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John Spartan

B01 Developer
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Everything posted by John Spartan

  1. @PTW-105, the script you are looking at is designed to have a "freely" chosen load out in mission start-up for user. Idea is that mission designer uses this script and then also parks HEMTT reammo truck near the FA18 so the player can customize his aircraft load out thru service menu. Script needs to be called by passing 20 parameters [plane name + 19 weapon magazine names]. Script normaly can be called vie init sqf or via trigger or init line of the plane itself. For what you are trying to archive I recommend setting up a pram's as you normally do and then add case/switch where you execute this script.
  2. @Zeo I believe a custom unit config where you define that the vehicle is a service provider you can archive simple result. If you look at BI stock support truck configs they have certain code lines that enable service options: just include these lines in your cfgvehicles config like BI example below to enable these features
  3. @Chortles, I have met TeTeT on TS this weekend and we have discussed a compatibility between these two add-ons, I'll provide support for his projects as much as possible. Eventually all this will be sorted, keep an eye for updates.
  4. USS NIMITZ & F/A-18 I am always been for supporting concept that - add-on's must be compatible but still standalone. Yes there will be a temporary solution, till we get a proper carrier, provided to allow player/mission designer rearm/service aircraft on carrier deck, also a built in arrestor system will be activated with next update. So no worries on that.
  5. Thanks Fletcher, If you have the latest 1.2 version downloaded from Links in first post, then open a readme PDF provided with the add-on. If any issues to access service menu following instructions on README, let me know.
  6. Thank's will be fixed with next update mate. This is the right tread to discuss the issues and future's on these "bad boys"
  7. it is a known game engine limitation in MP environment since Arma 1 that BI have not addressed, that has been discussed in post #282.
  8. Don't worry the flight characteristics will only improve, by "game balance" we meant - bringing in something that can make pilots day a bit harder - an adversary
  9. @kgino, great. The issue you encountered is a game engine limitation, we have not yet fully found a solution to. We will do our best to sort it out. As for SP I meant editor, your own mission, this issue does not appear in SP environment. @Rory, mate unfortunately you cant manipulate canopy [due to animation being tied to default BI anim source]. As for empty aircraft use in aircrafts init field:
  10. Ok, the only issue that we are aware off in MP is with two seater F version. At the moment there is a only one way to get it working. You have to make sure that gunner is out of the aircraft and pilot must get in as gunner to gain access [get ownership] of turret weapons/turret, and then by getting back in pilots seat rearming works ok. If this does not help and you have similar issues with SP then you have found a new issue we were not aware yet and we will need to go thru all rearming sequence again to find error.
  11. @kgino I'll need a bit more detail on this: are you using DEV branch? are you using any mods beside MCC? is it E or F model we are talking about? does it works for you in single player mode [just to understand is it MP related issue]? any additional info will help to trace the issue so it can be fixed.
  12. Well done Gnat, this so far is the best OPFOR fighter on A2 platform. Tested, it's a beast.
  13. This is probably one of the best showcase videos I have came across, thanks SwissMaverick.
  14. yes I have seen same issue you can slightly fix it witout altering the anim itself just in config viewpilot is what tell the game engine how you can turn your head
  15. Pilots sticking out of cockpit is an issue of not existing "pilot" animations. You have to use custom or pick similar vanilla A3 animations for driver action. Again in your cfg vehicles try to play with driverAction = "...action_name"; check helicopters, or buzzard it has this entry, old A2 animatios are no longer there so you need to alter this.
  16. @Gnat no worries mate, I think I have still your e-mail, check the mailbox mate.
  17. issue with aircraft unable to gain speed I recon is because of missing - simulation = "airplane"; this entry must be in cfgvehicles for particular unit stuck thru the ground is an issue related to models geometry, since we don't add PhysX yet [no tools] we need to make sure there is a contact surface definition for wheels/gear. Name your wheels as a some selection in models geometry lod and in cfgvehicles add driveOnComponent[] = {"front_gear", "left_gear", "right_gear"}; entry that should fix the issue
  18. driveOnComponent[] = {"front_gear", "left_gear", "right_gear"}; is what you need to define to avoid the aircraft stuck in ground please reed more carefully my previous post
  19. To make sure that you vehicle is enterable you have to have a combination of memory points and cfgvehicles entry done. - in your cfgvehicles for your unit add; - in your models memory lod add two points with same names, where one will be the point near which will context menu entry "Get In" appear and the other one to make sure get in animation is played correctly direction wise. let me know if this is not working we can look deeper in your config then.
  20. Ok some info on config and model editing for ARMA 3 I have found and I believe will be useful for you lads; - first of all Config.cpp>CfgVehicles in ARMA 3 has a new entry simulation in case of plane tests show that usage of is the most suitable- without PhysX enabled your aircraft might appear like falling thru runway to fix that without PhysX lod add in Cfgvehicles names of selections does not realy matter as long as they match selection names for contact surfaces in your models geometry lod - to inherit proper aircraft damage effects in Cfgvehicles add - Flares are configured in models mem ory lod and in cfgvehicles as shown here where in models memory lod add four points. Two to define flare origin position the other two for flare drop direction as a simple points and name them to match config entry. Weapon and magazine for flare launcher must be added. - for a HUD config see Rock's amazing tutorial here - http://www.rkslstudios.info/blogs/wip-wednesdays/28-week-20-may-16-class-mfd-blood-and-close-protection-duty - Exaust effects is again a Cfgvehicles entry combination with memory point definition within a model where each engine/exhaust needs a memory point to define start position and another one for end pos. - fuselage vapour. BI have added this as a default feature [finally] to enable again a simple edit of Cfgvehicles for your plane and adding referring memory points will do the job - Eventhandlers and custom init. In A2 a lot of addonmakers vere relying on Extebded eventhandlers, since it was to complicated for some to add them in config. What I faund with A3 is that you don't need that addon, so your mod can be free of dependancies/standalone if you wish. Eventhandlers if properly inhereited will have BI default ones with your custom ones together with no conflict. To get it working before definig your custom unit add then in your units config add; this will allow the aircraft have all BI effects and eventhandlers + a custom init for advanced features if you wish so without a conflict and need of third party addon support. There is a lots more, but I faund these as a key aspects I wanted to mention straight away so people can save time on research and focus on other stuff.
  21. This looks interesting, lads keep up the good work. If any help on config and scripts needed drop me a PM.
  22. Hi Blackwatch, use of scripts could do the job. I recon createvehicle is the right scripting command to use. Idea would be including a sqf script file in your mission activated by trigger [the one that detects when all OPFOR in that area is eliminated] and spawn additional vehicles/ammo boxes.
  23. John Spartan

    Top Gun [SP/Coop 1-16]

    Checked out the mission - cool stuff, looking forward for your feature releases mate. Keep up the good work.
  24. @Abshire, I kind of agree on "Right now the plane is extremely overpowered...as it should be" yes it is, we will fix that and we are working on game balance. Air to air, enemy fighters? If you mean "Buzzard" then its a trainer turbo prop as Chortles likes to call them. And it wont be a match to any fighter. But on this subject again, a need of a proper OPFOR fighter is on the table, we will see what we can do. In MP F model gives you ability to have team play, since in A3 we have and option to self lase from gunner camera its just a matter of practise and teamwork to be used effectively. Arma SAM system addons also need to be upgraded, it all cant be done by one moding team so I hope we will see such addons eventually, or at worst case scenario we can tweak vanilla game SAM missile values so they represent more of a treat simulating real world.
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