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Lala14

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Everything posted by Lala14

  1. Yes of course, we are definitely still developing! We only released now as is as a lot of work had been done. Our main focus was on the fighters and the missilebox, although the drones we never really took a look at. There definitely will be an update to fix these. -EDIT #1- Hellfires do track (need full vanilla lock currently) just need to get the plane in weapon constraints KC-135 interior does need an interior update although this is not our priority right now as we believe it will mostly be an AI controlled asset. Please don't take offense to this decision, we're just occupied with parts of the mod!
  2. Hey there, I'd actually suggest that you rather set the plane in EDEN as NOT enable simulation (under the Object: Special States tab) which will have the same effect although, the current issue is the door won't be opened unless (for the C17 & C130) you chuck this in the init so the door is open, I'd also suggest u lock the vehicle as if you get in a vehicle that doesn't have simulation you won't be able to get out (just house keeping) and I also suggest you are in Translation Widget (2 on keyboard) to avoid the units being added as passengers into the vehicle. //C17 this animateSource ["back_ramp",1,true]; //or this animateSource ["back_ramp_half",1,true]; //C130 this animateSource ["ramp_bottom", 1, true]; this animateSource ["ramp_top", 1, true];
  3. @darkxess I went ahead and tried to replicate the issue you were saying but I haven't had any issues, are you able to maybe provide a mission or steps to reproduce?
  4. Vehicle IR strobe As the title says it adds vehicle IR strobes to vehicles in game AS OF UPDATE 5.5 nul = [] "vehicleirstrobe.sqf"; To disable a vehicle from using ir place in the vehicle's init this setVariable ["strobe",true]; Features Action comes up between 18:50 until 05:10 Different positions where the IR strobe is placed (currently different places for mostly each vehicle) Only works on LandVehicle class can be modified though Should work in multiplayer Action only comes up for either driver,gunner or commander Issues present Since I don't know the mempoint for the turret (not the muzzle) I cannot make the strobe attached to it so instead it is attached to the hull of the vehicle, If anyone knows the mem point or would like to offer a way to solve this PLEASE DO! edit: created http://feedback.arma3.com/view.php?id=18587 Co-Pilot does not have the ability to turn on IR strobe in some vehicles. Issue is only present currently on the MH-47E due to the left gunner being the turret of 0 rather than what the pilot should be. TO-DO Add predefined vehicles from mods this will start in the next update with air vehicles and so forth (so far added USAF,F-15C,Pearl A-10C, F/A 18 E/F and SU-35, C-130J Transport/Cargo) Feel free to modify with credits obviously to Tajin and/or me As said any optimizations or suggestions are welcome! http://i.imgur.com/2ucAdhB.gif (1559 kB) DOWNLOAD vehicleirstrobe.sqf Credits :- Tajin for help with optimizations and how to use variables and overall structure of the script [GiBThis] - J.Camel for the idea Me(Lala) for the creation of the script Player IR strobe I've now created a script for player IR strobes To be soon incorporated also is to make sure the player has a specific helmet on rather than just have a helmetUpdate 4 As of Update 5 place in the init.sqf nul = [] execVM "irstrobe.sqf"; and to disable ir attaching to a vehicle place in the vehicle's init this setVariable ["strobes",true]; Features Action comes up between 18:50 until 05:10 Works on all including AI (manually turn on by squad leader selecting AI then going into Actions (6) then selecting IR strobe On removed in Update 5 Should work in multiplayer Action only comes up for the one unit and no one else can modify it IR strobe is only accessible on foot works perfectly along side also with Vehicle IR Strobe script TO-DO Make script only work when a player has the specific helmet on (currently works with player only requiring something in the headgear slot) Make script work with other faction grenades rather than just the one blufor ir grenade Adding a variable at the top to set the IR strobe to either be SF (MS2000 which is placed on the helmet) or standard (on the left strap on vest) http://i.imgur.com/HjHRKu6.gif (1057 kB) DOWNLOAD irstrobe.sqf Credits :- Tajin for help with optimizations and how to use variables and overall structure of the script Fullerpj for the idea Me(Lala) for the creation of the script Show off Mission Download (single player editor) test_strobe.Altis.rar IR_Strobe_Example.Stratis ChangeLog Vehicle IR Strobe Vehicle IR Update 1: Vehicle IR Update 2: Vehicle IR Update 3: Vehicle IR Update 4: Vehicle IR Update 5: Vehicle IR Update 5.5: Vehicle IR Update 6: Player IR strobe Player IR strobe Update 1: Player IR strobe Update 2: Player IR strobe Update 3: Player IR strobe Update 4: Player IR strobe Update 5: Player IR strobe Update 5.01: Player IR strobe Update 5.5: Player IR strobe Update 5.01 Vehicle IR strobe Update 5 Player IR Strobe Update 5.5 Vehicle IR Strobe Update 6 source code (for those lazy too download the script file) Player IR Strobe source Vehicle IR Strobe source ---------- Post added at 18:01 ---------- Previous post was at 17:52 ---------- Woops thought I was in the Mission editing and scripting thread :/ If a moderator could move this there that would be great
  5. Huh, I'm guessing Bohemia must have moved the mempoint or something rather on the character model to cause that, it'll just be simply adjusting the offset value where the attachTo occurs in the script, I can post an update to the script sometime this week, been super busy with life atm
  6. Lala14

    United States Air Force( 2015)

    I'll see to maybe including this, although, no promises! As Hunterhawks said, just like normal radar it only detects moving ground targets (you could consider it to be ground if it was not moving). tbh an awacs really should only detect air but I don't remember why I made it also do that lol
  7. Lala14

    United States Air Force( 2015)

    The reason why no one has replied is because this has been mentioned numerous times, the CURRENT public version of this mod is INCOMPATIBLE with the current version of arma. Yes the planes may work, but most of it is broken, we're currently working on a new version that is to be released to the public soon.
  8. Lala14

    United States Air Force( 2015)

    definitely still there!
  9. Lala14

    United States Air Force( 2015)

    No, we have not opted in the third-party dlc
  10. Lala14

    United States Air Force( 2015)

    well the current public version of this mod is very broken, however, the only other mod required for this to work is CBA
  11. Lala14

    United States Air Force( 2015)

    yes u sync it and it will add the addaction to the jtac to call in the plane
  12. Lala14

    United States Air Force( 2015)

    iirc there are modules that need to be placed and sync'd (I believe 1 with the person who is calling it)
  13. Lala14

    United States Air Force( 2015)

    https://discord.gg/xGV8Nif https://discord.gg/gF3D7X7
  14. Lala14

    United States Air Force( 2015)

    Hey everyone! We're currently looking for a texture artist! This is one of the things that is holding us back from releasing the mod so the sooner we have a texture artist the earlier the mod will get released! Please contact either me or fuller on the forum or on the usaf discord! Thank you
  15. remove the "daytime" condition(s) in the addAction(s)
  16. Lala14

    United States Air Force( 2015)

    Sorry for not getting back to you earlier, but simply because this mod was released to the public so long ago, there was an update (jets dlc) where the weapons were changed and thus you kinda just have to eye ball it, the new update whenever it gets released has this fixed.
  17. Lala14

    United States Air Force( 2015)

    You can also use zeus to spawn units in the air, when they spawn they will be on the ground, then just drag them in the air and they will fly (using left alt and left click default bindings).
  18. Lala14

    United States Air Force( 2015)

    one word. game balance. wait that was two ...
  19. Lala14

    United States Air Force( 2015)

    It's because of the old physics model and the new game updates, this is fixed in our current internal build
  20. Lala14

    United States Air Force( 2015)

    It will not be changed, the issue lies in the fact that the RHS models are too large, the script works by using the size of the vehicle and weight to allow for them to be loaded. As for parachuting for players, if you have T-10 mod by Ohally (or was it deltagamer's version :S) it will show as an option for a static line jump.
  21. Lala14

    United States Air Force( 2015)

    it's just some missions
  22. Lala14

    United States Air Force( 2015)

    The prefix i believe is actually currently in this build still Lala_C17, in the next version i fixed this error lol. In that post you linked from last year it contains all the prefixes in another spoiler lol.
  23. Lala14

    United States Air Force( 2015)

    already added, we've added it to all aircraft as soon as the update was released back before jets dlc came out.
  24. Lala14

    United States Air Force( 2015)

    Yes, 7th July 2035.
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