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typhoontiger

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About typhoontiger

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    Lance Corporal

core_pfieldgroups_3

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    Hunting, model building, scripting
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    USMC

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    United States Marine, Volunteer Firefighter and hopefully future police officer. I like to play ArmA and DCS world when I can.

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  1. We're you able to get this working with a helicopter?
  2. typhoontiger

    doWatch vehicle behaviour

    Ever have any luck with this? I'm having the same issue. Tanks and APC's work great just not helicopters
  3. typhoontiger

    Winch script for mission

    https://imgur.com/a/2wE5aaG Shows the way you can add different helicopters and their attachpos for the rope. pretty cool.
  4. typhoontiger

    Dark Zone Terrain WIP

    This looks great!
  5. typhoontiger

    Winch script for mission

    Here is the arma 3 life scripts for the winch. I'm sure I'm missing parts of them but this is what we got ///////////////////////////////////////////////// ['A3PL_Create_RescueBasket', { _veh = vehicle player; _basket = "A3PL_RescueBasket" createVehicle [0,0,0]; _basket allowdamage false; _basket setVariable ["locked",false,true]; _basket attachTo [_veh, [0,999999,0] ]; _veh setVariable ["basket",_basket,true]; _basket setVariable ["vehicle",_veh,true]; }, false] call Server_Setup_Compile; /////////////////////////////////////////////// }], ["Toggle Rescue Basket", { private["_veh", "_rope"]; _veh = vehicle player; _basket = _veh getVariable "basket"; if (((count(crew _basket)) > 0) && (_veh animationPhase "Basket" > 0.5)) exitwith { [localize "STR_INTER_TOGGLERBD", Color_Red] call A3PL_Player_Notification; }; if (_basket isEqualTo objNull) then { [] call A3PL_Create_RescueBasket; }; if (count ropes _veh > 0) exitwith { { ropeDestroy _x; } foreach(ropes _veh); _basket attachTo[_veh, [0, 999999, 0]]; _veh animate["Basket", 0]; }; [(driver _veh), _veh, _basket] remoteExec ["Server_Vehicle_AtegoHandle", 2]; detach _basket; _veh animate["Basket", 1]; _basket setpos(_veh modelToWorld[4, 2, -1]); _rope = ropeCreate[_veh, "rope", _basket, [-0.3, 0.2, 0.25], 3]; }, { ((typeOf(vehicle player) == "A3PL_Jayhawk") && ((player == ((vehicle player) turretUnit[0])) OR(player == ((vehicle player) turretUnit[1])) OR(player == (driver vehicle player))) && ((speed vehicle player) < 30)) }], ["Exit Into Heil", { [] spawn { private["_veh"]; _veh = vehicle player; _heli = vehicle player getVariable "vehicle"; _crew = crew _heli; _available = true; { if ((_heli getCargoIndex _x) == 6) exitwith { _available = false; }; } foreach(crew _heli); if (!_available) exitwith { _veh lock 0; unassignVehicle player; player leaveVehicle _veh; player action["GetOut", _veh]; sleep 1.5; _veh lock 0; player moveInCargo _heli; [localize "STR_INTER_EXITINTOHEILD", Color_Red] call A3PL_Player_Notification; }; _veh lock 0; unassignVehicle player; player leaveVehicle _veh; player action["GetOut", _veh]; sleep 1.5; _veh lock 0; player moveInCargo[_heli, 6]; }; }, { (("A3PL_rescueBasket" == (typeOf(vehicle player)))) }], ["Increase Rope Length", { private["_veh"]; _veh = vehicle player; if (typeOf _veh != "A3PL_Jayhawk") exitwith {}; if (count ropes _veh < 1) exitwith {}; ropeUnwind[(ropes _veh) select 0, 2, (ropeLength((ropes _veh) select 0)) + 5]; }, { ((typeOf(vehicle player) == "A3PL_Jayhawk") && (local vehicle player) && ((player == ((vehicle player) turretUnit[0])) OR(player == ((vehicle player) turretUnit[1])) OR(player == (driver vehicle player)))) }], ["Decrease Rope Length", { private["_veh"]; _veh = vehicle player; if (typeOf _veh != "A3PL_Jayhawk") exitwith {}; if (count ropes _veh < 1) exitwith {}; ropeUnwind[(ropes _veh) select 0, 2, (ropeLength((ropes _veh) select 0)) - 5]; }, { ((typeOf(vehicle player) == "A3PL_Jayhawk") && (local vehicle player) && ((player == ((vehicle player) turretUnit[0])) OR(player == ((vehicle player) turretUnit[1])) OR(player == (driver vehicle player))))
  6. typhoontiger

    Winch script for mission

    The arma 3 life communities have gotten some pretty nice looking winch and basket scripts to work but they are connected to a server database I believe.
  7. typhoontiger

    Winch script for mission

    Yes I believe there is a custom rope model the mod uses which could easily be replaced by the default Arma physX rope. I wish there was a basket already working but I can provide a model and hopefully we can figure it out. ArmA 2 had a nice rescue winch/basket mod but I don't think anyone has had luck porting it over
  8. typhoontiger

    Winch script for mission

    It works great, but only in singleplayer since sqs is an older way to write scripts and my experience does not allow me to translate lol. It is easy to configure however, I have been able to add my own custom helicopters into the script by finding the winch position coordinates and adding my classname. However the mod is extremely complex and I don't believe it would be a good start after all. I forgot how much is needed to get this working with an aircraft. Unfortunately there are no hooks or baskets with the mod. We were able to attach a rescue board to the end of the winch but with some bugs and I cannot remember how we did it.
  9. typhoontiger

    Winch script for mission

    Here is the synced script which is mentioned at the end of the one posted above. ///////SCmod_Basket.sqs////// _pilot = _this select 0; _deployBasket = _pilot addAction ["<t color='#FFFFFF'>Deploy winch rope</t>", "\SCmod_fire\script\SCmod_BasketD.sqs","",4.62,false,true]; ~0.1 exit
  10. typhoontiger

    Winch script for mission

    /////////First part _pilot = _this select 0; _veh = assignedVehicle _pilot; _id = _this select 2; _pilot removeAction _id; ~0.1 _slingcargo = getSlingLoad _veh; ~0.1 ?(isNull _slingcargo) : goto "GetslingloadchkOK"; _pilot sidechat "not possible to deploy the winch rope, because a charge is under the helicopter."; goto "ExitScript"; ///////Second part #GetslingloadchkOK _cargoEmpty = _veh emptyPositions "cargo"; ? _cargoEmpty == 0 : goto "ExitScript2"; #GetslingloadchkOK_cargo ~0.1 _veh animateDoor ['PuertaDerecha',1]; _veh animateDoor ['door_r',1]; _veh animateDoor ['door_back_R',1]; _veh animateDoor ['Door_R_source',1]; _veh animate ['DoorARD',1]; _veh animate ['Door',1]; ////////Third part (Script identifies helicopter class) ~0.1 ?_veh isKindOf "I_Heli_Transport_02_F" : goto "CH49"; ?_veh isKindOf "Heli_Transport_02_base_F" : goto "CH49"; ?_veh isKindOf "B_Heli_Transport_03_unarmed_F" : goto "CH67"; ?_veh isKindOf "SCmod_cougar" : goto "PointBasketLoad0"; ?_veh isKindOf "SCmod_puma_base" : goto "PointBasketLoad0"; ?_veh isKindOf "SCmod_SA321_base" : goto "PointBasketLoad0"; ?_veh isKindOf "jf_as350_3" : goto "AS350"; ?_veh isKindOf "jf_as350" : goto "AS350"; ?_veh isKindOf "hh60j_base_F" : goto "UH60"; ?_veh isKindOf "yup_sh60b" : goto "UH60"; ?_veh isKindOf "yup_US_Navy_sh60b" : goto "UH60"; ?_veh isKindOf "vvv_hh60j" : goto "UH60"; ?_veh isKindOf "mac_as365" : goto "AS365"; ?_veh isKindOf "Xiphoid87_as365_base" : goto "AS365"; ////////fourth part (Identified heli class is synced to a custom or pre made attach pos) #PointBasketLoad0 _AttachPos = "BasketLoad0"; goto "RopeAttachPos"; #CH49 _AttachPos = [1.9,1.8,-0.1]; goto "RopeAttachPos"; #CH67 _AttachPos = [1.9,4.05,-0.12]; #AS350 _AttachPos = [-1.7,2.0,0.5]; goto "RopeAttachPos"; #UH60 _AttachPos = [1.421,2.17,-0.2]; goto "RopeAttachPos"; #AS365 _AttachPos = [1.55,1.63,0.28]; goto "RopeAttachPos"; #RopeAttachPos _SideRope = ropeCreate [_veh, _AttachPos, 4]; ~0.1 _ropePos = ropeEndPosition _SideRope select 1; ~0.1 [_pilot] exec "\SCmod_fire\script\SCmod_Catch.sqs"; ~0.1 _id1 = _pilot addAction ["<t color='#FFFFFF'>RS winch</t>","\SCmod_basic_waterkit\functions\SCmod_bambyRS.sqs","",4.6,false,true]; _pilot setVariable ["Raise", _id1]; _id2 = _pilot addAction ["<t color='#FFFFFF'>LW winch</t>","\SCmod_basic_waterkit\functions\SCmod_bambyLW.sqs","",4.5,false,true]; _pilot setVariable ["Lower", _id2]; ///////fifth #RopelengthControl ~0.1 _length = ropeLength _SideRope; ~0.1 ?(_length <=1) : goto "RopeLow"; goto "RopelengthControl"; #RopeLow ~0.1 _id1 = _pilot getVariable "Raise" _pilot removeAction _id1; _id2 = _pilot getVariable "Lower"; _pilot removeAction _id2; ~0.1 ropeDestroy _SideRope; ~0.1 _veh animateDoor ['PuertaDerecha',0]; _veh animateDoor ['door_r',0]; _veh animateDoor ['door_back_R',0]; _veh animateDoor ['Door_R_source',0]; _veh animate ['DoorARD',0]; _veh animate ['Door',0]; ~2 goto "ExitScript"; #ExitScript2 _pilot sidechat "the maximum capacity of passengers is reached."; #ExitScript [_pilot] exec "\SCmod_fire\script\SCmod_Basket.sqs"; ~0.1 exit
  11. typhoontiger

    Winch script for mission

    Even better. I've looked a lot at SCmod's winch scripts but they are SQS and are in my opinion a little difficult to translate, especially with them being synced to multiple other scripts in that mod. Hopefully we can base a template off of it.
  12. Hi, this topic has been brought up before but with no conclusion. I'm interested in building a working winch script for a mission called Fly Tanoa Air. The winch script would come hand in hand with the already working search and rescue script used in the mission. The idea we have is for the script to be almost universal by being able to use it in almost any mission with almost any helicopter (Providing the classnames for them of course similar to SCmod's winch script) Unfortunately I have little scripting experience but am willing to learn in order to build this. Any help would be great! Thanks
  13. typhoontiger

    Fly Tanoa Air

    Glad I found this. In the process of building a USCG mod right now and would love to see a proper winch and basket system created. I can help if need be. Aviation is my thing. Hope to see this developed further!
  14. typhoontiger

    1stBN/160th SOAR Mod ArmA III WIP

    Hope this is going good. Can't wait to see MH47 pics in the future
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