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Found 115 results

  1. nicoliani

    Heliborne

    Anyone play Heliborne?
  2. so i need help again with a retexture code because i thought i had the code right but apparently not so if you could help that would be great. enum { OrdinalEnum = 2, destructengine = 2, destructdefault = 6, destructwreck = 7, destructtree = 3, destructtent = 4, stabilizedinaxisx = 1, stabilizedinaxesxyz = 4, stabilizedinaxisy = 2, stabilizedinaxesboth = 3, destructno = 0, stabilizedinaxesnone = 0, destructman = 5, destructbuilding = 1 }; class DefaultEventhandlers; class CfgPatches { class Iron_Skulls_PMC_Blackfoot { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class WeaponFireGun; class WeaponCloudsGun; class WeaponFireMGun; class WeaponCloudsMGun; class CfgVehicles { class B_Heli_Attack_01_F; class Iron_Skulls_PMC_Blackfoot_Urban : B_Heli_Attack_01_F { displayName = "Iron Skulls PMC Blackfoot Urban"; author = "Clumsy Baron"; crew = "B_Helipilot_F"; hiddenSelectionsTextures[] = {"\Arma3_Iron_Skulls_PMC_Blackfoot\Data\pmc_blackfoot_urban_co.paa"}; }; class Iron_Skulls_PMC_Blackfoot_Desert : B_Heli_Attack_01_F { displayName = "Iron Skulls PMC Blackfoot Desert"; author = "Clumsy Baron"; crew = "B_Helipilot_F"; hiddenSelectionsTextures[] = {"\Arma3_Iron_Skulls_PMC_Blackfoot\Data\pmc_blackfoot_desert_co.paa"}; }; class Iron_Skulls_PMC_Blackfoot_Snow : B_Heli_Attack_01_F { displayName = "Iron Skulls PMC Blackfoot Snow"; author = "Clumsy Baron"; crew = "B_Helipilot_F"; hiddenSelectionsTextures[] = {"\Arma3_Iron_Skulls_PMC_Blackfoot\Data\pmc_blackfoot_snow_co.paa"}; }; class Iron_Skulls_PMC_Blackfoot_Woodland : B_Heli_Attack_01_F { displayName = "Iron Skulls PMC Blackfoot Woodland"; author = "Clumsy Baron"; crew = "B_Helipilot_F"; hiddenSelectionsTextures[] = {"\Arma3_Iron_Skulls_PMC_Blackfoot\Data\pmc_blackfoot_woodland_co.paa"}; }; }; so if somthing needs to be change please tell me
  3. so im working on a mod and when i spawn the helicopter in editor it says cannot load "somthing somthing_co.paa so yh any help will be appreciated enum { OrdinalEnum = 2, destructengine = 2, destructdefault = 6, destructwreck = 7, destructtree = 3, destructtent = 4, stabilizedinaxisx = 1, stabilizedinaxesxyz = 4, stabilizedinaxisy = 2, stabilizedinaxesboth = 3, destructno = 0, stabilizedinaxesnone = 0, destructman = 5, destructbuilding = 1 }; class DefaultEventhandlers; class CfgPatches { class Iron_Skulls_PMC_Ghosthawk { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class WeaponFireGun; class WeaponCloudsGun; class WeaponFireMGun; class WeaponCloudsMGun; class CfgVehicles { class B_Heli_Transport_01_F; class Iron_Skulls_PMC_Ghosthawk_Urban : B_Heli_Transport_01_F { displayName = "Iron Skulls PMC Ghosthawk Urban"; author = "Clumsy Baron"; crew = "Iron_Skulls_PMC_Heli_Pilot_Urban"; hiddenSelectionsTextures[] = {"Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext01_urban_co.paa", "Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext02_urban_co.paa"}; }; class Iron_Skulls_PMC_Ghosthawk_Desert : B_Heli_Transport_01_F { displayName = "Iron Skulls PMC Ghosthawk Desert"; author = "Clumsy Baron"; crew = "Iron_Skulls_PMC_Heli_Pilot_Desert"; hiddenSelectionsTextures[] = {"Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext01_desert_co.paa", "Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext02_desert_co.paa"}; }; class Iron_Skulls_PMC_Ghosthawk_Jungle : B_Heli_Transport_01_F { displayName = "Iron Skulls PMC Ghosthawk Jungle"; author = "Clumsy Baron"; crew = "Iron_Skulls_PMC_Heli_Pilot_Jungle"; hiddenSelectionsTextures[] = {"Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext01_jungle_co.paa", "Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext02_jungle_co.paa"}; }; class Iron_Skulls_PMC_Ghosthawk_Snow : B_Heli_Transport_01_F { displayName = "Iron Skulls PMC Ghosthawk Snow"; author = "Clumsy Baron"; crew = "Iron_Skulls_PMC_Heli_Pilot_Snow"; hiddenSelectionsTextures[] = {"Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext01_snow_co.paa","Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext02_snow_co.paa"}; }; class Iron_Skulls_PMC_Ghosthawk_Woodland : B_Heli_Transport_01_F { displayName = "Iron Skulls PMC Ghosthawk Woodland"; author = "Clumsy Baron"; crew = "Iron_Skulls_PMC_Heli_Pilot_Woodland"; hiddenSelectionsTextures[] = {"Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext01_woodland_co.paa", "Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext02_woodland_co.paa"}; }; };
  4. hi my helicopter textures are not working and if its my config can you help? enum { OrdinalEnum = 2, destructengine = 2, destructdefault = 6, destructwreck = 7, destructtree = 3, destructtent = 4, stabilizedinaxisx = 1, stabilizedinaxesxyz = 4, stabilizedinaxisy = 2, stabilizedinaxesboth = 3, destructno = 0, stabilizedinaxesnone = 0, destructman = 5, destructbuilding = 1 }; class DefaultEventhandlers; class CfgPatches { class Iron_Skulls_PMC_Ghosthawk { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class WeaponFireGun; class WeaponCloudsGun; class WeaponFireMGun; class WeaponCloudsMGun; class CfgVehicles { class B_Heli_Transport_01_F; class Iron_Skulls_PMC_Ghosthawk_Urban : B_Heli_Transport_01_F { displayName = "Iron Skulls PMC Ghosthawk Urban"; author = "Clumsy Baron"; crew = "Iron_Skulls_PMC_Heli_Pilot_Urban"; hiddenSelectionsTextures[] = {"Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext01_urban_co.paa", "Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext02_urban_co.paa"}; }; class Iron_Skulls_PMC_Ghosthawk_Desert : B_Heli_Transport_01_F { displayName = "Iron Skulls PMC Ghosthawk Desert"; author = "Clumsy Baron"; crew = "Iron_Skulls_PMC_Heli_Pilot_Desert"; hiddenSelectionsTextures[] = {"Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext01_desert_co.paa", "Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext02_desert_co.paa"}; }; class Iron_Skulls_PMC_Ghosthawk_Jungle : B_Heli_Transport_01_F { displayName = "Iron Skulls PMC Ghosthawk Jungle"; author = "Clumsy Baron"; crew = "Iron_Skulls_PMC_Heli_Pilot_Jungle"; hiddenSelectionsTextures[] = {"Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext01_jungle_co.paa", "Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext02_jungle_co.paa"}; }; class Iron_Skulls_PMC_Ghosthawk_Snow : B_Heli_Transport_01_F { displayName = "Iron Skulls PMC Ghosthawk Snow"; author = "Clumsy Baron"; crew = "Iron_Skulls_PMC_Heli_Pilot_Snow"; hiddenSelectionsTextures[] = {"Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext01_snow_co.paa","Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext02_snow_co.paa"}; }; class Iron_Skulls_PMC_Ghosthawk_Woodland : B_Heli_Transport_01_F { displayName = "Iron Skulls PMC Ghosthawk Woodland"; author = "Clumsy Baron"; crew = "Iron_Skulls_PMC_Heli_Pilot_Woodland"; hiddenSelectionsTextures[] = {"Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext01_woodland_co.paa", "Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext02_woodland_co.paa"}; }; }; any help will be appreciated
  5. pyroflash

    RIME Editor

    Would it be possible to get the RTDynamics' RIME graphical editor for helicopter AFM's added into the official tools package at some point? It's relatively workable in the textual editing environment right now, but editing tables for aerodynamic coefficients is a pain. Something with which access to the graphical editor would greatly ease.
  6. Three AI helicopters will not land on the USS Freedom if I give them a waypoint to land on the deck. Each waypoint is to a different location on the flight deck, and each waypoint is in line with the flight deck. If I change the waypoints to a 'get out' waypoint, one helicopter will successfully land and the other two will nervously watch, then fly back to the nearest beach to land. There are planes and such on the deck, but more than enough space for multiple pilots to land. I realize that the AI is their own breed of unintelligence, but I am enthusing any options that simply get them to land on the carrier, like setting their fuel to 0 when the get close or something like that (for the record, I have not gotten this option to work).
  7. I need to blow up some tanks with rockets from a helicopter but the rockets are not strong enough. What is the best way to achieve this? The helicopter I am using does not incorporate the new payload-changing system.
  8. CheyenneAH56

    SCmod v1.40

    SCmod v1.40 aerial firefighting simulation Put yourself in the shoes of a water bomber pilot. Read PDF user document for information. download / armaholic subscription / steam workshop PDF user document gameplay eden editor tutorial #1 eden editor tutorial #2 - Enjoy !
  9. Flight Failures Mod by Jack Ost What is it ? This script allows to simulate the failures you can have in your plane or helicopter. It will stop a mechanic or electronic element like the avionic or your engine. For some reasons, only non critical failures have been implemented (so you can't loose your main rotor in helicopter). Features There is three module available in Eden Editor. Place the module that you want on your mission. This mod is server side, so you don't need to have it on client side. First module is to choose random system. The random system will give you one (only one) random failure during the mission, at any moment you can have it. It's depend on the probability that you have choosen on the parameter module (if you don't place it, it will be default parameters). So during a mission, you may not have any failure. Second module is to trigger a particular failure (or multiple) directly. You can synchronize it with a trigger to have the failure at a particular moment. For information, default parameters of the random version are :- you will have only one failure- 30% of probability for avionics- 10% of probability for one engine failure (not both if two engine)- 1% of probability to loose left rudder or right rudder OR left elevator or right elevator OR tail rotor- increase (in %) of probability as a function of the flight time (+25% in 2 hours of flight) NB : I can't test the random version perfectly, so i choose to add an option to having magic repair on your aircraft. NB2 : If your fps are lower than 10, the failure will be cancelled. Guide English Guide French Guide Download LINK here Crédits Bohémia Interactive Spyke (technical adviser) Jack Ost
  10. Hi guys, I am trying to add the HURON huge dust cloud to my helicopter. At first my vehicleclass was Air... it only did a little dust... CHanged it to Helicopter and got a bigger cloud... but still way smaller then the Huron or even the little bird. Do i have to add memory point for the dust on the model? Cant seem to find anything online for that. I would love my chopper to make a dust cloud even bigger then the Huron. Any hint would be appreciated. Olivier
  11. Short story Is there any way of not only modding the (AFM) flight model parameters of helicopters but replace the physics model as well? Like an "Custom Flight Model". Long story I know Arma is not a flight sim and with a different audience but after flying the Huey and Gazelle in DCS for over a year, as well as trying my hands on a R22 in real life, I cannot for my life fly in ArmA anymore. The flight model of most helicopters in ArmA (even with the AFM) is right in the uncanny valley between console and realistic making it the wrong kind of difficult to fly. It feels like the helicopters have the wrong mass/momentum, the rotors don't bite into the air, the engines feel weak, the behaviour is "unpredictable" because the feedback cues aren't really there. With a good simulation and a bit of knowledge of the physics of helicopters you *know* what it will do, when and why - you can feel it - it becomes predictable, natural and almost easy to fly. It's joyful. The UH-80 tilts to the right at takeoff and through the whole flight envelope making me push the stick hard left all the time (that is not how a helicopter works), it's sluggish as hell (not that I have ever flown a real blackhawk) and the tail rotor is either a desktop fan or a jet engine. The *H-9 feels like it has an engine made out of rubberbands, paper and glue. The Huron is OK but breaks down in fire and pain if you look at it funny. Can't do a perfect touchdown like this at 70kph without everything breaking: https://www.youtube.com/watch?v=2taHRbdesV8 And the damn *'splode, 'splode, 'splode* damage model. "Oops, well any landing you can walk away from... - nope *'splode*". I used to love flying in ArmA, now I hate it and I want it to be fun like it once was 18 months ago: https://www.youtube.com/watch?v=lam9_lqVv78 Is there any work going into improving helicopters or can we mod ourselves out of this?
  12. Hi, this is my script, I try to make a helicopter run into battlefield and land at spot, then player(driving on HIGH-MACS) can use button to active resupply progress. This is my script (resupplyHeli.sqf): _spawnPosition = getMarkerPos "CH47SpawnPoint"; _resupplyPoint = getMarkerPos "CH47LandPoint"; _heliClassname = "RHS_CH_47F"; _landingMode = "GET IN"; // Spawn Heli _unghi = [_spawnPosition,_resupplyPoint] call BIS_fnc_dirTo; _helicopterSpawn = [_spawnPosition, _unghi, _heliClassname, west] call BIS_fnc_spawnVehicle; _helicopter = _helicopterSpawn select 0; {_x allowDamage false; _x setskill ["courage",1]; _x allowFleeing 0;} forEach (crew _helicopter)+[_helicopter]; {_helicopter disableCollisionWith _x} forEach allPlayers + vehicles; _heliPad = "HeliHEmpty" createVehicle _resupplyPoint; _helipadPosition = getPos _heliPad; // Add Hold Action [ _helicopter, "Start Resupply", "", "", "true", "true", {hint "Start Resupply!"}, { if (((fuel (vehicle _this select 1)) == 1) && ((ammo (vehicle _this select 1)) == 1) && ((damage (vehicle _this select 1)) == 0) &&) then { hint "Resupply Complete!"; [_helicopter,_this select 2] call BIS_fnc_holdActionRemove; } else { (vehicle _this select 1) setFuel (fuel (vehicle _this select 1) + 0.04); (vehicle _this select 1) setAmmo (ammo (vehicle _this select 1) + 0.04); (vehicle _this select 1) setDamage (damage (vehicle _this select 1) - 0.04); }; }, { (vehicle _this select 1) setFuel 1; (vehicle _this select 1) setAmmo 1; (vehicle _this select 1) setDamage 0; hint "Resupply Complete!"; }, {hint "Resupply Progress Stop!"}, [], 10, nil, true, false ] call BIS_fnc_holdActionAdd; // Move Heli _helicopter doMove _helipadPosition; hint "Resupply helicopter inbound!"; // Wait for them to be ready to land _helicoptersLanding = 0; while { _helicoptersLanding < 1 } do { if ((_helicopter distance _heliPad) < 180) then { doStop _helicopter; _helicopter land _landingMode; _helicoptersLanding = _helicoptersLanding + 1; hint "Resupply helicopter landing!"; }; sleep 1; }; // Wait Heli Land waitUntil { isTouchingGround _helicopter }; hint "Resupply helicopter landed, will wait 2 minutes!"; sleep 100; hint "Resupply helicopter will Leave in 10 sec!"; sleep 20; hint "Resupply helicopter RTB!"; // Heli Fly Away _helicopter doMove _spawnPosition; // Delete Heli while {(_helicopter distance _spawnPosition) > 200 } do {sleep 1;}; {deleteVehicle _x} forEach (crew _helicopter)+[_helicopter,_heliPad]; I stuck on two place: 1.The helicopter can't disable collision with player's HIGH-MACS. {_helicopter disableCollisionWith _x} forEach allPlayers + vehicles; 2.This hold button function can't run, I stuck on my function can't find the caller vehicle, and script will stop. [ _helicopter, "Start Resupply", "", "", "true", "true", {hint "Start Resupply!"}, { if (((fuel (vehicle _this select 1)) == 1) && ((ammo (vehicle _this select 1)) == 1) && ((damage (vehicle _this select 1)) == 0) &&) then { hint "Resupply Complete!"; [_helicopter,_this select 2] call BIS_fnc_holdActionRemove; } else { (vehicle _this select 1) setFuel (fuel (vehicle _this select 1) + 0.04); (vehicle _this select 1) setAmmo (ammo (vehicle _this select 1) + 0.04); (vehicle _this select 1) setDamage (damage (vehicle _this select 1) - 0.04); }; }, { (vehicle _this select 1) setFuel 1; (vehicle _this select 1) setAmmo 1; (vehicle _this select 1) setDamage 0; hint "Resupply Complete!"; }, {hint "Resupply Progress Stop!"}, [], 10, nil, true, false ] call BIS_fnc_holdActionAdd; So what wrong with my script? Please help, thanks.
  13. Hello! Today we deployed our advanced helicopter flight dynamics model to the development branch. You can find more information in the recently released OPREP, but, in short: The advanced flight model is an optional feature, which we hope will make helicopter gameplay more authentic, challenging and enjoyable to master. You can switch to the advanced flight dynamics model in Game Options (section General) and try it with each helicopter we have currently in game. Please be so kind and share with us your experience! We're specifically looking for feedback on these these topics: Flight Experience - behavior and handling of helicopters GUI- layout customization, lucidity, informativeness etc. Controls - schemes usability, customization, controllers issues and related But we are grateful for all for your valuable, constructive and civil feedback. Oh, and don't forget, this is just a first step and we are still working on the RotorLib functionality, alongside the other key features of the Helicopters DLC. Happy flying!
  14. I'm spawning 6 helos (one at a time), flying them into a location, having them land, then spawning infantry on the ground nearby (to simulate them getting out of the helos), then having the helos fly off. It works fine in SP, but when I run it on a dedi server, the helos won't land, they just hover near the landing spot. I do have a bunch of helipads on the ground for them to land on. (More than one gets to the ground simultaneously, so I need multiple.) And as I said, it works fine in SP. I have to think it's something to do with the land command, that it doesn't work the same on a dedicated server. Here's the code called each time through a loop (once per helo spawn) - _airGrp= createGroup east; _Air1 = [getMarkerPos "spawnAir", 0, "O_Heli_Transport_04_covered_F", _AirGrp] call bis_fnc_spawnvehicle; // this spawns the aircraft and includes crew //_Air1 is the VEHICLE array, with the actual vehicle being the first element of the array!! (Select 0) _helo = (_Air1 select 0);//give it a shorter name! _wp1 = _airGrp addWaypoint [getMarkerPos "WPair1", 0]; _wp2 = _airGrp addWaypoint [getMarkerPos "WPair2", 0]; _wp2 setWaypointSpeed "limited"; _wp3 = _airGrp addWaypoint [getMarkerPos "WPair3", 0]; _wp3 setWaypointSpeed "limited"; _wp3 setWaypointStatements ["true", "this flyinHeight 25"]; while {(_helo distance2D (getMarkerPos "WPair3")) >= 100} do { sleep 2; }; sleep 2; doStop _helo; _helo land "land"; while {(getPosATL _helo) select 2 >=1 } do { // hint format ["alt = %1", (getPosATL _helo) select 2]; //debugging only!!!!!!!!!!!!! sleep 1; }; sleep 2;//time to unload (fictional) troops --spawn the infantry now-- sleep 25; _helo doMove (getmarkerPos "WPair4"); _wp4 = _airGrp addWaypoint [getMarkerPos "WPair4", 0]; _wp4 setWaypointType "MOVE"; _wp4 setWaypointSpeed "FULL"; I've had this issue in the past, but it's been years since I dealt with it, and I can't remember a solution! Any clues?
  15. KP Support Missions Gametype: Ground Support Players: 1 - 16 Modes: SP, COOP, PVP Available maps: Altis Vanilla - NATO vs CSAT RHS - US Army vs Russian VDV Malden Vanilla - NATO vs CSAT RHS - US Army vs Russian VDV Takistan Vanilla - NATO vs CSAT RHS - US Army vs Russian VDV Tanoa Vanilla - NATO vs CSAT RHS - US Marines vs Russian VDV Description: In this mission, game mode "ground support", the players take the roles of helicopter pilots tasked with supporting ground units. The playing field includes the two bases of each factions, as well as a total of 10 sectors. From these faction bases ground units are always on their way to independently seize control of those 10 active sectors. The players are there to support the groups by answering requests for transport, air support or medical evacuation. These orders are dynamically generated during the game, which means that no round compared to another is completely equal. This is accompanied by immersive radio traffic. The mission ends as soon as one side has no more tickets remaining. These are reduced when helicopters crash or the opponent controls at least 6 sectors. In the event of a helicopter crash, the player can respawn at their respective base, where after some time the helicopters reappear. The base also provides landing sites to repair, refuel or rearm the helicopter during the mission. Players are actually restricted to their role as pilots and can only leave the vehicle within their own base, for example, to switch to another helicopter. This also means that players themselves cannot take any sectors. Each side also has a Jet in their base. This won't respawn, so it's a high valuable asset with which you can interrupt the enemy supply lines. You can adjust parameters in the lobby for the daytime, weather, tickets count and view distance. There are 3 kinds of infantry troops which will ask for support: Ghost (4 soldiers) Nomad (8 soldiers) Hydra (16 soldiers) Download: GitHub Workshop: Altis Vanilla Altis RHS Malden Vanilla Malden RHS Takistan Vanilla Takistan RHS Tanoa Vanilla Tanoa RHS Discord
  16. Hi guys, I am having trouble with this since the dawn of men. I play good old ArmA (1) just for fun, but I played also ArmA 2 and the problem seems to be in both: I want to have custom made crew, because original crews are just wrong. For example MH60 - SOAR crew. I have downloaded some desert crew and black UH60s to make it look BHD style. Also the equipment of the pilot should be different to crew chief's. But when I want to add them into the helicopter it causes this problem: I add four man crew into the bird (pilot, turret 0, turret 1, and cargo - next to the pilot) all by moveindriver etc. The bird sits on the ground with the crew already in it - good. But then I want a fire team, to get into the bird. I give them waypoint to "Get In" the bird. The all board it. Pilot has the waypoint to transport unload close to invisible H far away. The fire team gets in, the bird flies away, but when it gets to the Transport Unload waypoint, he doesn't unload them. He just continues back to base (as I have told him to do after he unloads the team). Why? I have tried to do it more "complicated" and I have also gave the fire team the Get Out waypoint and synched it to the Transport Unload. In that case the pilot does not fly back to base he is just hovering above the H. Why? That is the whole problem. I know how to add crews with my oqn setting (addweapon, addmagazine, getindriver and stuff) to the helicopter, but that works only for attack helicopters and planes. If it is a cargo/utility helicopter, they don't know how to unload the teams. Can you pelase help? Is there a way? Thank you. PS: small question - is it possible to make the 4th cargo sitting crew member a commander? I mean when I set him as a group leader (no. 1) and put him into cargo, no. 2 is pilot, and no. 3 and 4 are crew chiefs the helicopter doesnt even take off. If you can help also with this please let me know, but way more important is the original issue - unable to unload.
  17. Support Helicopters copilots With the gamemode set to Support, and everything synced the Helicopters get a co-pilot. So when i make my own missions, set it to Support and want to use an AH-64 to crush the opponent, i can't have my friend in the co-pilot seat as my gunner. The problem is the Support module seems to spawn a, UNIT in the gunners seat. I tried removing him with {deleteVehicle _x} forEach crew JEF_1; (JEF_1 being the variable name) This does delete the crew, but leaves the co-pilot seat "unseatable" - You cannot enter as the gunner, somehow it still takes up the seat. Is there anyway to disable this? Thank you in advance, from a newbie guy, trying to make shit happen and failing at the moment.
  18. Hello guys, I would like to know if it was possible to "unlink" parachute controls from helicopter controls ? I bound cyclic movements of the helicopters to mouse movements Thus, when I'm in a steerable parachute, whenever I want to look around, my parachute begin to turn Strange thing it that only Cyclic left and Cyclic right seems to be linked to parachute controls, not Cyclic forward nor backward Freelook mode doesn't seem to have any effect in parachute Thanks for your help ! :)
  19. I have been trying for a few days to script a helicopter to come in, land and then for the ai to board, then have the heli take off. I have tried watching videos and even tried searching, there was a redit post where someone provided an example but that file is no longer available and they did not go into details on how it was done. I made a helicopter, put it into the air, set a load waypoint, then created a ai fireteam group and set a waypoint for "get in" I then linked the "get in" waypoint activation to "load". What hapens is the helicopter says in the air, and on top of that the ai immediately heads for the get in waypoint. I thought that the waypoint for "get in" would only become active once "load" was true. I have also experimented with adding a "land" waypoint followed by the load, nothing is working, the ai moves to the position and does nothing. How can I make a simple scenario such that the helicopter flys in, lands waits for the ai to board, then takes off? [solved]I have two working solutions, for anyone reading this who is also having this problem, see my responses below.[/solved]
  20. There's a small config change that occurred which seriously screws with people trying to pilot helicopters in first person. You can see it here when I exceed about 30kph: This involuntary zooming screws with a pilots perception of airspeed and dimensionality. I don't think it's intended behavior. I made a small config change to fix this, which you can see in my post over here: It's just a matter of setting the default speedZoomMaxFOV value for class ViewPilot for all helicopters to be 1.0 as opposed to the now-default 0.75.
  21. Hello, I just want an cleaner way to get the AI uses landing lights than: null = [] spawn {while {true} do {chinook setPilotLight true; sleep 0.01};}; Anyone can help? Thanks for replies.
  22. I want to randomize the damage on a car on the start of a mission, same thing with a tank and helicopter and so on. What are the codes for each part and how do I make it random? Is there some place to reference each part of a car/tank/helicopter like a website I could use?
  23. I noticed the little bird is much harder to fly after the last update (1.70), it seems underpowered and very fragile. If you go in a steep climb the rotor RPM decreases rapidly. Helo damages easily or loses power with fast manoeuvres. Max speed seems decreased. Max speed seem to be decreased for VTOLS as well. I have a lot of experience flying helo's in Arma, I try to fly the helo's and VTOLS in a realistic manner. Advanced flight model and HOTAS. - Am I right that things have changed in this regard with the last update? - Are these features or bugs? - Does it have to do with my throttle setup? (engine power range seems normal, goes from 0-100, engine mapped to both throttle axes +/-) Thanks for any enlightenment.
  24. Altis last offensive Description: After conflicts in Libya, Syria and Iraq, terrorists settled on the Greece island Altis. Their escalation was fast and uncontrolled, until now. You are the best Altis Air Force pilot providing air support together with NATO air and ground units. Biggest offensive in European union ever from end of Altis civil war. Expect heavy military vehicles, artillery and epic action mission. Official DLC required: HelicopterDLC Addons required: No addons needed Specials: Two different endings If you like my creation you can support me. Thank you. Steam workshop: Altis last offensive
  25. Hello, I am currently working with Blender to create my first ever model, and mod for Arma 3. I found that with the additional CSAT VTOL in the Tanoa DLC, CSAT has an aircraft that NATO does not, a fast aircraft capable of transporting a squad of infantry at high-speeds. The only thing with similar characteristics would be the Blackfish, and we all know how sluggish and doggish it can be in its landings. Currently I am working on two variants, one of which has a custom skin I made through Photoshop. There will be two variants, one that can carry the squad and one that uses the same airframe but is slimlined, and configured to be a gunship, both will exceed speeds of 360mph. What I am looking for are ideas or any assistance from people that know what steps it takes to build a config for the various features of the aircraft. As I mentioned, this is my first time doing 3D models, textures, or animations.
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