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John Spartan

B01 Developer
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Everything posted by John Spartan

  1. @Ostrilium - I'll need some more detail on the error mate. can you please send me a screenshot or maybe a detailed info how the mission is set up and what other mods you lads use so I can track the issue and fix it if necessary.
  2. John Spartan

    3d hud

    ok try something like this in your main config.cpp before cfgvehicles inserting code like this: and then in your vehicle config add off curse all the relevant rtm files [animations] must be present in the PBO [copy/paste then from A2 content more relevant to your addon] or if you want you can always go for custom animations there are few good tutorials on the forums.
  3. John Spartan

    3d hud

    So your cfgMFD consists of two parts BONES is the first one where all the basic info is defined about animation you want to draw, like position and type. DRAW is actual class that defines what lines/circles/text will be drawn on HUD, but as a set pos/control it needs to be attached to it's BONE. try this tutorial by BI with much more detailed explanation of how MFD's are built.
  4. John Spartan

    3d hud

    Hi Oduseus, If I am understanding correctly then you are trying to take Arma 2 model and config in Arma 3. If that's the case then its a simple process to align/configure your HUD to mach new settings and Arma 3 camera behaviour. ok the tutorial I would advise to read is by Rock found HERE in the Cfg_MFD you will need to look for relevant BONE to alter the behaviour of the horizon lines being drawn in DRAW subclass. For example: so this tells the game engine where is the 0 point for that small "plane" in ceter of HUD relevant to memory points set in model which define whole area of HUD by adjusting them you can archive that subclass DRAW will be affected and small plane can be moved relative to this position. same idea applies to other controls in CfgMFD or HUD. Horizontal alignment is best to be done by slightly moving pilots proxy [to left or right] in "viewPilot" lod of your model.
  5. It is possible with a simple script. Idea is to attach script to the vehicle with adding event handler get out. Then within the script capturing the player and his vehicle [new deployed parachute] and delete it. in the planes/heli init put this code to execute script and then in your mission add a my_ejection.sqf file [script] with something like this hope this is what you are looking for.
  6. @Progamer - mate we do read other posts, and also me and Franze are keeping in touch for last two years - so YES we are aware of this concept and keen on it. Regarding will or will it not be implemented I cant tell you at this moment. As Saul earlier confirmed our game plan currently is to focus on SU35 model and basic stuff around it so we get a decent OPFOR aircraft out there first. By that time we are done Bi will be finished with their vanilla jets. So by that time will clearly know which way BI is taking fixed wing simulation and what is missing so then we can decide what's needs to be added/implemented. There is no point to rush and sacrifice quality because few are impatient. Also you have to consider that if lets say we spend time developing advanced afterburner script/effects and then after a month BI ads a more better one, so time wasted, so this is just one example why we are currently on staging pattern and working only on visual improvement's so when there is more clarity we just need to update code and done. We choose to deliver a basic mod and then upgrade it stage by stage, instead of working on it for a year and then releasing all finished. So please be patient, there is a good saying Progamer - PATIENCE IS A VIRTUE. Also as stated earlier by Saul these are the confirmed features so far for FA18 and similar for SU35. @PuFu SU35 will receive some cool stuff for those displays. @All, there are plans taking these bad boys to a next level even further than concepts discussed but that will take time and a lot of work. When the right time comes we will announce our plans. @Airborneguy, no I am not. Saul and me shared some stuff [ejection, service menu and some concepts] with Stiltman and Peral. This is a common practice between addon makers working on similar projects in this community. @Chortles, do us a favour pal, please don't speak on our behalf on other treads. If there will be some news worth announcing then Saul or me will announce them here in this tread. @Rory, mate, I will look in to creating some custom respawn modules included in both FA18 and SU35 with future updates to make the mission designers job much easier. Also I'll drop you a PM when we get closer to BEAT tests on SU35 so you can upgrade you missions to get OPFOR implemented.
  7. my weekend is dedicated to this beast.
  8. Respawn, I used this old script from A2.
  9. @Tuna, giving one aircraft all that would make it a very unbalanced/strong unit. Would gameplay be interesting if you can easily wipe out whole OPFOR as one pilot? Even thou it is possible. Saul and me have a new concept on this matter planned and we would like to actually push more towards coop gameplay. For me personally ARMA is not a flight sim or just an infantry shooter. ARMA is about as close as you get to combined arms simulation. So maybe its worth to focus on that?
  10. John Spartan

    (STI) A-10 for ARMA 3

    @Chortles, to be honest I have not seen any on Stratis, maybe I am mistaken. Is there any?
  11. John Spartan

    (STI) A-10 for ARMA 3

    @All As Stiltman intended "Service menu" will be available in three conditions from aircrafts cockpit: - plane is parked [0 speed] within a 25m from SOFT HANGARS on Startis and Altis - plane is parked [0 speed] within a 25m from HARDENED HANGARS on Altis - plane is parked [0 speed] within a 25m from NATO service vehicle HEMTT Ammo
  12. @All ADVANCED WEAPONS SIMULATION Like Saul mentioned already earlier F/A-18 projects missile box is still WIP, the same as upcoming missile box for Su-35S. So please be patient. Our idea is to wait a little till other two BI aircraft are released with the rest of campaign [F35 and Yak130 - I assume], to see which way BI are taking fixed wing simulation. BI is very careful to announce what is coming down the pipeline on this subject, but once out it can change our game plan. Please understand that we are only adding content based on what BI has implemented within a platform, we can script some heavy features but that wont be same as built in vanilla feature. So now we goanna finish up Su-35S to same level as F/A-18 and then once we know for sure what needs to added [what BI left out] we are goanna update our mods. So plan we would like to archive by the end of this project on weapons is following: - ARMA vanilla "Tab Lock" stays but with a slight adjustment of target/weapons separation - AIM9x and R73 are IR guided and can lock only IR targets on close range [vehicles and aircraft] - AIM120 and R77 are radar guided and can lock on air targets only on medium range, plus proximity fuse added - AGM56 and Kh29 is a missile to counter ground targets only, laser and IR lock [not as realist but will fit the gameplay] - LGB12 and KAB500 are laser guided bombs only - JDAMS are GPS guided only, so a dialog will be created to select a target on the map and acquire lock on it without a help of other units - AGM84 would be getting a scripted cruise missile behaviour and only ships can be its targets Few other things maybe but lets discuss all that after Xmas when we see more of A3 engine upgrades and what BI have prepared for us. We definitely are not going "mando missiles" way, I would say Franze's and NodUnit's proven concepts on AH64 is a guide on this matter if we end up doing all by ourselves without BI taking a lead on this "Tab lock" issue.
  13. John Spartan

    AirplaneX - Sinking into ground

    Ok since I have some experience on this exact subject I'll share my "experiment" results. First of all I had the same problem as Gnat described and we discussed this last night with him. So the way I managed to solve this is quite simple and almost as Abs described in posts above. - GEO lod contains wheels as actual model - GEO lod, wheels are named not only as component but also it has to hold information about all subsequent/included animated selections [like wheel_1, component01 and suspension_1 are saved as same wheel poly named selections] - GEO lod, mass is applied to that wheel object - GEO lod wheel poly must be "Must be closed and convex" - also don't forget the land contact, points there must have similar names as you use for the wheel in GEO lod - in cfgvehicles use driveOnComponent[] = {"ngear", "lgear", "rgear"}; - airplaneX or airplane as a simulation does not matter at this moment [depends what BI is bringing down the pipeline latter on]. To be honest Progamer is not really right on that airplaneX realistic simulation [its nothing but a copy of car PhysX, the plane starts behaving as crap in air but drives good on tarmac... my opinion/observation] It worked for me on FA18 and SU35
  14. Just a quick heads up with what's happening on our projects. Saul and me been busy with our new creation and this what we have at the moment.
  15. @H4nSOLO Thanks for a kind word. First question does in RL Eurofighter and FA18 refuel drogue/probe systems are compatible. Newer thought of that, needs some research. When it come to ARMAVERSE, yes idea as such could be possible once a A3 version of RKSL Eurofighter is released. Please remaind me then add this to our TO DO list. Till that as we stated previously we support/maintain compatibility only A3 purpose built add-ons on A3 platform [AIA is a downgrade of a beautiful A3 engine with a lots of issues, which we decided not to support]. Also I hope feint will rework his Aerial Refuelling Module eventually to A3 to make it easier for this to happen.
  16. @Brad, SU35 will receive similar lead-out variations as FA18 [service menu]. Based on basic Russian air weapons currently available for this aircraft.
  17. @Astrospud, I believe the issue you are having with tail hook might be explained very simple - "tail hook down" action is available only if gear is down in mid air. In mid air, with gear up even if you have mapped the keys it wont appear, lower the gear and action appears.
  18. Hi Scorch, this might answer some of you questions and guide you to a right direction. Also if I am not mistaken then BIS stated that eventually A2 sample models will be released. I would not bet 100% on what vehicle models will be included but it's worth truing to contact BI staff and maybe asking about their LAV25 model.
  19. great this is something worth downloading DEV branch to check out - this can sort out MP issue with people not seeing each others selected skins
  20. Ok lets sort it out one by one. Since Saul is on family holiday and I am all in Flanker's animations and flight model, we don't have that much time at the moment to respond to all posts. @Nice_Kuehl - thanks great feedback wery detailed. Added to my to do list, on next coop session we will simulate this and see what can be done with the next update. @Bruce - I belive this tread here is Sickboys play with six project main tread. So please post your request there, to get it updated, thanks. @SuperSix - yes it can be disabled, please reed page 7 in README included with this mod. @All - WEAPONS and TAB LOCK. Ok My current game plan is to wait and see where BIS is taking fixed wing simulation in A3. So by the end of this year will have NATO and OPFOR jets available. To add them BIS will need to update simulation for fixed wing. I am hoping that there will small config adjustments to separate radar/IR/GPS/LGB targets and weapon lock with same old TAB LOCK. TAB lock is not bad in general, just a bit more detailed separation between target and weapon types is need. If BIS wont add that then we will return to this subject. At the moment all weapons config is based on counterparts on BIS weapon's just better looking. Please remember that this is not a flight sim but a combined arms game. DCS is something that some of you lads might be interested if you do not wish to wait. @All - Ejection. First of all pilots manual is coming soon with next update. That should reduce the need for this feature in general. Regarding MP ejection [lack of time and my personal knowledge of new A3 MP framework] is deliberately manual for pilot and WSO. In SP sequence is fully automatic once one crew member activates it. Will be overlooked when I'll get better at MP scripting. @Petsfeed - TI textures is WIP, will be added latter on the go.
  21. @Tuna, no weapons lock has not been changed - old "TAB lock" is still there.
  22. @13isLucky, you were the first one to get the file, I was still updating the post and all links [by mistake you ended up getting the wrong one], happens. So now your FA18 E ejection is working? check @06:00 min of this video to see ejection on E model working [video by TankBuster]
  23. VERSION 1.5 RELEASE Refer to original post and README file for all major information. DOWNLOAD README v1.5 Sitrep: Ok, with a delay for various reasons we can finally say here it is - version 1.5 of these "bad boys". Due to few RL events and setbacks [sauls PC tanked] we were delayed on this one. This is not even near a final FA18 version we would like to see. Eventually you will see more updates coming on this one. At the moment we are putting all our efforts in SU35 project to get it out on same level as FA18 till Xmas. After both will be kept up to date with various tweak's. Change Log: v1.5 - Updated 10-11-13 - texture's and rvmats updated - fuel drop sequence added - aerial refuelling possibility added [from F/A-18 F equipped with "buddy pod"] - IGUI with custom icons and info - Ejection function updated - compatibility with JDog's & TeTeT Nimitz mod for ArmA 3 added - small bug fixes/code optimization - some small weapons config tweak's - custom pilot added with more realistic gear [Fighter Pilot under NATO/Man] - HUD crosshair alignment fixed [now spot on for dogfighting] - Small tweaks on pilots and gunners animations Also some of the features like ejection script is still WIP so please post feedback and we will update the functions and make them more realistic and in game style like. Enjoy !!! Spartan out.
  24. John Spartan

    EA-6B Prowler (Work In Progress)

    @Ranwer, looks promising, keep up the good work. Since we both work on US NAVY aircraft I'll be more than happy to share info/source files on animations [canopy, gear, control surfaces, mfd's etc.]. Drop me a PM once you have the model ready with UV layouts done. I'll try to answer all your questions how to get in game. Regarding ELECTRONIC WARFARE - long shot, but I have couple of ideas that might be helpful - drop me a PM once you are happy with model. John
  25. @James, yes that can be done. In mission editor, placing your unit in its initialization field put:
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