshots of the mission at http://tetet.de/arma/arma3/Download/unsung/Unsung Screenshots/randomHeloGallery/ The mission now includes a task to recover some pilots at a crash site (thanks to @GEORGE FLOROS GR for allowing his crash site script to be adjusted and used), to fly crew from a stranded vehicle back to the base and a few convoys roaming the Khe Sanh roads. After some further testing the steam workshop and armaholic mirrors will be updated.- 6 replies
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GF Crashsites Script
TeTeT replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, I just used the wreck and smoke effect and it's quite nice. I've added it to my helo transport mission with randomized tasks, which runs at a3server.tetet.de 3232 A couple of screenshots for the mission are up at http://tetet.de/arma/arma3/Download/unsung/Unsung Screenshots/randomHeloGallery/ Two SF soldiers securing the crash site, while two helo pilots wait for the rescue Huey's touchdown: -
GF Crashsites Script
TeTeT replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@GEORGE FLOROS GR is this script suitable to spawn a helo or plane crash site in a dynamic random transport mission for Unsung? Would spice it up a little bit to recover a few survivors from the crash site with a transport helicopter. So a LZ needs to be right at the crash site. -
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 bug fix release for the F/A-18. The fuel tanks and buddy pod air to air refueling mode were fixed, the user action for Firewill's I-TGT support was added and all user contributed squadron markings are now available in Eden vehicle appearance. Further the auto wing unfolding script was changed from BIS_fnc_AircraftSystemsInit to bis_fnc_aircraftFoldingWings. A video showcasing the buddy pod refueling is available at Mirrors: Armaholic - http://www.armaholic.com/page.php?id=22594 PWS - http://withsix.com/p/Arma-3/mods/inYY6HIf4xGhSwAVF72WTA/f-a-18-super-hornet SW - http://steamcommunity.com/sharedfiles/filedetails/?id=743099837 -
Preview release: Nimitz for Arma3 (0.103)
TeTeT replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Nablatidis this is probably a side effect of adding GOM's aircraft loadout to the weapons elevator. Try changing these settings in the init of your mission: //TTT_fnc_aircraftLoadout modified for use of vanilla resources TTT_fnc_aircraftLoadout_NeedsFuelSource = false; //(default: true) needs fuel supply within 50m of the aircraft or functions will be unavailable TTT_fnc_aircraftLoadout_NeedsAmmoSource = false; //(default: true) needs ammo supply within 50m of the aircraft or functions will be unavailable TTT_fnc_aircraftLoadout_NeedsRepairSource = false; //(default: true) needs repair supply within 50m of the aircraft or functions will be unavailable TTT_fnc_removeFuelFromMapObjects = false; //(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 true For further references, check ttt_nimitzfunctions/fn_loadout/fn_aircraftLoadoutParameters.sqf Good luck with your mission! -
Cut scene for one player
TeTeT replied to UltraBrain's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Haven't tested this, but you can check if 'player' is in 'thislist' in the Trigger activation and execute the script only for players within the trigger. The effects of the script seem to be local only anyway. Sample code for the trigger activation field: if (player in thisList) then { [] execVM "startBriefing"; }; You can read upon thisList in https://community.bistudio.com/wiki/Eden_Editor:_Trigger and https://community.bistudio.com/wiki/2D_Editor:_Triggers -
[Bug report request] Spawn module does not work on carriers
TeTeT replied to Tyl3r99's topic in ARMA 3 - TROUBLESHOOTING
The Nimitz downloads on armaholic contain a link to sample missions that include a respawn mission: http://www.armaholic.com/page.php?id=23049 Alternative download s: http://tetet.de/arma/arma3/nimitz/NimitzMissions-0.95-final.zip -
Keyframe animation system in DEV.
TeTeT replied to jakeplissken's topic in ARMA 3 - DEVELOPMENT BRANCH
Hello, I would like to test if the keyframe animation framework can be used to taxi planes on the Nimitz from elevator to catapult. For this purpose I would like to set up the keyframe animation objects by scripts rather than in Eden. Unfortunately I fail to figure out how to do this successfully. I created a timeline logic object and this seems operational, but the synchronized curve and key and object don't seem to be. I've placed the init.sqf at https://pastebin.ubuntu.com/26249888/ and a sample mission at http://tetet.de/arma/arma3/nimitz/missions/[sp]anewtaxi.Stratis.7z . The sample mission includes the init.sqf. The mission is composed of two timelines: A completely Eden based timeline with curve, key, and object: The plane taxis from cat 3 to cat 2 and takes off then A half Eden based timeline with curve, key: The spawned plane is assigned to the curve via _curve synchronizeObjectsAdd [_plane]; Unfortunately the 2nd approach doesn't work for me and the spawned plane stays stationary. The mission uses the Nimitz and F/A-18 mod. Any ideas what's wrong? -
Not sure how to perform this in Eden, but in the scenario you can name the plane f18 and put this line two times in the init box, if some AI is in the aircraft: f18 action ["flapsDown", f18]; I'm not aware of controlling the flaps otherwise. Good luck with your project.
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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
@skittl did you use the service menu? That won't assign any weaponry to the WSO, only pilot. I'd recommend trying out GOMs aircraft loadout menu then. -
F/A-18 Super Hornet and Su-35S Flanker E
TeTeT replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@skittl, I just tried the following sequence and could not reproduce your problem: Equip F/A-18F with weapons for pilot and WSO in Eden pylon settings Set fuel to 0 Place AI pilot in aircraft Place player WSO besides aircraft Start mission Enter WSO cockpit as player Weapons stay assigned to WSO Can you please outline how the weapons are re-arranged? Maybe provide a sample mission that showcases this? -
I can fully understand that. See below. I did the basic conversion for the dozen or so Unsung aircraft for the physX wheel suspension. It's an endless grind of defining mem points, adjusting geo, dancing with a dozen or so suspension values. And in the end you don't create something fascinating, but something that merely works ok - if it works at all. Luckily Eggbeast had the resolve to finish most of the physx stuff in Unsung, as I have to say I got tired of it completely. But still some planes don't taxi, the Jeep starts bouncing beyond 50 km/h after the physx libs were updated (I assume). I agree with Sabre that it is a modding nightmare.
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Hi Sabre, last I heard the old sim models (car, tank, airplane) are completely unmaintained in a3 and may cause CTD. Yesterday I added the wheels class to the Su-35 and it works again now. I think following Firewill's post here is the best path forward. Good luck!