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Found 7 results

  1. Hello guys. I start to make missions and i want to make the paratrooper mission and i want if is possible to make plane to stop and when zeus start it will go to one direction and then script to make paratrooper's eject is that possible?
  2. We were having trouble with the darter quadcopter first, it would fly up to a particular altitude (most often not even the one we set) and just hover there and not move, and not even respond at all to any further commands. We then spawned in a falcon to test if it would have problems too. My friend could control it just fine with no problems whatsoever, but when I connected it would follow type commands like loiter but not altitude, and would stay at 50m no mater what it was set to. I validated my steam files and changed class to UAV operator but neither had any effect. I've got no more ideas to try and it's looking like drones are a no go at least for multiplayer.
  3. A request for BIS developers regarding the Jet DLC, it would be possible to have some kind of simple autopilot?... something that only holds the altituides and gyroscopic heading. Problems arise when i use the TGP because the plane loses height. Thanks
  4. Hi Guys, There were some requests to have my recent script as a mod and here you are. It is working like the "Pitch Altitude Hold" setup which can be found for instance by F-16s (can be seen below "F-16 Autopilot Controls").Basically it is fixing the altitude when it is turned on but still let's you to adjust speed, do pitch, yaw and roll. In addition to that Loiter (Pylon Turn) has been also added to the script. Here you can find the script version. Autopilot Altitude Fix Demonstration Loiter (Pylon Turn) Demonstration Helicopter Demonstration F-16 Autopilot Controls Features Fixes the altitude to the sea level altitude when the autopilot is activated (will be referred as initial altitude) Gives possibility to pilot to adjust speed, pitch, yaw and roll angles while autopilot is open. Autopilot returns fixed-wing airplanes to initial altitude after control is released back Autopilot/Loiter automatically turns off when Speed below minimum speed based on landing speed. In case of helicopters minimum speed is 40 kmh Speed above 0.9 Mach Engine is damaged Roll angle is above maximums 35° (only for helicopters) Pitch angle is above maximums which is 25° for helicopters and 50° for fixed-wings Rudder control (only by helicopters) Gives autopilot functionality to every air vehicle at mission start automatically Gives loiter (Pylon Turn) functionality to every fixed-wing at mission start automatically Autopilot and Loiter cannot be turned on at the same time Only pilot can turn it on/off. If co-pilot takes control, he/she is able to use the autopilot as well CBA A3 key binding Future Plans Other autopilot setups by fighter jets, i.e. fix attitute GUI Adjustable loiter parameters Download Dropbox (version 2.0) Steam Workshop (version 2.0) Armaholic (version 2.0) Dependencies CBA A3 Version History v.2.0 Added: Loiter functionality to airplanes Added: Speed fix for helicopters Added: Pitch will be adjusted to -5° by helicopters automatically Tweaked: Pitch limit by helicopters is increased to 25° Tweaked: +-10° is the band where helicopters are fixing their speed. Pitch angles outside of this band can be used to alter speed Added: Rudder will turn off autopilot by helicopters v.1.6 Added: Co-Pilots can enable the autopilot if they take the control Added: Switch sound when autopilot is engaged or disengaged v.1.5 Added: CBA Key binding (Default setup is CTRL + SHIFT + A) Tweaked: Helicopter autopilot is adjusted to let pilot more freedom to adjust the speed while autopilot is ON v.1.2 Added: Roll and pitch angle limits Added: Maximum speed limit Tweaked: Minimum speed is increased to turn on the autopilot is increased to 40 kmh in case their landing speed is below that (i.e. helicopters) Tweaked: From now on it will not fix the pitch to 0° but also will keep the initial altitude, this means if you climb or dive while autopilot is on with a fixed-wing aircraft after you release the controls it will take you back to initial altitude Fixed: Helicopters will not be able to fly upside down anymore v.1.1 Added: Autopilot functionality will be available by spawned vehicles as well (Requires CBA A3) v.1.0 Initial version Special Thanks Chronicsilence for his matrix function library Enjoy!
  5. Hi Guys, This time I am releasing a script not for the benefit of mission makers but for players. It is working like the "Pitch Altitude Hold" setup which can be found for instance by F-16s (can be seen below "F-16 Autopilot Controls"). Basically it is fixing the altitude when it is turned on but still let's you to adjust speed, do pitch, yaw and roll. In addition to that Loiter (Pylon Turn) has been also added to the script. Mod version of this script can be found here. Autopilot Altitude Fix Demonstration Loiter (Pylon Turn) Demonstration Helicopter Demonstration F-16 Autopilot Controls Features Fixes the altitude to the sea level altitude when the autopilot is activated (will be referred as initial altitude) Gives possibility to pilot to adjust speed, pitch, yaw and roll angles while autopilot is open. Autopilot returns fixed-wing airplanes to initial altitude after control is released back Autopilot/Loiter automatically turns off when Speed below minimum speed based on landing speed. In case of helicopters minimum speed is 40 kmh Speed above 0.9 Mach Engine is damaged Roll angle is above maximums 35° (only for helicopters) Pitch angle is above maximums which is 25° for helicopters and 50° for fixed-wings Rudder control (only by helicopters) Gives autopilot functionality to every air vehicle at mission start automatically Gives loiter (Pylon Turn) functionality to every fixed-wing at mission start automatically Autopilot and Loiter cannot be turned on at the same time Only pilot can turn it on/off. If co-pilot takes control, he/she is able to use the autopilot as well For spawned airplanes and helicopters autopilot functionality should be given via following command [this] spawn DEVAS_AutoPilot; For spawned airplanes loiter functionality should be given via following command [this] spawn DEVAS_Loiter; Future Plans Other autopilot setups by fighter jets, i.e. fix attitute GUI Adjustable loiter parameters Download Dropbox (version 2.0) Armaholic (version 2.0) Sample Mission Dropbox Usage Details are given in readMe.txt inside the zip. Sample mission can be found above. Version History v.2.0 Added: Loiter functionality to airplanes Added: Speed fix for helicopters Added: Pitch will be adjusted to -5° by helicopters automatically Tweaked: Pitch limit by helicopters is increased to 25° Tweaked: +-10° is the band where helicopters are fixing their speed. Pitch angles outside of this band can be used to alter speed Added: Rudder will turn off autopilot by helicopters v.1.7 Added: Co-Pilots can enable the autopilot if they take the control Added: Switch sound when autopilot is engaged or disengaged Tweaked: Give more freedom to adjust the speed of helicopters when autopilot is on v.1.6 Added: Roll and pitch angle limits Added: Maximum speed limit Tweaked: Minimum speed to turn on the autopilot is increased to 40 kmh in case their landing speed is below that (i.e. helicopters) Tweaked: From now on it will not fix the pitch to 0° but also will keep the initial altitude, this means if you climb or dive while autopilot is on with a fixed-wing aircraft after you release the controls it will take you back to initial altitude Fixed: Helicopters will not be able to fly upside down anymore v.1.5 Added: Autopilot functionality for helicopters Tweaked: Autopilot will turn off if engine is stopped and will not show up before engine starts Fixed: It will not disappear from action menu after take off for some planes v.1.1 Fixed: Autopilot not showing in some airplanes Tweaked: Minimum speed of automatic turn off set based on landing speed of airplane v.1.0 Initial version Special Thanks Chronicsilence for his matrix function library Enjoy!
  6. AutoPilot Script by Jack Ost What is it ? This addon allow to simulate airplane autopilot in the most possible realistic way on arma3. It's possible to use autopilot on any type of airplane only. Features - Manage Speed - Manage Heading - Manage Altitude - Manage Gear - Manage Vertical Speed Download Here now Armaholic or WithSix Download below Guide French Guide : Guide en Français English Guide : English Guide Crédits Bohémia Interactive Jack Ost
  7. I have a feature suggestion/request for aircraft (I have in mind the VTOL's from Apex, but perhaps others too) — sufficiently advanced aircraft should be able to activate the "Autopilot Landing" feature on pilot (and co-pilot) death. The logic here is quite simple; this would save the passenger, cargo, and craft. Obviously this hasn't been necessary in the past, because the pilot of a moving aircraft is not going to be killed without the aircraft itself being damaged/destroyed. However, with Apex, we have VTOLs that have the ability to hover in place, and carry crew+cargo. It is now a plausible scenario that the pilot+gunner of the Y-32 be killed without destroying the vehicle — at this point, the Autopilot landing should kick in, rather than have a futuristic craft drop like a rock, which is the current behaviour - even if the autopilot landing is active when the crew is killed. It does not seem unreasonable that an advanced aircraft like this could monitor crew vitals, and if they flatline, prompt for input. If none is given, assume the crew is unresponsive, activate autopilot landing and RTB. I'm not sure how the autopilot landing functions exactly (I only became aware of it recently; never really used Arma jets before) but if it only lands the plane at the nearest airfield (my experience so far) it would be very cool from a mission-making perspective if a home base or preferred airfield could be defined for the unit. Otherwise you might get sniped over the AO only for the autopilot to land you right at the enemies doorstep. Perhaps a whitelist/blacklist for airfields per unit would both make sense. Or even more advanced, if you could define an onCrewDeath marker, so in the eventuality the dead man's switch is tripped, the craft returns to a certain marker, then performs an action (activate autopilot landing). So, thoughts? Should a similar function exist (perhaps simplified) for UAV's (darter, new NATO autonomous heli) when their UAV connection is lost (but perhaps not on operator death)? I imagine you could simply enter autohover and slowly descend, and hope that you're in a clear area for it to be recovered.
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