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TeTeT

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Everything posted by TeTeT

  1. Take care to only copy the optional pbo's you actually use in the addons directory. If you don't use Chairborne's Harrier, simply remove the optional pbo for it (leshtow_cb_harrier_configs.pbo I believe).
  2. Today I made a quick test with equipping an old plane that should not have powerful sensors (A-4) with a Shrike ARM. Unfortunately the missiles capabilities do not seem to 'override' the sensors of the plane. E.g. when I set minRange = 500 and maxRange = 500 in the GroundTarget section of PassiveRadarSensorComponent of the A-4, there is nothing detected and the Shrike missile cannot lock on. I did then increase the maxRange to 5000 and it worked again. A feature request would be to 'lend' the missile's sensors capabilities to the plane, so an old radar and sensor less equipped plane could have a temporary upgrade via it's weaponry. Of course only if it doesn't throw the current sensors architecture overboard! The working config is based on the EA-6B config and can be found here: http://tetet.de/arma/arma3/Download/unsung/EA6B/uns_a4_sensors_c-Config.cpp
  3. You can use the regular init eventhandler and then check for is3DEN in the init script. Example of the Nimitz: config.cpp class EventHandlers { init = "_this call TTT_nimitz_fnc_init"; }; init.sqf params[["_nimitz", ObjNull]]; ... if(is3DEN) then { _nimitz call TTT_nimitz_fnc_edenInit; } else { _nimitz call TTT_nimitz_fnc_defaultInit; };
  4. TeTeT

    EA-6B Prowler

    Currently the EA-6B is used as a an experimental test bed for weaponry taking advantage of the sensors overhaul on dev branch. First experiments were quite promising, with help from oukej and Chortles the Prowler was able to engage a Tigris on Stratis without activating its radar. The current configs are available at http://tetet.de/arma/arma3/Download/unsung/EA6B/ They are in a very crude shape right now. My current planes for the Prowler are, that it will make an appearance in the Unsung mod as well as a standalone release for a later 80ies-90ies time period. Given that the upcoming Jets DLC will have quite an impact on the planes, do not expect any sudden releases though. As a teaser, here two screenshots from weapon testing on Stratis (don't examine closely the weapon proxies or anything ;) http://images.akamai.steamusercontent.com/ugc/182794793960194056/32688EAF8439B1B19515E2CF9F469709D1DA1ADE/ http://images.akamai.steamusercontent.com/ugc/182794793960194286/BD9144FC841EA90464FF3623F915897558FA7D4C/
  5. Try T = [this] spawn { sleep 1; params ["_plane"]; _plane removeWeapon "js_w_su35_kh29Launcher"; _plane removeMagazine "js_m_su35_kh29_x1"; };
  6. Thanks a lot for your help, oukej! I believe the Shrike works now, though it's a bit hard to test in single player as the Tigris tends to shut down it's radar right away. So I used the switch unit hack suggested by Chortles to enable the radar on the Tigris and subsequently it can be detected from the EA-6B and the Shrike engages it nicely. It would be great for debugging and gameplay to force a unit to turn on its radar, either via config or script command (action maybe?).
  7. Hallo WurschtBanane, the problem is most likely that the Eden attribute for the loadout are applied after the init box. So try the following hack in the initbox: [this] spawn { sleep 1; params ["_plane"]; _plane removeWeapon "js_w_su35_kh29Launcher"; _plane removeMagazine "js_m_su35_kh29_x1" };
  8. I tried to get an ARM missile (the Unsung Shrike) running, but I don't think it works right currently. With the radar off I eventually see an ammo-less Tigris in the radar display, but I do not know if this is because I visually identified it, or because it turned on radar and passive radar detected it. However, once I have the Tigris identified, I can engage with the Shrike. A wishlist for this would be some debug option for the displays to show which sensor picked up which target. Might be color coded or with an abbrevation. The configs for the EA-6B and Shrike as of today are up at http://tetet.de/arma/arma3/Download/unsung/EA6B/
  9. autigergrad, the code for the carrier crew selection checks for Flight Deck Crew, Futarm Maritime, CUP and vanilla. In that particular order: #include "Config.h" private ["_ret"]; _ret = SOLDIERS_STD; if (isclass(configFile >> "CfgVehicles" >> "CUP_B_USMC_Pilot")) then { _ret = SOLDIERS_CUP; }; if (isClass(configFile >> "CfgVehicles" >> "FUTARM_PILOT_MT")) then { _ret = SOLDIERS_FUTARM; }; if (isClass(configFile >> "CfgVehicles" >> "FDC_GRAPE")) then { _ret = SOLDIERS_FDC; }; _ret You can use it in your own scripts via private _soldiers = [] call TTT_fnc_soldierTypes; Returned is an array of unit types with the following index to type match: #define WHITE 0 #define YELLOW 1 #define GREEN 2 #define GRAPE 3 #define RED 4 #define BLUE 5 #define BROWN 6 #define SOLDIER 7 #define PILOT 8 The populate carrier does not place any crew currently. If you dislike any placement of a vehicle via populate carrier, just delete or move the vehicle in question. TeTeT
  10. TeTeT

    Arma3 Videos

    5 minute video on Da Krong, Vietnam, using Unsung:
  11. Jacky has published a new tutorial/documentation video on the Nimitz. We're currently planning to add a speaker to it, stay tuned. Here's the current version: Thanks Jacky!
  12. Thanks a lot for the new sensor technologies! I just started to experiment with it and it looks promising. After fiddling around I've setup a 12km active radar with a 16km radar display on a very early build of the EA-6B from flanders. Thanks to da12thMonkey's help and advice found on the wiki this was possible... The config is very crude still, but can be inspected from http://tetet.de/arma/arma3/Download/unsung/uns_ea6b_Config.cpp While I understand that the electronic warfare birds are not in the focus of the sensor overhaul right now, I would hope that some future EW possibilities via script commands or even built-in engine config values are considered. Ranging from a conversion of the Unsung A-3 to EKA-3 or EA-3, E-2, flanders EA-6B and EA-18G there are some mod planes that would benefit from jamming and other electronic warfare capabilities.
  13. TeTeT

    HAFM NAVY v1.0

    Try to set primaryGunner = 0; in the turret definitions, that helped for the Unsung UH-1 gunners.
  14. Nephros, I haven't checked it today, but last time I've seen it was under structures -> seaport on the 'yellow' tab.
  15. Try to give the vehicle a name and in the init field of the unit use: this assignAsCargo <vehicleName> See also https://community.bistudio.com/wiki/assignAsCargo
  16. Any chance for adding the CUP LHD when doing the CUP variant? Think it would be nice to start with CH-53 and UH-1Y from there.
  17. patpowercat, you can change the loadout and skin via script. Depbo the F/A-18 pbo and check out js_jc_fa18\scripts\LOADOUTS\FA18_roles.sqf js_jc_fa18\scripts\EDEN\fn_paintscheme.sqf For example: [_plane, 'vmfa232cag'] execVM 'js_jc_fa18\scripts\EDEN\fn_paintscheme.sqf'; [_plane, 'mr'] execVM 'js_jc_fa18\scripts\LOADOUTS\FA18_roles.sqf';
  18. Great initiative. What I find most confusing on config editing is usually turret configs and their inheritance, and determining if a given attribute in the config is still in use or old stuff that is no longer needed. For advanced usage, I think a guide on how to add config values yourself and retrieve them via scripts might be interesting. Last, a complete guide to physx configuration for wheeled and tracked vehicles, with a step-by-step process :)
  19. MrMrBaum, we have plans to add more functional rooms to the carrier, but to be honest without a dedicated modeller this is gonna be very rough. Currently I haven't allocated all the donations received so far, maybe a CIC room is within the budget.
  20. TeTeT

    Pack scripts into Mod

    Try to use single quotes around init.sqf: init = "[]execVM 'init.sqf'";
  21. TeTeT

    Pack scripts into Mod

    I guess you're looking for the following way to add actions or the like to the Man class: class CfgVehicles { class Land; class Man: Land { class EventHandlers { class UNS_radio_man { init = "_this call uns_radio_addaction"; }; }; }; }; Another path would be to add a module that does implement the needed logic, but then you need to sync units or groups against the module as mission editor. TeTeT
  22. I think it's best to collect these crash informations in a feedback tracker ticket for arma3. Maybe the developers can find the core reason for these crashes.
  23. Frohe Weihnachten! Thanks for your present!
  24. If the CBA function works fine, probably best to stick with it. I've used this function in the past and it worked: params ["_obj", "_sound"]; [_obj, _sound] remoteExec ["say3D", 0, false]; Note that JIP is set to false deliberately, otherwise all of the 'recorded' sounds would be played back on a JIP player.
  25. Unfortunately the type 63 didn't make the cut at the end. Hopefully it will be included in an upcoming version.
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