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Found 33 results

  1. Hello there, We are Hydra Pilot Unit [HPU]. We are looking for new members for our ArmA 3 based pilot team. We are a standalone pilot team (with our own TS3 and ArmA 3 server). We organise general training missions and pilot operations every week. We also give personal training to our members, such as: Medevac training, Supply Drop training, HALO and HELO pilot training, CAS training, AA Training and so on... We also have our own division in "Cannonfodder Gaming" which is a international tactical realism clan operating in ArmA 3 (We join there ops weekly to give them air support and air transportation). Requirements to become a member of Hydra Pilot Unit: - Must have a Microphone - Must be Mature - Must be willing to follow orders - Must be willing to work as a team - Must have Teamspeak - Must have Arma 3 and be willing to download necessary mods - Must speak English Open roles: - Transport Heli Pilot - Transport Heli Crew - Transport Plane Pilot - Transport Plane Crew - Attack Heli Pilot - Attack Heli Gunner - CAS Jet Pilot - AA Jet Pilot - Gunship Pilot - Gunship Gunner - Medevac Pilot - Medevac Crew - UAV Operator Apply example (post your apply below): - Name: - Age: - Country: - Prefered Roles (you can choose multiple ones): - Do you already have experience with other tactical realism clans: - Why would you like to join our unit: - Give us a reason why you should be part of our unit: - Tell us something about yourself: Contact Us: TeamSpeak - 151.80.230.238:10042 Steam - LegendForce
  2. Hello, I can't seem to find a way to make my OPFOR jets attack BLUFOR infantry. I use this: { if (side _x == west) then { _laserT = createVehicle ["LaserTargetE", [0,0,0], [], 0, "NONE"]; _laserT attachto [_x, [0, 0, 0]]; _cleanUp = [_x, _laserT] spawn { waituntil {!alive (_this select 0)}; deletevehicle (_this select 1); true }; }; } forEach allUnits; To no avail. Any ideas? Thank you, _SCAR
  3. Hi all, Among the most used modules, I guess plenty of scriptwriters would like to have better results with support ones. - First of all, for all support modules, virtual support is an acceptable alternative as far as you accept to spawn/delete a unit for a task. Artillery disappear as soon as the last shell is shot, regardless of the trajectory ETA; So, there is a bullet coming from a null object, traveling the map and never mind the shooter. Script with that! - For all modules again, the "real" unit option allows more immersive condition as far as you have to protect this asset. And, then one thing is absolutely missing, the condition fields for enabling/disabling the support. You can't imagine the lines I had to write just because I decided only a radio equipped guy could call artillery. Try it!.. grab a radio backpack (or any radio), (enabling the link between requester and provider), then drop the radio (disabling the support), then grab/drop... Oups that doesn't work anymore, except if you write something bis_fnc_addSupportlink and bis_fnc_removeSupportLink (So many hours to find that!). So please, add enable/disable condition fields for support. About CAS support, so much things to improve: - Please, make unguided bombing run workable on any surface, with no objective underneath! I mean bombs must strike the marker position, like a GPS release if you want. That's all! No need to have something special. Actually your BIS_SUPP_LASERTGT, laserTargetE or laserTargetW types, along with a "destroy" waypoint, doesn't work on Tanoa forest for example. And please, don't explain we need an object objective... Let's the player bombs where he wants! - Furthermore, your FSM just take driver into account. That means there is no chance at all to get CAS from a crewed aircraft (pilot/gunner). So, bye bye so many CAS aircraft from UNSUNG DELTA mod: Intruder, Skywarrior, F4 Phantom... Please make unguided bombing CAS firing on any position of the CAS marker and make all CAS aircraft workable what crew can be. - lets the player choose the number of bombs to be released! About helicopter transportation: - First problem: the map can't be zoomed in/out for marking destination. You have to cope with your last map zoom before the call?!? - then, you can't alter your destination underway. I wrote a script to be transported in any AI manned vehicle (car , helicopter), with instant destination altering or cancellation. (MP compatible). Code on demand. So please, make transportation module (not only helicopter) more versatile, with alter/cancel destination, and correct the map zoom bug. Thank you for your attention.
  4. Hi, I hope this DLC wiil give us some improvements for the firing system of all Arma aircraft. I have on mind the fact, the CAS support is absolutely inefficient. Jets manned (by player) are focused on maneuverability and radar/targeting acquisition. But, please, keep on mind that full AI jets should be efficient for supporting players. And this way isn't evident till yet. The CAS module is poor, not to say rotten. Players should ORDER a jet firing at any target, or even ground position, regardless of knowledge about enemy or any target or some weird consideration. The Arma engine doesn't have to decide for a player the opportunity to fire or not a bomb on a position. In other words, let the player decide to order a bomb release where he wants, when he wants, against who/what he wants, even on empty places or at sea. Right now, try to order an unguided CAS on any point of Tanoa forest, take 3 coffees,... abort. Frustrating!
  5. The Lowlands Warrior team has started a side project based on SimCentric's FST 'Fires & Strikes' for VBS3. With the real life knowledge and experience about Close Air Support and Groundbased fires we decided to push this project in order to give the community something that brings them closer to reality. What does it do? The endgoal is to have an external application aswel as an ingame UI to control Close airsupport and artillery according to NATO standard procedures. Aircraft will fly realistic attack paterns and can loosly interpet your 'talk ons' What will the first release be able to do? We plan on having a simple in game UI where the most essential items can be filled in and strikes will happen accordingly. Type 2 controls, Grids, final attack headings, weapon type, egress headings and cleared hot calls. How can you help? We know how it works in real life. And we kind of know how we want to make it. We have OK scripting experience but we are looking for master scripters!
  6. Hi everyone! Little weird behaviour for support modules: A simple work, but very hard to do: how to synchronize / desync the support(s) modules along with conditions? Say for instance: get the support modules if you reach a trigger area, loose these supports if out of the area? for each player ! Yes, I know, you're saying use synchronizeObjectsAdd and synchronizeObjectsRemove. Let an "open" (no) sync on editor, normally between player/playable unit and the module requester, then sync/desync on demand the player and the module requester. At ease! And you'll right for SP,... for the 1st instance! But continue tests. sync/desync/sync/desync... Right? Now, consider this in MP, JIP. These commands are supposed to be AG EG, and they are! But what for if the modules FSMs and scripts (a bunch of them!) are not "updated" with the sync state? I never had the intended behaviors for players in MP. The player on host PC (if not dedicated) loose the supports after the 2nd sync, The other ones have disabled supports (grayed in menu, even if no sync?!,) and/or duplication of supports. 3 artillery modules, 2 drops in icons menu... regardless of the rounds limitations which is another problem). I think there is something to do with (supports) modules "on demand" synchronization, because it could be fine to add/remove these supports along with scripts, and for units (players) we want.
  7. Hello, I've got a problem, opening and testing my mission (tested in V1.54, editor 2D, several hundred of subscribers with no problem), downloadable here: http://steamcommunity.com/sharedfiles/filedetails/?id=607086669 I remarked it's now impossible to have all supports. Artillery still works, supply drop and CAS (non virtual) lead to grayed assets when called. This occur in all modes: preview SP, MP from Eden. I must precise, these supports are synchronized when player(s) grab a backpack radio. Anyway, this worked well in 2D editor. I backup my mission.sqm in order to re-open it in 2D editor, everything works fine... ARMA3 V 1.56 seems OK but not Eden (problem with sqm for recognition of linked items or something like that). Please, don't remove 2D editor prior to consolidate Eden. This editor is really a great work with youth lacks. Thanks Pierre MGI
  8. I'm asking moderators to lock this topic. I have an updated one mentioned here. Thank you. TGP script file changed to an addon now. Click this link: https://forums.bistudio.com/topic/186935-tgp-system-addon-targeting-pod-system/
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