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Posts posted by Lala14
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1 hour ago, AtomicBoy said:Hello everyone:
I introduce myself, my nick is atomicboy and I write to you from spain.
Congratulate you on this great mod and I would like to make a very simple suggestions:
F-16 HARM, can only attack Tigris (Anti-Air). The scrip that allows you to launch the HARM, if you change the radar type variable, type "2" to type "4", this makes it compatible with the ADDON of POOK's SAM.Greetings to allThe HARM system has been overhauled a looooooooooooooooong time ago. Plus pook is on the team :P
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10 hours ago, Mr. Birdman said:@ Lala14 if you get some time can you script work for all playableUnits + switchableUnits using the team switch function right now only the unit you start the mission works with your script.
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3 hours ago, Mr. Birdman said:Still can't get the remove vehicle option to show up even in your demo only the fix option shows up.
If you are still working on this script some really cool function to add would be.
1. The ability to put down defensive fortifications.
2. The ability to tow damaged or destroyed vehicles.
3. The ability to put out fires. I was attempting to restore they totally destroyed vehicle that was still on fire and when I did it blew the vehicle up and my vehicle up (:
4. The ability to turn off The completely destroyed vehicle function in the field. So you would need to tow the rack back to a base repair station like we had in domination from Arma2.
Thanks for the script like I said these functions should have been included in the vanilla game (:
Oh I thought you wanted to repair the vehicle the whole time.
1. I'll probably not make this as I really just don't feel like it as I'm working on the USAF mod. (You could also just use zeus)
2. There is a mod available that already does this. (I believe there is also a script as well) (check advanced towing mod)
3. I might put this in. (I dont think you can remove the fire in arma 3, unlike arma 2)
4. It is available in the script as CCAbleToRepair just set it to 0.
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there may have been a while loop somewhere before it that hadn't finished so that's why the code never got executed.
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Ok, I've just redownloaded the script and placed it into a mission in the editor with a bobcat and a destroyed hunter and the option came up.
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that should already be there .... about adding fortifications, i might do that later.
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That was intended to go into the a trigger with the on activation part of the trigger. However, it can be changed a bit to work better so that if there are multiple vehicles it will work without needing to name each one (if they are all entering the same trigger).
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the code looks like BECTI?
edit: pro tip at least add the code into a spoiler.
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Ok so there is your problem, I have not provided the code for that aircraft. What you can do is do it yourself because I don't have it. It's pretty simple. First you will need to find the classname of the aircraft. Next enter the script and find IL_Config. You will find a large array that is filled with multiple aircraft classnames. You will need to copy and then replace the classname of the aircraft and then finally you will need to figure out the position to add/replace.
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what aircraft were you using?
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Did anybody found a solution to flickering lights by RHS C130?
Do you mean as the plane is moving? (when stationary it is fine right?)
This is due to the arma engine and cannot be fixed until BI does. Sorry.
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Hi, just to ask about the loading of vehicles into the cargo planes (C-17, C-5, etc), is there any way to load them in the eden editor and successfully drop them afterwards? And also, is there any way to get the AI to drop the vehicles from the planes? Also, is there a script to open and close the ramps of the cargo aircrafts in the editor? Thanks. Asking because I have not managed to find anything on these.
It's a bit of a long explanation but here is a post I made about how it works, I think you will be looking at the forceLoadCargo which instantly places the vehicle/object into the cargo area.
https://forums.bistudio.com/topic/180829-united-states-air-force-2015/?view=findpost&p=3064265
About doors and such, again each plane has it's own animation sources so the best way is to look in the config reader tool in eden and look at its animation sources. However, there are a few planes that have scripts to open and close their ramps which I believe are the C-5 and the C-17, their scripts are as follows
edit I gave you all of them ;)
C-17
//ramp close
null = [<c-17>] execVM "USAF_C17\scripts\back_rampclose.sqf";
//ramp open
null = [<c-17>] execVM "USAF_C17\scripts\back_rampdown,sqf";
//C-5
//ramp close
null = [<c-5>] execVM "USAF_C5\scripts\back_rampclose.sqf";
//ramp open
null = [<c-5>] execVM "USAF_C5\scripts\back_rampdown,sqf";
//nose close
null = [<c-5>] execVM "USAF_C5\scripts\nose_rampclose.sqf";
//nose open
null = [<c-5>] execVM "USAF_C5\scripts\nose_rampdown,sqf";
//C-130
//ramp open
<c-130> animate ["ramp_top",1];
<c-130> animate ["ramp_bottom",1];
//ramp close
<c-130> animate ["ramp_top",0];
<c-130> animate ["ramp_bottom",0];
//CV22B
//ramp open
<cv22> animate ["ramp_top",1];
<cv22> animate ["ramp_bottom",1];
//ramp close
<cv22> animate ["ramp_top",0];
<cv22> animate ["ramp_bottom",0];
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The update has not yet been released though ...Excellent thanks for the update, will be checking out tonight on the update and Bug fixes !
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already done :Pthat blue/brown ball that indicates your roll and pitch right between the MFD
plus, IRL, TGP should be on pylon 2/10 instead of 3/9. and also, don't know if you can make GBU-12 load on pylon 4/8 (also can put 3 GBU-12 per pylon).
and also, I think the maverick (x2) are loaded on the inside and outside of the pylon, instead of outside and centre
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Just delete the .pbos that you don't want! (you need USAF_VEST.pbo and USAF_SFS.pbo at least)Hey Fuller!
My Arma3 Clan wanted to put this Mod in our Modset. But we don´t need/want all of them.
Is there a chance to just pick some of the vehicles (police cars/AC-130/C130)?
Greetings from Germany!
If you looked through the thread you would have found the answer, however, I'll save you the search, no.Is there any chance to see the mod updated for the new ViV-feature from apex?
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It is scripted obviously, there are a couple of ways to go about it. Please note each plane currently has its own prefix! This will be changed in the next updated to one set of functions.Can it be scripted, at least? I dunno, attachTo, setPos, something like that. I'm still new to that scripting, but it seems rather powerful. This won't look better than BIS implementation, but it might work, at least...
Note! each function is designed for each vehicle. They all have different prefixes!
e.g
//C130 USAF_C130_fnc_
//CV22 USAF_CV22_fnc_
//C17 Lala_C17_fnc_
//C5 Lala_C5_fnc_
Loading the vehicle
The first way will check around the plane for the nearest possible vehicle it can load which are selected from this array ["LandVehicle","Ship","ThingX","Air"]
syntax is
[<plane>] spawn <prefix>_canLoad;
The next way will not check for possible near vehicles and will load a selected target (including animation of vehicle moving into the bay) (note you must open and close the doors manually!)
[<plane>,<object>] spawn <prefix>_loadCargo
The final way is just forcing the vehicle into the plane with no animation of movement (great for spawning in air)
[<plane>,<object>] spawn <prefix>_forceLoadCargo
Unloading a vehicle
Once the object is loaded there are a few other functions for the unloading section
1 Unloading the vehicle on the ground (this will unload the nearest object in the rear bay)
[<plane>] spawn <prefix>_canUnload
2 Unloading in the air (this will unload the nearest object in the rear bay)
[<plane>] spawn <prefix>_canDrop
3 Unloading while near the ground for L.A.P.E.S. (though i would not recommend doing this) (this will unload the nearest object in the rear bay)
[<plane>] spawn <prefix>_canLapes
There are other functions that will just unload a certain vehicle however I would not recommend using them.
I hoped this answered your question.
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not sure if this would work but try this as your removeAction line
[civ1,intero] remoteExec ["removeAction",0,true];
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I'm not sure if it's been covered already, and my searches brought up nothing, but is there going to be any implementation/mod support for Zeus or MCC?
So far I haven't been able to create/spawn in USAF planes with both Zeus or MCC4 in SP/MP missions/servers with both mods installed.. While messing around in the editor there was a error message that pops up for a second when trying to spawn the units so i believe it's something within a script somewhere -_-
Alright, I'll look into it.
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Hahaha sorry, it turns out after some digging that you can't return something from the actual view of the model or whatever I guess you can call it. Putting it into the memory lod worked!
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So when using the new selectionNames command it returns some proxies. However, when I try to use any proxy listed with selectionPosition, it seems to not work. Is it possible to do this? or should I forget about it.
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@ Firewill, I haven't been able to get the F-14 and KC-135 to refuel together in mid air. When requesting to refuel it says that all points are in use? Is there anyway to script or make the F-14 compatible with the refueling script from Spartan's F-18E/F ?? I have managed to get an F-18E to refuel from an AI controlled F-18F and would like to incoperate this into a mission with the Tomcat. Thanks. Love the mod!
Hey man, if this is in relation to the USAF pack I've made some files to make firewill's aircrafts compatible. Check my signature.
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SGT. Fuller, this is such a great mod. I have been following it for some time now. Our unit has been a proud user of the mod for quite some time. Have you heard of or has anyone had any errors with the blackhawks? I have searched the thread without much luck, but may have missed it. It appears that whenever someone "ejects" from the bird while it is flying, they will get a steam ticket error and crash out of a game. This has been happening to our unit since the 1.60 update. Tonight, we had two people who crashed out of game as soon as they exited the bird while it was spooling down (on ground). They crashed at the same time. However, this time, it was not 100% of the people that were riding... just 2 of the 8 passengers.
Any ideas?
Are you able to provide a copy of both the server's .rpt and someone else's .rpt (one of the one's who crashed)?
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maybe this may be better.
null = [this,(getPosVisual this)] spawn { _this params [["_veh",objNull],["_pos",[0,0,0]]]; if (isNull _veh) exitWith {}; _veh setVariable ["org_position",_pos,true]; while {alive _veh} do { if ({alive _x} count crew _veh == 0) then { private "_timeStarted"; _timeStarted = time + 60; waitUntil {sleep 0.01; ((time >= _timeStarted) && ({alive _x} count crew _veh == 0))}; if ({alive _x} count crew _veh == 0) then { _veh setPos (_veh getVariable "org_position"); }; }; sleep 1; }; };
United States Air Force( 2015)
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
No the mod hasn't been officially put on the steam workshop. The next version will most likely be put on steam workshop by us so please wait!