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Everything posted by John Spartan
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F/A-18 Super Hornet and Su-35S Flanker E
John Spartan replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Sttosin - only times I have seen landing gear failing [no action to raise/lower] - is when it's damaged. For instance if you place the jet and ad some extra elevation in the editor - when mission will start it will drop and damage landing gear. Or if you had a rough landing/take off - will also dame it. Apart from that we have not had any reports about similar issue. Can you take a look at your ARMA 3 RPT file. If there is an error it will show up there. -
F/A-18 Super Hornet and Su-35S Flanker E
John Spartan replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Saul & me are not asleep or neither we have abandoned the project... When the we have something to show we will share it with the community, till that - patience... @SS9 - is there any major bugs with latest updates? Have we missed something? -
F-14 Tomcat Series Standalone
John Spartan replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@FireWill - great job mate. One of my favorite airframes - finaly we have it in ARMA 3. Thank you. -
F/A-18 Super Hornet and Su-35S Flanker E
John Spartan replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@All - and I was hoping for an early retirement... ok will look into the update for these bad boys to make 1.48 STABLE game compatible. -
F/A-18 Super Hornet and Su-35S Flanker E
John Spartan replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Fuller, can you explain in more detail what functionality has been affected with 1.48 vanilla game update? -
F/A-18 Super Hornet and Su-35S Flanker E
John Spartan replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Bajorg, thanks for kind words and glad you lads put the F/A-18's in a good use. As for TGT system atm we just don't have the time and also we are waiting on some clarity from BI. Does the vanilla UAV's function better in similar conditions? Maybe I can research the stup used by BI on thi subject and find a solution to apply with next update. @SS9 - mod will be updated only to have vanilla game patch compatibility or new engine tech introduced. As for more complex targeting system - we are kind of waiting on vanilla update/expansion [there is a placeholder for targeting pod system unfinished] so you will have to wait... -
Help with editing 3D Models.
John Spartan replied to cBurnett1404's topic in ARMA 3 - MODELLING - (O2)
@Burnet - take a look here [hidden selection manual] Basically if you are interested to start with a simple texture edit for the in-game asset, the easiest way is to create a small config that is part of a PBO with your new textures. Regardless is it vanilla game asset, or community asset it can be easily "upgraded" without violating BI's EULA or any community authors right via patched/dependency config. For example here you can download F/A-18 aircraft PSD files with and actual replacement config example. Player still needs the original game/community addon. But you can easily add your own version [your work only] of it without a need of altering the original. Does that makes sense and hope that helps? -
WTF has happened to buoyancy?
John Spartan replied to a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
@Burnes, great that your project is moving forward successfully. I will take a note of this for my own reference. -
WTF has happened to buoyancy?
John Spartan replied to a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
@Burnes, make sure autocenter =0 for geo and buyoncy LOD to work properly. Take a look at this - https://community.bistudio.com/wiki/Arma_3_Ships_Config_Guidelines -
Arma 2 AV-8B Harrier II Port
John Spartan replied to Chairborne's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Chairborne - can u empty your mailbox mate, got your PM but I cant respond to it. -
PboProject will not let me binarize!
John Spartan replied to HJohnson's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
@Jonson, first you showed a "nice attitude" with this - http://steamcommunity.com/sharedfiles/filedetails/?id=286050506, then weren't your friends part of A3life and now you suddenly want to ask a help from the same community you dislike so much, to "create" something... you know how to make people laugh -
Customizing vehicles by using the arsenal export
John Spartan replied to loooci's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Looci, ok in general it's a simple process, where via INIT.sqf file placed in the root dir of your mission you can call "exported" functions. Please download and see working EXAMPLE OF VIRTUAL GARAGE USAGE HERE place the downloaded mission folder [with included files] in you ARMA 3 user folder: C:\Users\YourUsername\Documents\Arma 3 - Other Profiles\Your%ProfileName\missions\... test in the editor, by loading the "VIRTUAL_GARAGE_EXPORT_EXAMPLE" mission. Hope this helps John -
Automated ejection of aircraft crew under certain circumstances
John Spartan replied to NightIntruder's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi there, a small sqs loop will do the job. This is what Saul and me done to make AI pilot "bail out" in case plane is damaged. Add few conditions by you and attach it via init to unit, should do the job. Just don't make it per frame add a small delay/sleep timer on each cycle. -
United States Air Force( 2015)
John Spartan replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Fuller & USAF team - great work on the release lads. Keep up the good work. -
Planes spawned in this script dont attack the enemy ground units & vehicles
John Spartan replied to Gunter Severloh's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@Gunter, - yes I built that small piece of code - yes you can add timer there, just in the code before it initiates add a condition for a timer, and then thru the code rest it as a local variable. -
Planes spawned in this script dont attack the enemy ground units & vehicles
John Spartan replied to Gunter Severloh's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
take a look at this sample mission [A2 vanilla only] -
Planes spawned in this script dont attack the enemy ground units & vehicles
John Spartan replied to Gunter Severloh's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
the code can be called by any logical mission element [trigger/unit's init] or in a mission init.sqf file just add a line to execute it. Use destroy Waypoint to tell AI to attack specific target, just remember that you need to pass the target ID to code so it know what exactly to destroy. Functions module is only needed if you wish to use BI's standard functions. So in this case it might be not necessary. Use scripting command AddWaypoint to archive this Check the mission main settings which faction is set friendly to independent make sure they are set up correctly as you meant to. -
Planes spawned in this script dont attack the enemy ground units & vehicles
John Spartan replied to Gunter Severloh's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
rgr on mods, misunderstood, basically to call any unit to an action [AI meant here] you need to define it's behaviour and add a waypoint [search & Destroy/Destroy] still before using mods try a vanilla built mission first to test the work you have done only then apply it to moded game/mission. this also might be handy in your code there is line this mean's spawned unit will never attack anything - it's in careless combat mode and will ignore any hostile unit, try changing that as in example above. -
Planes spawned in this script dont attack the enemy ground units & vehicles
John Spartan replied to Gunter Severloh's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi there, bellow is an Arma 2 script example I have used [this works]. What it might be with AI, you forgot to define a group/side for the units to be spawned. So initially you need to create a group on OPFOR side first, then spawn the crew, then spawn the plane, move the crew in the jet, give the group of the crew the new way point. try it like that see if that works for you. Also try the code first with vanilla units with no mods. Not to offend anyone but all AIA code is "bugged as hell" and breaks a lot of game functionality. -
F/A-18 Super Hornet and Su-35S Flanker E
John Spartan replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@OfficerAMR - Su35 already has a set of 4x20 rockets in the service menu available. F/A18's were not meant to carry any. If I am not mistaken then older A/B/C/D models only had them in use. We have no plans to add this feature on E/F model's in this mod. I would rather focus on making existing weapons behave a nit more authentic. -
F/A-18 Super Hornet and Su-35S Flanker E
John Spartan replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Wiki, will look in to that, thanks. -
@All - rgr on feedback. DEV branch is hard to follow and sometimes it's is creating a mess. I also I understand that people want to test some new toys they paid for a bit earlier. As for F/A18X ejection being different from Su35 or E/F versions then I can say it cant be - they all have identical code, so either mod is not compatible with something else, or game branch or none of them would work because of STABLE platform update/change. To solve the puzzle then I will need to see RPT files for the session's with errors lads. Please send me a PM with the log file.
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@OfficerAMR - I will need some details [stable/dev branch & version of mod] Latest version released is available on Armaholic and steam is 0.99. It is compatible with stable game version only. Also we have noticed that AGM mod can cause a lot of errors/compatibility issues. Issue you are describing was indeed happening with 0.98 version of this mod, and was resolved with 0.99 version, unless new game patch has changed something I am not aware of.
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@Mike - try to rebind the "User20" key for service menu access- I think we have made a slight error on pilots manual page with latest version. @Nerdwing - Ejection is by default binded to a standard eject key. No additional addons are required for it function correctly. Are you using STABLE game branch?
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@All - once more thanks for all the support. @Nikiforos - if you have noticed then with "Heli DLC" there is a new "pilot camera" mode added we are testing and trying to utilize it as a TGT pod for a single seat aircraft. What you see at the moment is a unfinished concept [in settings for controls/common controls/multifunctional camera key]. What we were thinking is to see where BI's Devs are taking the idea and then adapting to use on our single seaters, so be patient with this.