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TeTeT

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Everything posted by TeTeT

  1. Probably it's sufficient to add the correct setPosASL to a respawn eventhandler, see here for details: http://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Respawn Without testing, here a simple sample, modified slightly from http://community.bistudio.com/wiki/addEventHandler player addEventHandler ["respawn", {hint "adjusting height"; [player, 17.5] call TTT_fnc_syncOnShip}]; Use the second example with 'this' instead of player if you want to put it in a units init line.
  2. For the Nimitz, if you sync your respawned unit manually to either ttt_fnc_syncOnShip or ttt_fnc_syncSimple you can specify a height above sea level and the unit will appear there: [_unit, 17.5] call TTT_fnc_syncOnShip or [_unit, 17.5] call TTT_fnc_syncSimple The difference between the two is that syncOnShip merely places the unit at the given height ASL, while syncSimple synchronizes the unit to other Nimitz related modules as well (Boat and Repair for man, tailhook, catapult, fuel, IFLOLS for air vehicles, towing for any class defined there - UGV and F/A-18 currently). It depends on your respawn script where to place one of those lines, I guess.
  3. @Stricky, you have to wait til this Friday when v08 is released to get the blue coloured actions and a working fuel and IFLOLS system. Well, working if testing doesn't show any critical problems.
  4. @Stricky, glad you got it working. @rundll.exe, excellent news! Right now only the F/A-18 is supported and it would be great to have a more complete coverage of arma3 vehicles. @gagagu, if you use the white request action, you need to sit in the zodiac, look to the ground and then you get the launch action. If you use the boat module (blue action entry), you can launch the boat from close by or in the boat. @Antorugby, the ship is not a single object but gets assembled from a dozen or so objects. If you attach the ship object to something merely an invisible object should be attached, the visible carrier parts themselves are stationary.
  5. Thanks for your quick reply, Gnat! Yes, the textures have the same resolution. I didn't make the textures, they were submitted and were done in Photoshop with paa plugin. No idea, sorry.
  6. @Stricky, it depends on the F/A-18 that you have and the FUTARM maritime units, which you probably don't have. My oversight to not properly document these dependencies. See here for the addon: http://forums.bistudio.com/showthread.php?166999-FUTARM-Maritime-Units-Pack
  7. @Chortles, I probably better name it NimitzShipboy or so, it's meant to aid in the handling of the carrier. The question is where do peripheral functions like cleaning the deck, delivering ammo, maybe changing the type of boat spawned, showing damage of subsystems (not there but on wishlist) belong to. An admiral/captain/shipboy should deliver these functions. Maybe NimitzService would be an ever better name. @Predator, good point on support of ammo for further planes. While the Buzzard handles not very well on the carrier, it can be used and should at least get ammo via setVehicleAmmo 1. @AngelWingGamingJacob, nice, a helo with a navy camo would be great to have aboard. I tried the Ghosthawk, but it jumped constantly on the deck, so I went with the Mohawk for the ambiance module. @DMB_, unfortunately I wouldn't know of any trick to do that. For the engine the carrier is just a bunch of buildings so the settings for buildings are imposed. If there's a way to set a custom draw distance for a special object, would be happy to support that. @Stricky, did you try [sP]allModules.Stratis? The [sP]NimitzTest and [sP]Nimitz-blufor missions do not provide the needed modules for the elevators and arresting wires. Unfortunately someone else also reported that the catapult wouldn't work for them, so I recorded this short video: Another video from yesterday evening's testing and, well, some fun in the F/A-18:
  8. I tried it with the E model and it worked fine. Did you try it close to the starboard elevators or somewhere else?
  9. @Predator.v2, thanks for the thumbs up. The refueling is currently not working, the built-in function relies on a now disabled function and the module was not ready for v07. If you feel adventurous, try the experimental modules at http://tspindler.de/arma/arma3/nimitz/experimental/ttt_nimitzfunctions.pbo , but be aware that they might be broken at any given time. However right now fueling should work there. The reammo and clear deck function of the UGV was built into the MP test mission, not the CV. So it is missing from the [sP]allmodules mission. With the service menu of the F/A-18 now being available on the carrier, I drop the reammo functionality. For cleaning the deck, spawning new UGV and such I think I need to provide a NimitzCaptain or rather NimitzAdmiral module... Not sure if it will be ready for v08.
  10. @GranolaBar, until we get a proper tractor in arma3 we have to do with the UGV :( @Victim913, I would have hoped that the modules make the CV easier to use, not harder. Of course with the disabled built-in functions right now and the transition to modules there's some friction. @AngelWingGamingJacob, the next update will have some higher level modules that make use of the carrier easier than now. I hope that for most mission builders the granularity of the lower level modules is welcome, as they can design their missions that some players and vehicles have certain abilities, others not.
  11. @rory_pamphilon, please take a look at the Towing module in the editor, it has an option 'debug'. Set that to false.
  12. @Duckman416, as discussed on teamspeak, for now best use the ttt_fnc_sync<module> functions directly when creating the respawning vehicle. @rory_pamphilon, the tailhook did not move in the released version, I provided a fix here: http://tspindler.de/arma/arma3/nimitz/Modules-07-fix/ For towing you need to sync the UGV and the F/A-18 against the module. I agree that the documentation is quite lightweight at the moment, but I'm getting help there :) While the old built-in towing scripts are still there, they are not automatically active any longer. @AngelWingGamingJacob, if FUTARM maritime is present, soldiers from this addon will be spawned on deck. For guards and populating the interior, I'm open for suggestions. Quick update on the roadmap, I got several contributions in form of textures for the hull and flightdeck. So the next update in about two weeks will provide a new look. The IFLOLS has been placed in a module, though I'm not quite sure if it works at all - anyone interested in testing drop me a PM. The new high level modules have just been written, so instead of having half a dozen modules on the map, you will just need four if you're happy with the defaults: Flightdeck, Hangar, Briefing and Towing. If possible at all, I want to reduce the number of global variables that the Nimitz exposes. If your mission or so uses any of the globals, best use the transition function ttt_fnc_global, for example ["nimspots"] call ttt_fnc_global.
  13. I moved the fixed modules here, with key: http://tspindler.de/arma/arma3/nimitz/Modules-07-fix/ Just a warning: I wouldn't recommend to download the pbo from the Modules/ directory regularly, unless you want to help testing. If you're interested in that, let me know by PM. Module support for IFLOLS is planned, but work has not started on it.
  14. Check, uploaded the functions another time, hope it works now.
  15. @Predator.v2, interesting finding. Not sure if that fixes the core of the problem, but I uploaded a version for testing here: http://tspindler.de/arma/arma3/nimitz/Modules/ttt_nimitzfunctions.pbo Just replace the ttt_nimitzfunctions.pbo in @Nimitz\Addons with that and see if it fixes the problem for you. But your save game probably won't work, as I doubt the arma engine does hot code replacement... When you do a touchdown the distance between the plane and the center of the wires is checked. This was set to 50 meters before and is in the test build relaxed to 100 meters. Also a bunch of variables in fn_useTailhook.sqf was made private.
  16. @Foxhound, thanks a lot for the mirror! The primary download location for the Nimitz is http://www.armaholic.com/page.php?id=23049 This is still a preview release, it is the first testbed for the new module functionality. The changes from version 06: o updated interior and comm board textures by BloodOfTheScribe o removed Zodiac models from boat station, removing error on start up o removed xtra crew completely from pbo, use FUTARM maritime units by BloodOfTheScribe instead o removed initialization of built-in Nimitz scripts (NimitzScripts = false) o added new SP and MP test missions for 'allModules', illustrating the module concept by example o moved the different modules in a common pbo, reducing number of files The biggest change was probably an internal one: JDog has kindly given me access to the unbinarized models. With this help we hopefully can convert the Nimitz to be fully Arma3 compatible one day. On the roadmap for the next release are o fixing bugs in modules o adding IFLOLS module o easy to use high level modules (Nimitz Flight Deck, Nimitz Hangar, Nimitz Briefing, Nimitz Ambiance, Nimitz Towing) o update of sample missions o removal of original boat station and fuel station scripts, replaced by modules o finding two config.cpp errors upon binarization o new documentation The planned date for the next release is two weeks from now, 11th November 2013. CREDITS KNOWN ISSUES CHANGELOG
  17. @catdog13, the file you mention is up there for testing first, I wouldn't call it a release yet. If no critical bugs are found, it will be released on Friday, but there might be some minor modifications to it. Nevertheless I haven't seen any crew member from the ambiance module seen dying while spawning although at times they spawn at the wrong height. Do you run the dev build of Arma3 or any other mods that might affect the crew? @DasClark, thanks for the report on the view distance. I'm not sure if that can be set in the model, or if it is tied to the building class the carrier parts use. While clearly a work around, I found it useful to place a map marker with the approximate degrees towards the carrier some kilometers away. It helps in setting up a nicer approach. On modelling the bridge or anything, I'll get in touch via PM. Thanks for the offer.
  18. @catdog13, can you provide a sample mission? I based some sample mission on the maritime units and never noticed anything like that.
  19. @Predator.v2, acknowledged, but I admit right now I wouldn't know where to look for a solution for this. Maybe an experienced modder can add some information on how the replacement of textures is done depending on distance? Quick update: JDog shared the unbinarized models with me, so the missing zodiac object error will be gone in this Friday's release. Right now most of the functionality of the Nimitz has been moved to a few modules. For some documentation, see http://tspindler.de/arma/arma3/nimitz/html/ or http://tspindler.de/arma/arma3/nimitz/NimitzArma3.pdf . The modules are still very low level, e.g. arrest, catapult, repair are all separate modules. Further on higher level modules will be created that make it easier for mission makers. Thanks to BloodOfTheScribe new interior textures have also been added, hope you are welcoming the new looks :)
  20. This is still a preview release. There were a few changes from version 05: o new rvmat files, but probably no visible effect o updated deck textures by Sierra o updated elevator script by Phantom o work around for teleporting to catapult, unfortunately an 'empty' action will stay o Zodiac spawns in suspension and not on the floor again The biggest change have been made by transitioning to modules, rather than using scripts built into the carrier. A mission maker will have a choice on which modules to include, so functionality can be swapped out. For example, you want a populated carrier, but want to set planes up on flight deck yourself: replace the ambient module with one of your own. You need not a zodiac but a speedboat spawned from the boat station? Replace the zodiac module (to be written). Currently the modules are all in alpha stage and need a heavy dose of testing, especially NimitzArrest. As the original scripts are still in the carrier, you will have multiple action items for a few weeks, when you place the module. The color code for the original actions is blue for tailhook and yellow for catapult. On the roadmap for next week's release are o catapult module (alpha) o zodiac module (alpha) o work around module for missing zodiac (release) o repair module (alpha) o arrest module (release) o onShip module (release) o removal of built-in arresting scripts Thanks for all your feedback and help! The credits go to: If you find a problem with the carrier, please take a look at the known bugs first: Changelog: Until the armaholic mirror has been updated, feel free to download from http://tspindler.de/arma/arma3/nimitz/Nimitz-0.93arma3.06.zip ---------- Post added at 06:23 PM ---------- Previous post was at 05:39 PM ---------- @soulsink: mail sent. @catdog13: currently not, I have some problems getting the respawn script to work in the module. @rory_pamphilon: a was for alpha, so it was not the most recent release ...
  21. @ramius86, I'm pretty sure the deck is a flat surface without any bumps. Maybe it's an effect caused by the lack of physX lod for the carrier? Probably it can be fixed once the tools for arma3 are out. @NoxFord, check your mail, would be happy to have you aboard. @marker, that's an awesome work and I think some module will add some soldiers to the Nimitz soonish :) @rory_pamphilon, thanks for the link, just checked it. Can you please change the download link for the Nimitz to go to Armaholic? I'd prefer that to be the primary download location. I think I'll try your mission right now ;)
  22. TeTeT

    FUTARM: Maritime Units Pack

    Thanks a lot! I'll add some of your crew in the ambiance module for the Nimitz :)
  23. TeTeT

    Arma2nitmitz

    Saul, I pretty much put all the info in the thread: Preview Release: Nimitz for Arma3, http://forums.bistudio.com/showthread.php?166706-Preview-release-Nimitz-for-Arma3
  24. @armyinf, does the Nimitz work well with the Ghosthawk? In some tests I had a Ghosthawk spawning on the carrier that constantly jumped. The Mohawk instead did stay in place, though the wheels sink a bit in the deck. @Modder, no plans for doing that. @ItsThomas, would you happen to know of available devices such as monitors and tables and other instruments for the bridge area? Also, if that's going to happen it would be more likely to be the pri-fly area that Chortles has asked for. But as of now there's all furniture missing from that area.
  25. @armyinf, @predator.v2: the way actions are added and removed to the planes seems to be brittle. I have reproduced the teleport problem with a sticky, unremovable action and worked around that in the catapult script. My take is that there is a race between the client_deckChecks and the catapult scripts and you actually get a second catapult lower launch barrier action the moment you trigger the initial lower launch barrier action. The work around prevents you from teleporting back to the carrier when you farther away than 200 meters. I haven't seen the missing tail hook action, but I would suspect it might be a similar reason. After a consulting session with John_Spartan on the weekend, I want to move the scripts from the current built-in status to different modules. The old scripts and the new modules will probably co-exist for a week or two, but then the old built-in scripts will be gone and mission makers will need to use the modules. Please let me know if you're already creating an arma3 mission that might be affected. I'll help in the transition. For a first preview on the module usage, you can try out the onShip module that saves you the setPos loop: http://tspindler.de/arma/arma3/nimitz/TTT_onShip.pbo Place the function module in the editor and set a height above sea level. The default is .5 over the deck. Sync the player/object with the module and it will be moved to that height above sea level. For example you can place three modules, one named Flightdeck, one Hangar, one Briefing and set to the appropriate heights that you find on the icon of the Nimitz. Sync the units you want to have on the carrier at the different height levels and off you go. If someone wants to test it, please check out the respawn module in combination with onShip and see if it works, not tested so far. If you prefer a video over text, take a look at a prototype sea rescue module around the Nimitz at http://tspindler.de/arma/arma3/nimitz/TTT_rescue.pbo and this video:
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