tinter
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Posts posted by tinter
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Won't be here for a while so I leave you with this mostly functioning Su24M.
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Well I hope you don't mind me posting the updated version of the Su-27 and B52 and B2 versions working in Arma 3. Not many shiny features, but they work.
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I don't know what it was from originally, but I got it from the link you posted.
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Well I'm just playing around with configs and trying to get them playable in Arma 3.
As for the Su-27, if it didn't come from the Legacy pack, then I don't know where, but in any case I have it right here.
http://i.imgur.com/tqxkqGI.jpg
http://i.imgur.com/6AXahKE.jpg
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Changing the animations for the drivers make every much better as they're actually in the cockpit now. The problem is just that it's troublesome to actually look out the window.
---------- Post added at 11:16 ---------- Previous post was at 11:11 ----------
Also more code snippets.
class UserActions { class OpenBombBay { displayName="$STR_B2A_OBB"; position="GearArea"; radius=30; onlyforplayer=false; showwindow=0; condition="this animationPhase ""fst_1"" < 0.5 and player in this;"; statement = "this animate [""fst_1"", 1];this animate [""fst_2"", 1];this animate [""fst_3"", 1];this animate [""fst_4"", 1]; this addweapon ""MK82BombLauncher""; this addweapon ""GBU12BombLauncher"";"; }; class CloseBombBay { displayName="$STR_B2A_CBB"; position="GearArea"; radius=30; onlyforplayer=false; showwindow=0; condition="this animationPhase ""fst_1"" >= 0.5 and player in this;"; statement = "this removeweapon ""MK82BombLauncher""; this removeweapon ""GBU12BombLauncher""; this animate [""fst_1"", 0];this animate [""fst_2"", 0];this animate [""fst_3"", 0];this animate [""fst_4"", 0];"; }; };
If you look in the scripts here for the part that allows you to open and close the bomb bays, you can see under statement that they actually add and remove the weapons here. So if you're looking to update the armaments, don't add the weapons in the MainTurret, but rather down here. Just remember that magazines do need to be added in the MainTurret. This is only for planes with bomb bays.
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Wow, it's good to see that the Blackbird can do 3300km/h and replicate the real life tactic of outrunning SAMs.
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Are you remembering to export the mission to mpmissions, and not just clicking save?
That is, use the save as function instead.
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Is there anyone who would know about the pilots sticking out of the cockpit?
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I'll trust him then, and yes, many thanks!
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Alright, that's really helpful. I'll try that out.
---------- Post added at 13:47 ---------- Previous post was at 13:46 ----------
Although are you sure it shouldn't be simulation = "airplanex";? That's what the Buzzard uses.
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Oh I thought that was a seperate fix, so just to be sure we're on the same page here. Now the big aircraft like the tu95ms won't be stuck on the runway unable to gain speed?
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I've updated the armament, and made the auto autopilot script inert, because IMO it was annoying having control taken away when flying at low altitudes, and with John_Spartan's helpful tips, I've implemented the stuff I could understand.
Link has the newest version, use this one or scroll up if you prefer. It's all the same.
---------- Post added at 12:53 ---------- Previous post was at 12:52 ----------
For the record entering works fine for the SU27.
Also, on some of the bigger aircraft, it seems they're stuck in the ground, I'll have to take a look at that. It's a bit of a shame I'm going on vacation next week, I just found something to keep me occupied.
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Do you know anything about get in points(Might not be the proper name :p)? I find for some planes I can't enter them with the context menu.
---------- Post added at 12:36 ---------- Previous post was at 12:30 ----------
Also another thing that should probably be changed for every plane you're editing provided you want to use them with Arma 3.
For the military planes, I.E. not civilian, they use the old Arma 2 pilots for the crew. This is simply fixed.
Depending on whether you're editing a blufor or opfor plane, search for either
"RU_Soldier_Pilot" "$STR_USMC_PILOT"
And replace with either
O_Pilot_F B_Pilot_F
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The problem is that in more situations than not, landing to allow all troops out is the better alternative. Fast roping is too dangerous when there's enemies around as they can shoot at the helicopter. Of course there are probably some people who'd make a mission where fast roping is the superior way of entering, but I don't think it'd have a big enough benefit for the community as a whole for BIS to include it in the vanilla game. If they can give us the tools, I'm sure some modders can figure it out.
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Have you found what was wrong? I have the same problem with an F-15E I'm working on that I want to release as well, with permissions from the Author of course.Dave,
I think it's some animation problem, pretty much nothing on it animates.
Also, I'm guessing for many things, the lock on warning system doesn't work. Hopefully this'll be helpful.
// This adds a sound when a missile is heading your way. soundIncommingMissile[] = {"\A3\Sounds_F\weapons\Rockets\locked_3",0.1,1.5}; //This will fix the echo when in the cockpit. attenuationEffectType = "HeliAttenuation"; //This is all for detection of that. LockDetectionSystem = 8; incomingMissileDetectionSystem = 16; radarType = 4;
All go in the config.cpp under the class CfgVehicles. I put it at the place with all the other variables.
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Added weapons, sounds, radar and lock on sounds to the SU27B.
Couldn't find a good site to upload to.
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I've seen a bunch of mods in development adding ships and I'm actively following them. I've thought for a long while that the naval aspect in Arma 3 felt a bit lacking.
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Managed to add sounds and weapons to the SU-35+E, sadly no models for the weapons, but I'm trying my hardest. Would anybody know why the landing gear can't retract? Well it does retract, but the animation doesn't play and it looks like it's extended even though it isn't.
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Textures covered in wax? The AH-6 is an orgy of waxed metal.
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Never used the sectir modules. Would it be possible to place all the sectors and just delete random ones instead?
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It's almost before I can't wait, but here I am.
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So since I can't find out how to enter many of the aircraft, I've taken it upon myself to change the pilots assigned to use A3 pilots.
---------- Post added at 11:23 ---------- Previous post was at 11:20 ----------
And weapons too.
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I believe it is actually possible to change the settings from ingame, atleast I recall TPW saying you can do that.
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But other problems could be fixed with editing the config? Is there any tutorial on how to do this?
"Legacy of Cold War" aircraft models pack
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted
You should extract it on top of the folder with all the converted models.