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tinter

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Posts posted by tinter


  1. Do you require "all in arma" for them to work I've downloaded all 3 and it CTD saying I need dikCodes.h. All I've done is try to set them empty in the editor and it CTD. Do I have to get the dikcodes from arma 2? Would really like to see these birds in arma 3 even if they aren't as polished up as the f/a-18 if they work that's good enough for me.

    You should extract it on top of the folder with all the converted models.


  2. 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.


  3. 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.

    ftp://83.89.37.138/su27b.zip

    ---------- 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.


  4. 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
    


  5. 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.


  6. 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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