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Found 60 results

  1. I've been learning lots from these forums while trying to create my own Arma 3 scenarios so this is an attempt to return the favours. This is a script that enables while flying your aircraft, you can spawn one or more "wingmen" aircraft, same class as the one you are currently flying, and the spawned aircraft will spawn behind you and then fly ahead to join you at the supplied formation coordinates (while your aircraft is slowed down to wait for it), and can either fire the same weapons when you fire it, or not (last param, true(1) or false (0) ). This script can in theory also be used to spawn wingmen to AI controlled aircraft (not tested though). The formation flying is enabled with "attachTo", so it will look unrealistic when you do more sharper turns, but it will at least look quiet cool flying straighter. Use "detach" to break out of this on your own conditions. Put below into your own ".sqf" and call it as examplified below // Example call: // test = [[24,-12,-12,1,1],"fnc_wingman.sqf"] remoteExec ["BIS_fnc_execVM",2]; // Params explained: // _xformpos = formation pos meters left/right of player vehicle // _yformpos = formation pos meters front/behind player vehicle // _zformpos = formation pos meters above/under player vehicle // "should wingman fire when I fire" (1 = true, 0 = false) // "should wingman aircraft approach with a fly in (1 = true) or spawn in formation immediately (0 = false) params [ "_xformpos","_yformpos","_zformpos","_wingman_twinfire","_fly_in" ]; if ( _xformpos > 40 || _xformpos < -40 || _yformpos > 40 || _yformpos < -40 || _zformpos > 40 || _zformpos < -40 ) exitWith { systemChat "fnc_wingman: Formation position too far away. No dice."; }; removeAllActions player; wingman_group = createGroup [(side player), true]; wingman_aircraft = createVehicle [(typeOf vehicle player), ((vehicle player) modelToWorld[0,-1000,(getposATL (vehicle player) select 2)]),[], 0, "FLY"]; wingman_pilot = wingman_group createUnit [(typeOf player), ((vehicle player) modelToWorld[0,-1000,(getposATL (vehicle player) select 2)]) , [], 0, "FORM"]; wingman_pilot moveInDriver wingman_aircraft; createVehicleCrew wingman_aircraft; { _x disableAI "RADIOPROTOCOL"; }forEach crew wingman_aircraft; [wingman_pilot] joinSilent group (player); wingman_aircraft enableDynamicSimulation false; wingman_aircraft flyInHeight (getposATL (vehicle player) select 2); wingman_aircraft setPos (vehicle player modelToWorld[0,-1000,(getposATL (vehicle player) select 2)]); vel = velocity (vehicle player); dir = direction (vehicle player); wingman_aircraft setDir dir; speed_veh_player = -10; wingman_aircraft setVelocity [ (vel select 0) + (sin dir * speed_veh_player), (vel select 1) + (cos dir * speed_veh_player), (vel select 2) ]; max_speed_veh_player = getNumber(configFile >> "cfgVehicles" >> (typeOf vehicle player) >> "maxSpeed"); half_max_speed_veh_player = round(max_speed_veh_player / 2); _future = time + 60; // timeout after 60 seconds, attach wingman if ( _fly_in == 1) then{ while {((vehicle player) distance wingman_aircraft > 300) && time < _future} do { wingman_aircraft flyInHeight (getposATL (vehicle player) select 2); wingman_aircraft moveTo getPosATL (vehicle player); current_speed_veh_player = speed (vehicle player); wingman_aircraft_speedLimit = round(current_speed_veh_player + 200); wingman_aircraft limitSpeed wingman_aircraft_speedLimit; wingman_aircraft forceSpeed wingman_aircraft_speedLimit; (vehicle player) setAirplaneThrottle 0.3; (vehicle player) limitSpeed half_max_speed_veh_player; sleep 0.5; }; }; [0, "BLACK", 0.5, 1] spawn BIS_fnc_fadeEffect; sleep 1; wingman_aircraft attachTo [(vehicle player), [_xformpos,_yformpos,_zformpos]]; [1, "BLACK", 0.5, 1] spawn BIS_fnc_fadeEffect; if (_wingman_twinfire == 1 ) then{ player addEventHandler ["FiredMan", { params ["", "_weapon", "", "_mode"]; { _x enableSimulation true; }forEach crew wingman_aircraft; { _x forceWeaponFire [_weapon,_mode]; }forEach crew wingman_aircraft; { _x enableSimulation false; }forEach crew wingman_aircraft; } ]; }; wingman_aircraft addEventHandler [ "HandleDamage", { if ( damage wingman_aircraft > 0.5) then{ detach wingman_aircraft; { _x enableSimulation true; }forEach crew wingman_aircraft; }; }]; wingman_aircraft addEventHandler [ "Killed", { detach wingman_aircraft; { _x enableSimulation true; }forEach crew wingman_aircraft; } ]; driver wingman_aircraft addEventHandler [ "Killed", { detach wingman_aircraft; } ]; (vehicle player) limitSpeed -1; wingman_aircraft limitSpeed -1; wingman_aircraft forceSpeed -1; // to prevent wingman pilots fading in small distance, and to prevent wingmanpilots from floating in the cockpit when manouvering { _x enableSimulation false}forEach crew wingman_aircraft; // Brute force delete spawned wingmen, radius 80 player addAction ["Delete wingmen", { _list = nearestObjects [(vehicle player), [(typeOf vehicle player)], 80]; _list = _list - [vehicle player]; player removeAllEventHandlers "FiredMan"; {detach _x, _x enableSimulation true, deleteVehicleCrew _x, deleteVehicle _x, _x removeAllEventHandlers "HandleDamage",_x removeAllEventHandlers "Killed"} forEach _list; (_this select 0) removeaction (_this select 2);}, [],20,false,true]; // Brute force make spawned wingmen, leave formation radius 80 player addAction ["Wingmen leave formation", { _list = nearestObjects [(vehicle player), [(typeOf vehicle player)], 80]; _list = _list - [vehicle player]; player removeAllEventHandlers "FiredMan"; {detach _x, _x enableSimulation true, _x removeAllEventHandlers "HandleDamage",_x removeAllEventHandlers "Killed"} forEach _list; (_this select 0) removeaction (_this select 2);}, [],21,false,true];
  2. I am trying to script realistic halo jump from a plane's ramp. I have this but it gives me syntax error (missing ; 😞 flg addAction ["Teleport",{ openMap true; onMapSingleClick " openMap false; _grp = createGroup [east, true]; _an = grp createUnit ["pook_AN12B_OPFOR",_pos,[],0,"NONE"]; [_an,2000,_pos] call BIS_fnc_setHeight; _grp setBehaviourStrong "CARELESS"; _an flyInHeightASL [2000, 2000, 2000]; player moveInCargo [_an,1,true]; onMapSingleClick '';"; }]; Any help is appreciated.
  3. TGP Simple Cockpit Slew Control the Camera Pilot cameras, AI gunner turrets, and connected UAV turrets can be controlled from the cockpit view via simple controls: Hold key and use mouse to slew. Keybind to slew camera to HMD target or Waypoint (Shift-click, Group, or ACE MicroDAGR). Toggle stabilization. Keys for Turret zoom Vision mode can be changed with Panel Mode or Vision Mode (Vehicle) HOTAS Compatible Keybinds Take Control - avoid having the scroll menu change Collision Lights CCIP Track Track unguided bomb CCIP (roughly). Calculations are a bit off, most accurate at 35-40 degree pitch up loft/toss trajectory. For other bombing profiles, use Gun Elevation Up/Down to adjust camera. Pilot Camera Zoom control is being requested on the Feature Tracker GitHub Steam Workshop
  4. Take on Helicopters Cessna 172 Skyhawk Cessna 172 Skyhawk from Take on Helicopter for Arma 3 with interior. Features: •6 liveries •garage custom •interiors Download: https://steamcommunity.com/sharedfiles/filedetails/?id=2420472898 Credit BIS - Arma 2/Take On Helicopters sample model, texture. License / Disclaimer: You are permitted to install and use this software for personal entertainment purposes only. This add-on is meant for ARMA 3 game platform by Bohemia Interactive only. Any commercial or military use is strictly forbidden without permission from the author. Its strictly forbidden to use on any monetized server This addon for Arma 3 is released under APL The authors of this addon give no warranty DO NOT UPLOAD TO STEAM WORKSHOP
  5. Hi all, I decided to give some time on existing Navy assets in community, even if Arma is much more a Land force milsim,... with few air assets. First of all, BI has produced: - the CVN Freedom, an object not really dynamic, but stated as a "dynamic airport" with some added components as radar or AA defenses from BI, but also cats and arresting wires. - the FA 18 Black Wasp II , the only aircraft with a tail hook (mandatory if you want to stay aboard 😉) On the other hand, the community produced, at least: - the USS Nimitz, unfortunately also a "static dynamic airport", but with much more possibilities (moving excepted) than the USS Freedom, - many outstanding mods, with plenty of aircraft, but for Navy, so planes with tail hook, the award is for Unsung one. In fact, I'm not sure you will find any other mod with Navy jets and planes able to land on deck of a carrier. After that... some mods are worth the trial, sometimes with better aerodynamics and realism: RHS, IFA3, CUP... Why all aircraft carrier are static? Probably make them sailing and able to recover some played (or AI) aircraft is far too complex.(We are not on DCS). The Vehicle In Vehicle possibility (since Apex) is for transportation but doesn't really meet the requirement for deck handling. Can we make them move (for a scenery or an attack by enemy)? Yes, at least for CVN USS Freedom. Here is a little code I wrote for a pattern. The CVN start a leg of x seconds, turns left or right, and so on. The position is at the first leg start, choose the orientation of the pattern (no matter the orientation of the object (Land_Carrier_01_base_F) in editor, the leg duration (in sec.) , and the direction of the turn (right = true). This pattern is optimized for 60FPS which make it U-turn in 5 minutes (fast but realistic) and move the CVN at 60 km/h (roughly). I'd rather write 32 knots. CVN PATTERN (CVN1 is the name of the BI aircraft carrier) MGI_CVN_PATTERN = { params [["_CVN",objNull],["_firstDir",0],["_leg",300],["_rightTurn",TRUE]]; if (!isServer) exitWith {}; _CVN setdir ((_firstDir + 180) mod 360); _CVN setVariable ["CVNPattern",[_firstDir, getDir _CVN]]; _CVN setVariable ["CVNTrueDir",_firstDir]; _CVN setVariable ["CVNTimer",0.1 - diag_tickTime]; ["movingCarrier","onEachFrame", { private _CVN = _this param [0,objNull]; private _leg = _this param [1,300]; private _rightTurn = _this param [2,TRUE]; private _dir = _CVN getVariable "CVNTrueDir"; private _t = _CVN getVariable "CVNTimer"; _CVN setdir ((_dir + 180) mod 360); _CVN setPosWorld ASLToATL (_CVN getpos [0.3,_dir]); [_CVN] call BIS_fnc_Carrier01PosUpdate; if (((diag_tickTime + (_CVN getVariable "CVNTimer")) mod _leg) < 0.1) then { _CVN setVariable ["CVNTimer", - diag_tickTime]; _CVN setVariable ["CVNTrueDir",_dir + ([-0.01,0.01] select _rightTurn)]; if (abs((360 +(_CVN getVariable "CVNTrueDir") mod 360) mod 360 - (_CVN getVariable "CVNPattern")#1) < 0.5) then { _CVN setVariable ["CVNTrueDir",(_CVN getVariable "CVNPattern")#1]; reverse (_CVN getVariable "CVNPattern"); _CVN setVariable ["CVNTimer",0.1 - diag_tickTime]; }; }; }, [_CVN,_leg,_rightTurn] ] call bis_fnc_addStackedEventHandler; }; [CVN1,45,120,FALSE] call MGI_CVN_PATTERN; So, the dynamic airport starts to be dynamic. I added also the rescue helicopter "pedro" , following the CVN. You can take control on it, or let it do his job. It takes few seconds to be on station, at start. PEDRO RESCUE: MGI_rescuePedro = { params [["_helo",objNull],["_CVN",objNull]]; if (!isServer or [_helo,_CVN] findIf {isNull _x} > -1) exitWith {}; currentPilot _helo disableAI "radioProtocol"; _helo setdir (getdir _CVN +180); _helo setpos (_CVN modelToWorld [200,0,35]); _helo flyInHeight 30; _helo flyInHeightASL [50,50,50]; [_helo,_CVN] spawn { params ["_helo","_CVN"]; waitUntil {!isNil{_CVN getVariable "CVNTrueDir"} or !alive _helo}; while {alive _helo} do { _dir = _CVN getVariable "CVNTrueDir"; _helo move (_CVN modelToWorld [200,-400,35]); _helo limitSpeed (diag_fps * (1+ (0.005 * ((_helo distance2D (expectedDestination _helo #0))-500)))); sleep 5 } } }; [this,CVN1] call MGI_rescuePedro; What about deck landing? You can test an approach, even a touch, but you can't stay aboard as for any other moving objects. Now, for the fun you can attach the jet on deck. I did a little trigger, itself attached to the CVN, but that is not really sexy. What about USS Nimitz (mod)? Unfortunately, I didn't succeed in making it sail properly... The result is a full flush deck, as the bridge dives... No time for workaround relative positions of all the parts. So, we are still far from a realistic Navy ambiance. For example, the main tool for a deck landing: the Optical Landing System (OLS) is missing. In a second step, I will comment the airplane simulation. I'm not a modder but there are some tips which could improve the game playability and immersion. That's not incompatible. Have fun. All comments and remarks welcome as usual. Pierre
  6. ANZACSAS Steven

    Enhanced CAS Module

    Enhanced CAS Module Mod ---------------------------------------------------------------------------------------------------------------------------------------------------- - Enhanced AI behaviour.More brutal and intense CAS Module!! 🙂 - This mod will patch/brutalize and intensify your CAS modules already placed in your missions. - Signed and comes with server key. - Enjoy. https://steamcommunity.com/sharedfiles/filedetails/?id=2109654827 - Quick how to use - - Place module on map.Sync to a trigger with a Radio Alpha activation or whatever activation you choose.Make sure player is equipped with a radio. - Found in the module tab in the editor (F5) in the effects tab. OR - See below for a more in depth how to use guide by Phronk from BI Forums. Phronk says, Here's how to place a CAS module in the editor and edit it: Click the Modules button on the right (Or press F5) Click the category, "Effects" (It's the third one down) Click the "Close Air Support (CAS)" item in the list Place the module on the map Double-click on it to open the module and edit it Very bottom category in edit box lets you change type of attack and CAS plane used Here's how to sync it to a trigger: Place your Blufor player unit Place a trigger and set the Activation to "BLUFOR" Right-click your Blufor player unit, highlight "Connect" and then click "Sync to" Left-click the trigger; this will sync your unit to the trigger Right-click the placed CAS module, highlight "Connect" and then click "Sync to" Left-click the trigger; this will sync your CAS module to the trigger Results. Also, the azimuth you set the CAS module to will be the direction the CAS plane will ingress from. If the azimuth is 0, then the plane will come in from the north and egress south
  7. 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?
  8. I am proud to present my new mod for Arma 3, in a (hopeful) series of alternate universe planes. the F-201 Sparrowhawk, a retextured To-201 Shikra for the NATO Faction Download: https://steamcommunity.com/sharedfiles/filedetails/?id=1952473306 Backstory The F-201 Sparrowhawk is a fifth-generation, single-seat, twin-engine, all-weather tactical fighter jet. The aircraft was designed by a venture between two American companies, with the goal to build a highly agile and maneuverable air-superiority fighter. The F-201 also has ground attack capabilities, and is able to support various weapons configurations via its conventional pylons, but also its internal weapons bay. The program was marred by accusations of technology theft by the People's Liberation Army Air Force (PLAAF), with claims by criticis that the technology behind the F-201 was used in the J-181 Tiger Hornet. Features Two reskinned Shikra's for the NATO faction Two liveries available in the virtual garage, Camo and Grey Zeus compatability Credits Polpox for helping me out with virtual garage stuff Krytera on A3 Hub for suggesting this NOTES A BISIGN key is included for those wishing to add the mod to their server or modpacks. Alternate livery only available in the virtual garage. This mod is covered under Arma Public Licence (APL), if you use the content of my mod for your own modifications, please ensure that i am publically (and visibly) credited.
  9. Pylon Preset Allocator for Plane by UNIT_normal This allows you to change between default presets and custom presets via GUI. Known Issues - If armament name is long, armament name will be displayed in 2 line. - Pylon name could be displayed wrong. Installation 1. Put PPAP folder on your mission folder. 2. Put stringtable.xml or copy & paste contents to your stringtable.xml. 3. Add this to init.sqf. [] execVM "PPAP\PPAP_init.sqf"; 4. Add this to description.ext. #include "PPAP\defines.hpp" #include "PPAP\PPAP_GUI_controls.hpp" #include "PPAP\PPAP_GUI_classes.hpp" Option - In PPAP_init.sqf, you can enable multiple check systems. Download https://drive.google.com/open?id=10K7WqDj0fTmi_mERGhBtMs7E_1mNiq3w Changelog It's my second GUI creation. I hope it works well! If you have any problem, please reply on here.
  10. Hello, I have made a mission using a script made by an Armaholic profile called ESO. It simply spawns units when Player/Player's(MP) are in its desired distance. BUT. I wunder if it is somehow possible to make the Players that are in Plane or Helicopter not be able to activate ESO script. Other words that they can fly inside a marker with ESO without any units spawning. Could any1 help me out on this? Would be really helpfull! 🙂 Regards Sorry for bad English.
  11. There have been sometime now since the Jets DLC, and still no addition or altering to the flightmodels. Jets in this game are just kinda "existing" in the air and not so much being pushed foreward by the force of the engine(s). this obviusly is due to the lack of overall physics to the game, And it is true that most of those physics dont matter if you are in the infantry on the ground. But the jets in this game, is something else. My question is as follows, will there be, or is there plans to alter the flightmodel or intruduce a "advanced flightmodel" for fixed wing aswell, in the near future?
  12. Hello. I would like to know how to have this menu for the plane in game ?
  13. Hello, My name is Peter Stuart. I Surely do enjoy the flying aspect in ArmA III. Ive been flying in ArmA, since ArmA II Operation Arrowhead. I have recently thought of hosting a server where it is as a Simulation RolePlay server, of planes. Starting off with a small ultralight aircraft, and working your way up the ladder and becoming a International pilot. The more in game time you fly, the more money you earn, with that money you will be able to purchase planes, with a limitless variety. ranging from a Cessna 185 to a Beautiful 747-400. I unfortunately lack the skills to work on such a server, but i am willing to bring along some server developers for a wild ride! I also am clueless as to what terrain/map would be necessary to hold such a server, as a terrain/map will require 2-3 major airports, and 2-3 minor landing strips, for smaller aircraft. if you have any questions and or comments, please be sure to leave some down below, as i would love to hear some feedback on this wacky idea! (THIS SERVER WILL BE A RESEMBLANCE TO MICROSOFT FLIGHT SIMULATOR X (MFSX) On Steam!) thank you, Peter Stuart
  14. Larger pic - http://www.mediafire.com/view/8b7eb2a2n1ww6hq/ANZACSAS_SouthAsiaPic1Largeb.jpg/file Massive 122x122klm South Asia terrain from "Take On Helicopters" ported to Arma 3 version 1.5 ---------------------------------------------------------------------------------------------------------------------------------------- - No Errors!!! - Version 1.5 - Fully compatible with CUP Mod!! - Tinkered with the cloud lighting and clouds/weather. - Edited objects to be seen from further distance. - Tinkered a bit.:) https://steamcommunity.com/sharedfiles/filedetails/?id=1571581816 - Changed some textures to better suit the Satmap. - Enhanced clutter,Insects,Dust Efx,Haze efx. - Enhanced "Take on Helicopters" Weather. - Uses A3 lighting and sky. -SATMAP texture for in cockpit view. - Now has call to prayer,Arabian radio music and Arabian market Sound SFX added from Takistan.They are found in the Sfx sounds in triggers. - There is quite a few objects added in the editor in the South Asia section that are in the data Pbo's from Take on Helicopters. - Vegetation objects have been added in the editor in the South Asia section for mission makers. - Objects in 3d editor are only partially supported.Feedback still welcome.:) - This terrain focuses on aircraft and large scale missions. - Roads are painted so AI dont follow them the same as in Arma terrains.Extra waypoints are required for ground vehicles. - Water areas are painted and are purely visual. - Concrete runway,taxiway and parking areas have been added in the 3d editor.Found in the South Asia Category. - Comes with an Airbase Template Mission that has concrete runways,taxiway,parking areas and lighting already laid out ready to use. Mission is unpbo'ed in the Missions folder in your South Asia v1.5 ANZACSAS mod directory. - Thanks to Bis and the Community. - Enjoy!! MP Mission's - Persistent Coop 1-30 Combat Air Assault (Ground forces mission) https://steamcommunity.com/sharedfiles/filedetails/?id=1571693129 Persistent Coop 1-10 Anti-Aircraft Tank Hunt (Simple SEAD /training mission) https://steamcommunity.com/sharedfiles/filedetails/?id=157597646 Persistent Coop 1-12 Air War Over South Asia (Air Strategy mission) https://steamcommunity.com/sharedfiles/filedetails/?id=1597976809 Larger Pics of terrain - http://www.mediafire.com/file/7685a7ed120caaz/ANZACSASSouthAsiapic10.jpg/file http://www.mediafire.com/file/ctgqtwg2x8by1ds/ANZACSASSouthAsiapic11.jpg/file http://www.mediafire.com/file/cec8kvv22pg5i21/ANZACSASSouthAsiapic3Large.jpg/file http://www.mediafire.com/file/l3sl31klmr3y5lf/ANZACSASSouthAsiapic12.jpg/file http://www.mediafire.com/file/lcczm59qbrn2272/ANZACSASSouthAsiapic13.jpg/file http://www.mediafire.com/file/jahc5czide4bn0y/ANZACSASSouthAsiapic2Large.jpg/file http://www.mediafire.com/file/riuenk9vga1g1t9/ANZACSASSouthAsiapic6.jpg/file http://www.mediafire.com/file/su89q1na2yq41ct/ANZACSASSouthAsiapic7.jpg/file http://www.mediafire.com/file/r4bbolr8z14io0f/ANZACSASSouthAsiapic8.jpg/file http://www.mediafire.com/file/6tdfjtft12dxtd9/ANZACSASSouthAsiapic9.jpg/file - There are nine pictures inside the south_Asia_h.pbo so that they can be used for overview pictures on a Server in Multiplayer missions. they are - overviewPicture = "HSim\South_Asia_H\data\images\SouthAsiamissionpic1.paa"; (1 to 9)
  15. Been reading and playing around with various configs and learning as I go but I need community assistance as I can't find or understand what I am looking for. Basically looking at converting a BLUFOR fighter into a UAV for learning and purposes. I know about add IsUav=1 etc and it works however you cannot choose "gunner" from the UAV terminal. You have to be pilot/gunner in one. Can someone please explain how I can add a dummy turret ( and I'm only assuming from what I have read this is correct item I shld be looking at ) if there isnt a position setup on the plane. Thanks
  16. Enhanced Weather and Cloud Mod Version 2.1 For Arma 3 by ANZACSAS Steve. --------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------- - Clouds are at a higher altitude. - Bad weather has heavier and darker overcast. - Works for Altis ,Malden, Stratis,Tanoa and CAWorld (Bis Base class Terrain). - Works with CUP and possibly other addon terrains based on these classes/islands. - Great for flying . - Based around code from "Take On Helicopters". - Signed and has server key. - Thanks to bis and the community. - Enjoy :) http://www.mediafire.com/folder/iqf5ja1z6yvs1/ANZACSAS_Enhanced_Weather_Clouds_Mod_v2.1 https://steamcommunity.com/sharedfiles/filedetails/?id=1465275935
  17. On the A3 Vehicle Textures (without DLCs) of diffrent Armys (NATO, AAF ,CSAT) arent Country/Army Insignias/Flags/Cockades, why ? There some Pics of Jets (A3 and DLC): https://steamcommunity.com/sharedfiles/filedetails/?id=1361596358 https://steamcommunity.com/sharedfiles/filedetails/?id=1361596302 https://steamcommunity.com/sharedfiles/filedetails/?id=1361596464 https://steamcommunity.com/sharedfiles/filedetails/?id=1361596414
  18. the first light (front landing gear/wheel) of the a-143 buzzard isnt textured and it also didnt work as a ligt/lamp Aero L-159 http://www.fguk.eu/images/jdownloads/screenshots/l-159_030.png A-143 Buzzard https://steamuserimages-a.akamaihd.net/ugc/2423376102403548303/CC79542397FCCB0CD337418D8B6FDA2EE554FA09/
  19. Hi! I'm currently working on a few mod. Most of the planes within the mod has a radar, and I got that shit working just fine. My only problem is the fact that I can't figure out a way to set the zoom on the radar panel. The radar is set to a range of 15 km, but the display can't zoom further than 4km. Does anyone know how to fix this?
  20. Hello all! Newly released is the EA-18G RealSound mod! Having completed the F-16C sound mod, it paved way for a whole new era for us here at RealSound. The newest addition to the lineup is Firewill's EA-18G Growler! Here's a brief video of what it sounds like in-game: Major features overview: Entirely new sound-sets for interior and exterior samples - including startup/shutdown! BUG REPORTS / FEEDBACK: If you encounter any other bugs, issues or have feedback that I would find constructive - please share it below or send me a message. DOWNLOAD! Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1289519912 ArmAHolic: Coming Soon Google Drive: Link 1 --NOTES--- * This mod requires Firewill's EA-18G Growler mod, available on ArmAholic and the Steam Workshop. --CHANGELOG / MOD STATUS:-- Known issues: - Sometimes the plane is silent when flying over, think this is an ArmA scripting issue. Happens with other aircraft as well. *Wishlist* - Change pitch of idle based on throttle inputs (not sure how to do this) - Get distance filters to work properly (buggy, issues with implementing) - Stereo processors implementation (same as ^)
  21. I know that there are other threads about this, But i still wanted to open my own for simplicity. So this is what i have done. I took a normal hummingbird for testing and i added/edited this in the config: crew="B_UAV_AI"; isUav=1; And that actually worked. I can now control it with the UAV terminal. BUT since "crew="B_UAV_AI";" Makes it so that the pilot seats are busy with the invisible UAV personel. Which means that i can't sit there but only "ride in back" So my question is, is it possible to make it controllable + make the pilot seats empty so that i can sit there also? I don't know much about scripting in arma, but i know how to convert the config.bin to config.cpp, and then make it an addon but that's pretty much it. Thanks!!
  22. Too many hyphens in the title for my taste, but let's try this anyway. I'm trying to have a plane armed with a CannonCore based weapon with multiple tracers (this is a secondary issue since it might be solved with a bit of scripting) use a turret that is operated by the pilot. The goal is to make AI and players able to land a few hits without lining up for the perfect shot and never taking it and making me scream in frustration. I had something like this (YouTube) in mind.
  23. Hi all, i started learning ARMA modding. My goal is to make flyable plane. The model was created in 3DSMax and textured in Substance Painter. So far got it inside Object Builder have a hard time i got glitches all over my model. But when i exported it as 3ds format not obj or fbx all gone. Now i have texture on my model and basic rvmat need make more and somehow learn the settings. I have problem with external glass i was unable to see inside but i created one more layer of glass and inverted normals and it looks to work. Dunno if is a good way t do. Now i need to learn rvmat, lods and i think i need to create very low models for shadow and collision. Here is th plane model on sketchfab Ver 1 and Ver 2 Here is printscreen from OB rvmat need to be tveaked
  24. I've set up a mission in Eden Editor where a plane or helicopter (using Blackfish currently) will circle around a target. I have everything set up correctly and the plane moves in a circle around the target. The problem is the gunner sight and where the gun shoots are very far apart. The plane is moving around counter-clockwise and when I shoot my bullets go far right of the main box/crosshair. I don;'t have this problem when moving straight, only when moving around. Help please! EDIT: Video link: https://imgur.com/a/U29Oa
  25. I've set up a mission in Eden Editor where a plane or helicopter (using Blackfish currently) will circle around a target. I have everything set up correctly and the plane moves in a circle around the target. The problem is the gunner sight and where the gun shoots are very far apart. The plane is moving around counter-clockwise and when I shoot my bullets go far right of the main box/crosshair. I don;'t have this problem when moving straight, only when moving around. Help please! EDIT: Video link: https://imgur.com/a/U29Oa