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Everything posted by GrumpyRhino
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Medium Utility Helicopters MUH pbo Key Bisign Steam Advanced Flight Model implemented. The weapons mounted on some of the helicopters effects how the helicopters handles. when fully loaded with both gun/rockets-ammo and passengers, helicopters might have difficulties taking off. In the Mil Mi-17 'Heavy Rockets' it can help to release the wheel brake and do a rolling takeoff. (Releasing wheel brakes only works when AFM is enabled) The old school hueys have an inbuilt option to display symbols. The symbols are placed on the nose and on each side of the tail. The helicopters with this option are: Classname: Displayname: GR_UH1H_1 UH-1H 'XM16' GR_UH1H_2 UH-1H 'LMG' GR_UH1H_5 UH-1H 'Rocket-48' GR_UH1H_6 UH-1H GR_UH1H_7 UH-1H 'XM21' Use this in the units init field or in a trigger: [this, "Put_Symbol_Name_Here", nil] call bis_fnc_initVehicle; replace 'this' with the units name if in trigger. You can choose between the following symbols: Some helicopters can change skins. Not all skins are available for all helicopters. The old school hueys have no alternative skins at the moment. Use this in the units init field or in a trigger: [this, "Put_Skin_Name_Here", nil] call bis_fnc_initVehicle; replace 'this' with the units name if in trigger. You can choose between the following skins: Important information: Mounted weapons and their ammunition are explicitly configured(weight) for the helicopter they are mounted on. All helicopters have dampeners to increase the chance of surviving a crash landing. But they only work if you crash land on your landing gear. While flying you will shift slightly in your seat. This will cause the HUD (UH-1H 'XM16', UH-1H 'XM21', UH-1H 'Rocket-48') to be slightly off-target when maneuvering your helicopter. Bugs/issues: Changing the normal passenger positions into fire from vehicle positions, causes the soldiers to clip through their seats. I'll redo the seats for the helicopters to fix this. Some side positions are clipping into the side of the helicopters body, I'll modify the helicopters to make more room for passengers. Helicopters seems too damage resistant when taking fire. I hope it can be solved with a simple config tweak. AW101 has an FFV bug. Getting the FFV seats tied to the correct door is causing problems. Not all helicopters have their lights working correctly (collision lights, landing lights). This mod is released under the following license: ARMA PUBLIC LICENSE SHARE ALIKE (APL-SA) Unbinarized models will be made available when bugs have been fixed. Next update: Steam version has been updated. Other links will be updated soon. Credits: Bohemia Interactive - Arma models, sounds and textures, TKOH models, sounds and textures, Advanced Flight Model files. ColonelHartigan - Weapon configs, Textures. Cptdavo - Rotorblade textures (from the old Huey Pack). Kukus - Animations. GrumpyRhino - Modifying/porting helicopter models, configs. Thanks: deltagamer - Unbinarized helicopters helped me figure out the model.cfg for the AW101 : http://www.armaholic.com/page.php?id=27713 petracephas - Rotor bug solution: Adding "rotor_center" and "rotor_02_center" to the memory lod. "rotor_02_center" being the tail rotor. More info to follow...
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Leading a small squad, you must decide how to destroy an enemy comm station. When the comm station is destroyed, you will join a larger combat squad, and together you will eliminate all enemies from the valley. Your primary role in the battle in the valley, will be to apply medical assistance to soldiers. The mission will autosave after insertion into the valley. All other saving has been disabled. If you find it too difficult, you can activate a "no damage" mode. Press 0 - 0 - 1 to activate (radio protocol Alpha). Estimated playtime: 15 - 30 minutes. Depending on number of reverts. Steam link. This mission will be part of my Full Contact Safari mini campaign for the MANW contest.
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HueyPack This addon contains 30+ helicopters of the huey family. ADVANCED FLIGHT-MODEL IS NOT SUPPORTED Bisign Key This is the first time I have signed an addon. If something doesn't work, please leave a comment and I'll try and fix it. Link to the HueyPack on Steam: HueyPack Steam Link to the HueyPack pbo file: HueyPack pbo Helicopter descriptions: http://cloud-4.steamusercontent.com/ugc/532882215174389893/9E287C44EBE1F3E0455347755FBC6D459A383432/637x358.resizedimage (157 kB) http://cloud-4.steamusercontent.com/ugc/532882215174387818/DB7D8D7B6287D620894F2D94162FBCE0652FB21F/637x358.resizedimage (153 kB) http://cloud-4.steamusercontent.com/ugc/532882215174390368/73B6FE3083DB09A0AA5AC3CFEF580E7C15C2F244/637x358.resizedimage (195 kB) http://cloud-4.steamusercontent.com/ugc/532882215174388976/5046FDA9A738160FF2B28E43FE22B0FDBE2D5532/637x358.resizedimage (170 kB) http://cloud-2.steamusercontent.com/ugc/532882215174389288/218BF3A6E706549E38FDF35BB4A18324FA124981/637x358.resizedimage (163 kB) http://cloud-4.steamusercontent.com/ugc/532882754745708664/33C24464562AE5696441D10CCA9BF062FE880A9B/637x358.resizedimage (191 kB) http://cloud-4.steamusercontent.com/ugc/532882215174390143/2235C69B8E9589D20EEBD39636445DFE1A54FE47/637x358.resizedimage (169 kB) http://cloud-4.steamusercontent.com/ugc/532882215174388641/E57B6EAC54D7BF0A659779C26BBF5B246D23E10D/637x358.resizedimage (166 kB) http://cloud-4.steamusercontent.com/ugc/532882754745710244/5DDA3914A9478E7B55EA9A113506D0CB30D43279/637x358.resizedimage (187 kB) http://cloud-4.steamusercontent.com/ugc/532882754745756582/F8EC36E713E7B2BA9E21CF021C6D961296ACABA7/637x358.resizedimage (168 kB) http://cloud-4.steamusercontent.com/ugc/532882754745823058/D67A92B71A6EC298C7FF414F030C613286F7E402/637x358.resizedimage (224 kB) http://cloud-4.steamusercontent.com/ugc/532882215174389592/725467A728921F10040098B54DC0CBD57994A7B2/637x358.resizedimage (161 kB) http://cloud-4.steamusercontent.com/ugc/532882754745853812/24F007795EC820181A619602B084DD50E8161300/637x358.resizedimage (202 kB) http://cloud-4.steamusercontent.com/ugc/530632224562956579/50080BC1B27DFA90AE31422385A8494ACD8A6632/637x358.resizedimage (205 kB) http://cloud-4.steamusercontent.com/ugc/530632224562957052/7F210C51D95CBDE2D783AB6B1509D0C068F668B6/637x358.resizedimage (192 kB) http://cloud-4.steamusercontent.com/ugc/530632224562957434/002C55355BE1E18588A5248A0E7C87C5FA3AFB5D/637x358.resizedimage (205 kB) http://cloud-4.steamusercontent.com/ugc/530632224562957723/90494F7EAE33C4A5A88175CC382F718EDDA2767F/637x358.resizedimage (187 kB) http://cloud-4.steamusercontent.com/ugc/530632224562960822/54C8CB9803CF811D24B77260B5E20218E1811667/637x358.resizedimage (205 kB) Tips: - If you want to remove the "United States Army" text from the hueys, add this in the helicopters init field in the editor: this setObjectTexture [3,""] Known issues: - Copilot controls are clumsy/unfinished. Only meant to be used in case of an emergency. - Some clipping issues with passengers. - Occasional odd behaviours from wrecks. - Gunview is not working properly in the huey's copilot seats, stay in cockpit-view to aim the guns. - UH-1C "Heavy Hog": The guns controlled by the pilot has no lightsource in their muzzleflashes. - UH-1C "Heavy Hog": The double-mounted guns in the sideturrets only shoots one bulletstream. The double-mount is only visual. - Due to modifications, some helicopters have stretchmarks. I tried to hide them the best I could. - AI will not use TOW. Future plans: - Modifications of the Bell 412. Unbinarised files: HueyPack_Unbinarised Licence: The models and textures used to create this mod, were release by BI as Arma Public Licence (APL). You do not need to ask me for permission for anything. Go nuts.:) Credits & Thanks: Aplion - Config tutorial, Arma 2 US Helicopters import. Bohemia Interactive - Arma 3, helicopter models and textures from previous Arma games. CptDavo - Additional helicopter textures. ColonelHartigan - Additional helicopter textures, weapon-configs.
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Medium Utility Helicopters
GrumpyRhino replied to GrumpyRhino's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I was just using it as an example, I don't have enough free time to create a helicopter from scratch. Also I believe someone else is working on a CH-53 Thank you, kecharles28. Most helicopters will get their seats completely redone. Ammo belts are time consuming to make/tweak. For now, I have placed them at a lower priority on the to do-list. I forgot to add the enter/exit memory points to the config for this helicopter, I'll get it fixed. It will, I'm just a bit slow to get everything together. Thank you, foxhound. I only have very little time for modding in the coming months, so I will be slow responding on the forum and making updates, but the work to get the mod 100% completed will continue. -
Medium Utility Helicopters
GrumpyRhino replied to GrumpyRhino's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You also have the light utility class like the Little Birds and the UH-72 Lakota, and then there's the heavy class like the CH-53. -
Medium Utility Helicopters
GrumpyRhino replied to GrumpyRhino's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi Wiki, Thank you for posting the bugs. I'll try and add an event handler to get the Merlin to close its doors. The problem is, that the FFV positions needs the helicopters to start with their doors open to be activated. Otherwise you(and the AI) would be able to shoot through the closed doors. I'll add a cross on the Medevacs nose. I'm still testing different pilot animations for the helicopters, so stick/throttle positions might need to be changed. I'll check the spelling. The old Huey Pack is on pause for the time being. I don't have enough time to work on both mods at the same time. But I hope to be able to import and upgrade some of the helicopters into the MUH mod. Once the MUH mod is complete I expect that many of the things I have learned, can simply be copy pasted into the old hueys. -
Medium Utility Helicopters
GrumpyRhino replied to GrumpyRhino's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The Steam version has now been updated. I'll wait with the other links untill I know if things are working. Changelog: AW101 Merlin 'Armed' now has countermeasures. AW101 Merlin 'Armed' MK48 guns are now a little less accurate. Added classnames for Zeus compatibility. Mil-Mi rocketpods have been added directly into the models, instead of adding them as proxies. I hope this fixes compatibility issues with other mods. Fixed a few config errors. When I began porting the TKOH model I replaced the rotorblades with the ones from Arma 2. To get the new blades aligned correctly I left some of the original in place, I just forgot to delete the extra rotorhead once the new blades was in place. I'll get it corrected. There might be added a marine version later on, if I can get it working. I don't think it's possible to disable the doorgunners when closing the doors, or at least I don't know how to. The glow version is lacking behind in its updates. I'll put some more work into it. Adding lots of FFV positions will clutter the action menu of the helicopter. More textures will be added later. I'll make a script list for the helicopters. Thank you for reporting it. I'll get them fixed. The glow version suffers from incorrectly placed/or lacking memorypoints for its landing lights. I hope to be able to use some of the helicopters from the old Huey Pack. -
Medium Utility Helicopters
GrumpyRhino replied to GrumpyRhino's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you Foxhound I have decided to postpone the next update to saturday september 5. I don't want people to have to download a 500 MB mod to get only 3 config fixes. Thank you for sharing your thoughts on the mod. The helicopters will not be a completely realistic representation of the real world versions. Most helicopters have had their passenger capacity reduced compared to real world versions. I'll look into the missing counter measures on the AW101 'Armed'. -
Medium Utility Helicopters
GrumpyRhino replied to GrumpyRhino's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The rocket pods are using the default names from previous Arma games. I assume this is what's causing the problem. I'll try to rename the rocket pods. I completely forgot about Zeus. I'll try to get it fixed. I'll take a second look at the MK-48 config. I can make an alternative weapon configuration with the white crosshairs. I was hoping to be able to add backdoors as an optional component. If I can't make it work, I'll just add extra Mil-Mi's with backdoors. Using skins as scripts is to avoid cluttering the selection menu with tons of options. I can easily add more options, but if you are using a lot of mods, it can get very confusing. Thank you for your feedback. -
[WIP] Medium Utility Helicopters
GrumpyRhino replied to GrumpyRhino's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
It sure is. :) Release thread: https://forums.bistudio.com/topic/184398-medium-utility-helicopters/?p=2907081 -
Work in progress. The helicopters in this mod are created from the medium helicopter from the game Take On Helicopters. Take On Helicopters: Samples I replaced the original TKOH rotorblades with those from the old huey. Textures on the old rotorblades are made by CptDavo. Additionally ColonelHartigan will be helping. Not all helicopters are 100% completed yet, but they should all be flyable. Bell 412 'Rescue' UH-1D UH-1N 'Blue' Advanced Flight Model is implemented. - Bell 412 helicopters uses the Mohawk AFM - All others uses the Hellcat AFM Download link: Medium Utility Helicopters During the next month more helicopters will be added to this mod.
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[WIP] Medium Utility Helicopters
GrumpyRhino replied to GrumpyRhino's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Each time I think the mod is ready for release, I run into another bug. I am, however, running out of time for modding, so the mod will be released this friday no matter what. I'll fix as many bugs as possible, but there will be some things that will need to be fixed in the coming months. https://www.youtube.com/watch?v=QDwPde1k2Fo -
[WIP] Medium Utility Helicopters
GrumpyRhino replied to GrumpyRhino's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
There will be two versions of the AW101 "Merlin". - Unarmed version with FFV positions. - Armed version with 50. cal on the ramp and MK48 lmg's in the doors. The armed version will have its doors and ramp stuck in open position. I couldn't make it work otherwise. -
[WIP] Medium Utility Helicopters
GrumpyRhino replied to GrumpyRhino's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'm running a bit late here. I had hoped to have an update ready in July, but it took a little longer than expected. The update should be ready within a week. Picture 1 Picture 2 Picture 3 -
Helicopter refuses to land no matter what I try
GrumpyRhino replied to Mynock's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I had a similar problem once. I fixed it by adding "Never Fire" in the extraction-helicopters waypoint combat mode. I also used two different helicopters for insertion and extraction. The extraction-helicopter starts as a flying unit with this in it's init field: Heli_Extract_1 hideobject true;Heli_Extract_1 enablesimulation false;Heli_Extract_1 allowfleeing 0; When the final objective was completed, a trigger would fire this: Heli_Extract_1 hideobject false;Heli_Extract_1 enablesimulation true; I'm not sure about the allowfleeing thing. The "Never Fire" option might not be related to if a helicopter has weapons or not, but maybe it's more about the helicopter AI's state of mind. I hope you get it working. -
New update - 1.48 - Experience? FPS loss
GrumpyRhino replied to tortuosit's topic in ARMA 3 - GENERAL
The last update caused my Arma 3 Steam Workshop to go in a never-ending workshop-content update loop. It will keep "updating" also while I'm in the game. This happens even when I'm not using any mods. My FPS gets very choppy while it's trying to update. I have no idea what it is trying to update, but shutting it off makes the FPS go back to normal.:confused: -
[WIP] Medium Utility Helicopters
GrumpyRhino replied to GrumpyRhino's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I plan to change all animations into Arma 3 animations. That ought to fix all the animation issues. I just need to adjust the flight-stick and memory positions to fit the Arma 3 animations. There is too little progress to make an update, but things are still moving forward.:) -
[WIP] Medium Utility Helicopters
GrumpyRhino replied to GrumpyRhino's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Sorry SFOD-D_SNAKEBITE, I forgot to give you an answer. Helicopters in this mod will all be variants of the medium helicopter. I was considering other helicopters as well(Black Hawk and Mil Mi-8 from Arma 2), but I don't have time for more than huey-lookalikes at the moment. -
[WIP] Medium Utility Helicopters
GrumpyRhino replied to GrumpyRhino's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
It was supposed to be working, but it seems I made a mistake somewhere. I'll put it on top of my list of things to fix. If you mean the AFM gauges, you need to turn them on in the advanced flight model options. I thought I would need some kind of memory points for each rotorblade, but I only added one single memory point named "rtd_center". But as the helicopters are ported from TKOH, the origin of the AFM, they might already contain stuff needed for AFM. I replaced the original TKOH rotorblades with the old ones from the previous huey mod. I couldn't get the new ones to work proberly. This doesn't seem to affect the AFM at all. Thank you for updating the links.:) -
[WIP] Medium Utility Helicopters
GrumpyRhino replied to GrumpyRhino's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
7-Zip should be fine. Try to follow the install instructions on the Armaholic page. You need to add a memory point to the model. This memory point appears to be what the AFM gets "attached" to. Getting the memory point placed at the right spot can be a little tricky. If the memory point is in the wrong position, the helicopter might sink into the ground, or appear to be still in the air, while the AFM treats it like it is already on the ground. Each of the Arma 3 flight models require a different placement of the memory point(at least the ones I have tried). Update: Hueys. I replaced the dropbox file with an updated version. Even though there are more helicopters, the file is smaller. I removed some unused files that were taking up place, they might be added back later if they are going to be used. To aim the rockets you must activate the HUD. The HUD requires the helicopter to be level to be accurate. Banking or sideways moving makes the pilot(you) move a little bit in the seat, causing the HUD to be off target. Download link: Medium Utility Helicopters 0.2 -
[WIP] Medium Utility Helicopters
GrumpyRhino replied to GrumpyRhino's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
In case anyone is wondering, I have not de-binarized anything. Binarized assets from TKOH are added as proxies. I wouldn't know how to use de-binarization anyway.:o Sorry, it's more than I can handle. Will be added later(hopefully in the next update). Only normal slingloading. I don't know how to make people-slingloading. So far searchlights can only be operated from turrets. I'll try experimenting with it later. Some helicopters are civilian. Look under the civilian faction. Next update is almost ready, I just needs to fix a few more big bugs. Update will be ready before saturday. -
[WIP] Medium Utility Helicopters
GrumpyRhino replied to GrumpyRhino's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
As RKSL-Rock wrote, I'm using the sample models released by BI. I added the link to the TKOH samples in the description. No Hinds, only huey style helicopters. I don't have the TKOH Hind in an unbinarized version. I can add a UH-1D with medic interior, but there are more pressing thing on the to-do list before I get to that. Glossyness will be tweaked later on. Thank you. Thanks. -
See unit moving on map permanently ?
GrumpyRhino replied to gambla's topic in ARMA 3 - QUESTIONS & ANSWERS
Put this in your init: [] spawn { while {not isnull UnitMarker1} do { "UM1" setmarkerpos getpos Unit1; sleep 0.5; }; }; Place an AI unit in the editor and name it Unit1. Create a marker in the editor and name it UM1. That should be it. Additionally you can create a trigger in the editor and put this in the condition field: !Alive Unit1 And put this in the On Act. field: deleteMarker UM1; _DM1 = createMarkerlocal ["UnitMarker1", position Unit1]; "UnitMarker1" setmarkershape "ICON"; "UnitMarker1" setMarkerType "mil_dot"; "UnitMarker1" setmarkercolor "ColorRed"; This last part will replace the original marker with a red dot, if the unit gets killed.- 1 reply
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I deliberately reduced the fuel capacity to make helicopter maintenance an important factor when using the helicopters. I focus on keeping the mfd as basic as possible. The source files are available on the first page. You are welcome to modify them to your own likings. :) Open the helicopter config-file and look for: fuelCapacity = 250; Just increase the number and you will get more fuel. The mfd is in its own file named: BH_MFD. Just replace it with your own version.
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Sorry for my slow responses here. Here's a little update on what is happening: I haven't made any progress with the Cobra's. All of my modification attempts had have a bad result.:( Experiments with a mounted searchlight have shown potential. I'm currently experimenting with content from the recently released Take On Helicopters files. There's a lot of interesting stuff. I will create a new Huey based on the medium helicopter from TOH. UH-1H work in progress: picture1 picture2 UH-1N work in progress: picture1 picture2 I plan on releasing the new Huey's in a pack of their own. I expect to have something playable ready by the end of July.