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Everything posted by Aebian

  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. My actual script creates a police light like the beacons on a boat. But how do i create a police light like the E3 Showcase? And how do i create a searchlight like in the E3 Showcase too?
  12. 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.
  13. 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.
  14. Aebian

    Littlebird Counterpart for Russia?

    Allright, Thanks for the replies.
  15. 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]) ];
  16. Hi Folks, I have a pretty decent problem. My Throttle is working fine in ArmA 3 with the Key detection. But on ToH some Key switches like Left Engine On / Right Engine On and also the EAC is not working. I also had to restart the Game that ToH accepts my APU Switch to map it to the APU On/Off Thing. Any Ideas why this is happening? System: Windows 10 Pro x64 ToH + All DLC's Flight Stuff: Fairchild Republic A-10C Thunderbolt II HOTAS Warthog Flight-Stick + Throttle
  17. The issue is still present. Anyone knows why?
  18. Does somebody else has the same trouble? If I'm changing my Avatar I'm unable to get it from Gravatar. I can select it but the forum do not save my mark. Not sure how to fix this ^
  19. Yeah... I stated that above. But a redirect would be still cool ^^
  20. If you try to reach BIS via https://bistudio.com/ you will recieve a 403 error instead of getting redirected to https://www.bistudio.com/ Not sure if this is a bug or willed. Regards, A.
  21. I'm on it to create a Ohio Class Submarine in ArmA 3. So far I was able to transform my 3Ds Max fbx-creation into a P3D. But as you might see, the submarine is really big. The small cross at the bottom back of the submarine is the "grid" provided by Oxygen (Object Builder...) Don't want to create an submarine that is bigger then Stratis, lol :D
  22. Alright, thanks for your posts ^^ @rksl-rock: With the splitting is it possible to have a model that is longer then 64m? Since the ohio class submarines are 170 meters long ^^
  23. Not sure if this is a bug but I can't remove or edit the Contact Information page on my profile?!
  24. I'm requesting a rename too :) Old Nick: Alexander Knight New Nick: Aebian Proof: http://battlelog.battlefield.com/bf4/user/Aebian/ https://twitter.com/Aebian https://github.com/Aebian https://stackoverflow.com/users/4388234/aebian Thanks so far Edit: I changed the Name via account.bistudio.com but no changes are seen yet? It takes some time right?
  25. Hi guys, I'm trying to make a Stryker (http://img.deadalushd.com/screencapture-deadalushd-3dsmax-045506072015.png) for ArmA 3. I'm familiar with scripting but my friend which has better knowledge will do it. But I cant figure out how to correctly implement the 3D Model into the Game via Oxygen. Is there a good Tutorial on how to do this, an advice or something similar? Cheers, Alex