Jump to content

Aebian

Member
  • Content Count

    99
  • Joined

  • Last visited

  • Medals

Community Reputation

15 Good

3 Followers

About Aebian

  • Rank
    Corporal

core_pfieldgroups_3

  • Interests
    PC, ArmA & Modding
  • Occupation
    QA

Contact Methods

  • Website URL
    https://Aebian.org
  • Biography
    Musician, Programmer, Linux Geek and what not.
  • Twitter
    Aebian
  • Vimeo
    Aebian
  • Steam url id
    Aebian
  • Linkedin
    Aebian
  • XBOX Live
    Aebian
  • PlayStation PSN
    Aebian
  • Origin
    Aebian
  • SoundCloud
    Aebian
  • Pinterest
    Aebian
  • Reddit
    Aebian
  • Twitch.Tv
    Aebian

Profile Information

  • Gender
    Not Telling
  • Location
    Waterloo, Ontario

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Lets say that scripts are easier to maintain then a module. Thanks for the script sharing ^^
  2. Aebian

    Dash - SQF Editor

    Suggestion for the Tool: I got a lot of Space on the right side (). But even if not, possiblity to open more projects in one instance and display them on the right would be also an advantage. That would be awesome. Overall nice tool, works as designed :P
  3. Uhm well in my script I did (driver _plane) disableAI "MOVE"; So I already applied it to the pilot not the plane! But I will change it to PATH, thanks for that.
  4. @manofwar82 This exact Problem persist also on my side. But in the Jets DLC Showcase BI also just use the disableAI "move" command and there it works =/ I guess I need to dig a little further how BIS AI behaved. FSM search ftw...
  5. /* author: @Aebian description: Launch script for AI catapult start from USS Freedom returns: nothing created: 2017-05-02 // _null = [Freedom, KI_plane02,"Catapult3"] execVM "scripts\ki_launch.sqf" */ params["_carrier","_plane", "_catapult"]; private _carrierObj = "Land_Carrier_01_hull_07_F"; if (_catapult in ["Catapult1", "Catapult2"]) then { _carrierObj = "Land_Carrier_01_hull_04_F"; }; (driver _plane) disableAI "MOVE"; sleep 10; _carrierObjects = _carrier nearObjects [_carrierObj, 100]; _CarrierPart = _carrierObjects param [0, objNull]; _carrierPartCfgCatapult = configfile >> "CfgVehicles" >> _carrierObj >> "Catapults" >> _catapult; _CarrierPartanimations = getArray (_carrierPartCfgCatapult >> "animations"); [_CarrierPart, _CarrierPartanimations, 10] spawn BIS_fnc_Carrier01AnimateDeflectors; sleep 14; _plane engineOn true; [_plane] call BIS_fnc_AircraftCatapultLaunch; sleep 4; (driver _plane) enableAI "MOVE"; sleep 6; [_CarrierPart, _CarrierPartanimations, 0] spawn BIS_fnc_Carrier01AnimateDeflectors; Thats how I've done it. not the best code I know but it works. Script takes three arguments. The Carrier object, the plane to launch and the catapult. I placed my planes in front of the catapult where I wanna launch them in also did some disableAI "MOVE"; Picture from: https://aebian.org/story/arma-3-animate-catapult-blast-deflectors-uss-freedom
  6. Aebian

    Jets DLC Official Feedback

    As MK84 said you need to bind the plus and minus throttle axis to the THRUST (Analouge) keybind. I'm using a Thrustmaster HOTAS (http://img1.lesnumeriques.com/test/10/10301/thrustmaster-hotas-warthog_test_02.jpg) and the Throttle works full way up and down. Only thing that currently is bug'ed there is that you sometimes manually need to increase the thrust with the keyboard (https://feedback.bistudio.com/T124646) but besides that n1 work BIS & B01
  7. Aebian

    Jets DLC Official Feedback

    I came across this issues atm. Dev Version: 1.71,141530: - https://feedback.bistudio.com/T124646 (Throttle not recognized correctly in Black WASP) - https://feedback.bistudio.com/T124689 (HUD is not updating "Tailhook" after landing) - https://feedback.bistudio.com/T124670 (Blast deflector 1 and 2 are not working on USS Freedom) - https://feedback.bistudio.com/T124691 (F-181 Black WASP head stuck on "getIn" animation when HEAD BOB isEqualTo "zero")
  8. Aebian

    Jets DLC Official Feedback

    The jet blast deflectors are currently only working for catapult 3 and catapult 4. Number 1 and 2 are not The feedback tracker: https://feedback.bistudio.com/T124670 If you want to raise and lower the catapults yourself: https://aebian.org/story/arma-3-animate-catapult-blast-deflectors-uss-freedom
  9. Aebian

    X-Cam-Taunus Version 1.1

    Awesome job guys. The terminal also really looks great. Some specs op missions with hostage rescue could be done there eh :D
  10. Hey Tonto nice map. Is there a Google Maps equivalent to it? I mean VT5 is almost 907km long and its probably hard to search the exact location of your map :D Thanks
  11. Hi guys, According to https://community.bistudio.com/wiki/Arma_3_Actions#UAVTerminalOpen the addAction will only work if I have a UAVTerminal in inventory slot. But for my scenario that is not what I want. Is there a way to have an addAction on a object (for e.g. a laptop) that brings up the uav interface of the csat / nato ? So to say you can only control uav's from that device since no uav terminal is elsewhere available in the mission and the players don't own them / have them in the inventory. Thanks, A.
  12. Aebian

    Littlebird Counterpart for Russia?

    Allright, Thanks for the replies.
  13. Hey guys, what exact arguments I'm missing? the RPT is telling me that 0 elements are provided and 3 expected but I have them?! objectPos = format ["%1", (nearestObjects [getPos object, ["Land_HistoricalPlaneWreck_01_F"], 6000]) ];
  14. Huy guys, do you know what kind of Light Helicopter the Russian Airforce is using? So to say the counterpart of the Littlebirds. Only chopper I know is the Changhe Z-11 but thats a chinese one and Wikipedia is not telling of its used by Russia or not. Regards, A.
  15. The issue is still present. Anyone knows why?
×