Jump to content

Search the Community

Showing results for tags 'Helicopter'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
    • ARGO
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Virolahti
  • TKO's Livonia
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • NAMC's Topics
  • NTC's New Members
  • NTC's Enlisted Members
  • The STATE's Topics

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL


Jabber (xmpp)








Steam url id







PlayStation PSN














Found 120 results

  1. This mod enhances the capabilities of ISR turrets on both vanilla and addon UAVs and Helicopters. https://steamcommunity.com/sharedfiles/filedetails/?id=1623498241 Current features: -Configurable keybinds for adding markers (NEW 2019-02-03) -Options dialog via CBA to disable GUI elements (NEW 2019-02-03) -Measure distance (2D) & heading between two points (NEW 2019-01-30) -Slew turret to position on map via click (must be zommed in one level so the camera is geolocked) -Slew turret to typed coordinates (6, 8 or 10 digit grids) -Grid indicator for where turret is pointing (With 6, 8 or 10 digit grids as of 2019-02-04) -Add Black, Blue or Red numbered markers on the map where the turret is pointing -A North marker in the turret view for situational awareness -Server key included -Support for most vehicles with a turret that inherits the base UAV, Helicopter or Plane class within ARMA -Only needs to run client-side (thanks MGZoltan for testing!) -Turret azimuth, elevation and aircraft heading indicators (NEW 2019-11-30) Planned Features: -Rangefinding between two points ala the Vector from ACE3 - Done -Support for 8 - 10 digit grid input - Done -Slew to typed coordinates - Done -Support for planes (e.g AC-130) - Done -Auto turret unlock once slew complete - Done Features under consideration: -10 Digit Grids for Grid Indicator - Done -3D Distance Measurement -Real-Time Distance Measurement Method -MTI (Moving Target Indicator) -More advanced markers -Language support -ACE-specific version -Locked/Unlocked status of turret (May be an engine limitation) -Eliminate the black "mask" on vanilla UAVs in the turret gunner's view - Need help, I can't figure this one out. I was hoping it was just a .paa reference. Known Issues: -The turret on the USAF MQ-9 needs to be zoomed in one level before slewing will work -The turret only seems to be accurate within a few meters Marker and slewing interactions are accessed through the vanilla scroll menu when actively looking through the turret of a UAV or helicopter. This addon started as an update to UAVs for my private gaming group. Along the way I realized that a small handful of UAVs in ARMA are actually defined as helicopters (BIS?) so the scope grew to include helicopters. My group has really been enjoying the additional functionality so I thought I'd share. Due to requests, I've also added this feature for planes. The intent of this mod is for it to work on ALL UAVs, Helicopters and Planes with a turret. I've tested this with the following assets successfully so far: -Vanilla AR-2 Darter -Vanilla MQ-4A Greyhawk -Vanilla A-164 Wipeout -Vanilla AH-99 Blackfoot -CUP MQ-9 Reaper -CUP MH-6 -USAF MQ-9 Reaper -RHS MH-6 -RHS A-10 -USAF AC-130 Spooky 2 -USAF RQ-4A Global Hawk -Firewill's F-22, F-16C & A-10 The addon does not work with the following: -None known. Please let me know I'd like to build a comprehensive listing of assets this mod does and does not work with. If you try this with other assets, please let me know. Default keybinds: Add Black Marker - Shift+1 Add Blue Marker - Shift +2 Add Red Marker - Shift +3 Please let me know if you have any issues. I'm specifically interested in assets this doesn't work on. If it's something I can fix, then I'll plan on getting it working. If the assets inherits its base class from something other than UAV, Helicopter or Plane then there may not be much I can do. Post up with feature requests. I may not get to them all, but I'll see what I can do. Thanks to the following folks for help with this: -Killzone Kid -AgentRev -GuyFauwx -ThreadAssessment -commy2 -DevTeam Paxton -Lasket & TrainOfThought6 for Distance Measure Feature idea -The CBA-A3 team for their awesome and easy to use settings system -SGT Fuller & the USAF team -JacobZeD for testing Firewill's Assets & bringing them to my attention -sync0s -kju2 for his notes on multiple display optics and the need to use the IDD layer -Ski for his technical input on the MQ-9 displays And, of course, thanks to BIS for ARMA 3!
  2. Custom load rigging and attaching of helicopter sling loads. Features Set lifting points for objects not configured for sling loading Use Forward and Aft cargo hooks on Huron, Mohawk, and RHS and CUP Chinook and Super Stallion Attach multiple cargo objects to a single cargo hook Use multiple cargo hooks to secure a Dual-point load Adjust length of cargo sling legs Experience more reliable MP sling loading thanks to localizing cargo to helicopter Steam Workshop Requires ACE GitHub Basic Usage Get a Cargo Sling item from the nearest helicopter or the Arsenal. Go up to a cargo object and use the ACE actions under Rig for Sling Load to prepare the load. Once the sling is rigged up, you will be holding the Apex Fitting (the part that goes in the cargo hook). If you drop it, you can pick it up again. Holding the apex fitting, get it near a cargo hook, and use Attach Cargo to hook on. In the helicopter, crew may use ACE action or CBA keybind to Release Cargo. Advanced Usage After the cargo is rigged up to either a cargo sling or a helicopter, use Adjust Rigging to adjust the length of the sling legs, either all together, or singly. If you hold the Apex Fitting and try to move further from the cargo than the ropes allow, you will drop the Apex Fitting. When hooking up a single cargo to multiple cargo hooks, the slings after the first one won't appear connected to the cargo! Don't worry, they will connect to the helicopter once you Attach Cargo. Enable rigging on almost anything! _cargo setVariable ["amp_slingload_isRiggingEnabled", true, true]; Script custom sling points on your cargo. _cargo setVariable ["amp_slingload_liftPoints", [[x1,y1,z1], [x2,y2,z2]...], true];
  3. FILE CFS 1.01 (Dropbox, APL-SA license) INTRODUCTION CFS script attempts to guide pointed helicopter along his waypoints using very low altitude similar to contour flight. CFS's control is paused as helicopter approaches current waypoint and resumed, when new waypoint become current. Testing run footage Parameters description: Helicopter - a chopper to be controlled. Desired speed - speed in m/s, that heli will try to maintain most of the time. Default: max config speed. The faster, the more risky flight. Desired altitude - AGL ceiling in meters: controlled heli will strive to maintain that height above the ground as much, as possible. Default: 10. Values below 10 not recommended. Overfly buffer - additional buffer in meters added to calculated minimal height necessary to fly over an obstacle (map object etc.). Default: 2. Values below 2 not recommended. Obstacle detection mode - setting for obstacles detection method. 0 - less CPU hungry, pays attention only to the map objects, ignores editor-placed objects and very few exceptions amongst map objects too (example: Tanoa's sea bridge roadway). 1 - detects non-map objects as well, may cause a bit more bumpy ride, than necessary and recognize as an obstacle also objects, that should be ignored, can be more CPU-hungry. Default: 0 (recommended unless insuffice in certain scenarios). Obstacle detection range - a multiplier of obstacles detection radius. Default: 1, which translates to the bigger of the two: (heli full length + 10) OR 20 meters. Too big radius will eat FPS fast, too low will tend to ignore big objects, that still can be collided with. Emergency pull up - if this is enabled and code would detect, that heli gets dangerously close to the ground, emergency "pull up!" vertical velocity will be added, which often (not always) may help to avoid collision. In such situation it will override sharpness setting. Default: true. Sharpness factor - the lower value, the more smoothed flight, but also more sluggish reactions which increase collision risk. Default: 0.2. Values 0.1-0.2 are risky. Values below 0.1 not recommended. Maximum: 1 (safest, but least elegant). Values above 1 or below 0 may cause weird behavior. Debug mode - added 3D visualisation markers and some numerical data on the screen. Default: false. KNOWN ISSUES & LIMITATIONS CFS was tested with few helicopters (Ghost Hawk, Hummingbird and Huron) and settings along various, demanding paths, but further tests with various settings/on different terrains may still reveal exceptions, where collisions may occur. Although I did, what I could to make it looking as natural, as possible, do not expect fully realistic flight model here. It's simplified, scripted makeshift. CFS will fail, if given map object has its shape bigger, than bounding box. One example found: sea bridges elements (pillars) on Tanoa - manual correction for them included. CFS will not try to pass obstacles sideways nor will try to guide the helicopter below any obstacle even, if possible (high bridges etc.). It will always try to overfly the obstacle instead. CFS guides the helicopter towards current waypoint along the straight line, there's no path preplanning to use terrain, avoid hilltops etc. The code is run per frame to make it fluid and reliable, so it may cause some FPS drops especially over areas with many objects, like forests etc. CODE Initialization: _handle = [heli1] spawn RYD_TI_TimidIcarus;//simple _handle = [heli1,83.3,10,2,1,1,false,0.2,true] spawn RYD_TI_TimidIcarus;//advanced //[helicopter,desired speed (m/s), desired altitude AGL (m), obstacle overfly buffer (m), obstacle detect mode (0/1), obstacle detect range (m), emergency pull up, smoothness factor, debug mode] Ending: removeMissionEventHandler ["EachFrame", RYD_TI_EFEH]; Source:
  4. We are USAF special operations unit "Cassowary Composite Squadron", and we're looking for both experienced and/or inexperienced players. ALSO LOOKING FOR HELO PILOTS (HH-60). Our playstyle is very laid back, however our forms of organization like ranks and structure are close to realistic. We have a very minimal mods list, so you won't be installing addons for hours. Be advised our group consists of younger ages including myself and our prefered age range is 14-18. Our group size is currently 6 people and we are a relatively new unit. A couple final notes, we do not address each other by rank because it's stupid for a game, and we honestly are just a group of friends looking to have some fun. For more details, comment or contact me at: a3cassowary@gmail.com -North America (Central Daylight Time) -USAF structure -Relaxed -Minimal mods -Prefered ages 14-18 -HH-60 pilots/crew wanted Thank you for your time!
  5. INTRODUCTION United States Army 3rd Battalion, 75th Ranger Regiment (3/75) is a community that aims to provide a realistic simulated special operations environment. The higher objective of which is to create an environment which is conducive to allow growth of its members mentally in teamwork, leadership, and morality. SPECIAL RECRUITING POLICIES Should any new members join the unit and bring with them two or more friends that complete RASP, we will allow one of the group members to be authorized a meritorious promotion to the rank of Private First Class. The group members must decide who among them shall receive this meritorious promotion. Should the members not agree then no meritorious promotion shall be authorized. This promotion does not come with a guarantee of a leadership billet. Additionally, If six or more members of a group complete RASP, one of the members is authorized meritorious Specialist and one member meritorious Private First Class with the same guidelines of selection as above. No other meritorious promotions are authorized. Veteran's Experience Program (VEP): We give back to our Veterans and Active Duty for their sacrifices to their countries. Be sure to ask us about our VEP Program. Be prepared as we check a sanitized DD-214 (or similar OCONUS document) for entry into the Veteran's Program. After completion of the Ranger Assessment and Selection Program (RASP), Veterans will be implemented into the unit as a Specialist (E-4). The 3rd Ranger Battalion has many Veterans/Active Duty among the ranks, who contribute from their personal experience towards Training, Tactics, Discipline and other Attributes. This makes the unit the creditable Realism unit that it is today. Delayed Entrance Program (DEP): If you don't know if Realism is for you, then consider our Delayed Entrance Program, where you get membership for two weeks as a Recruit to follow us in operations, and the ability to attend our training events to get a feel for how we do things in our unit as a Realism Unit. OFFICIAL UNIT TIME 1800 (6:00PM EST) GET CONNECTED Interested in applying to the 3rd Ranger Battalion Realism Unit? Make sure you meet the following requirements before submitting your application: Minimum age: 16 Must have a copy of ARMA III with the APEX DLC and a valid Player ID. Must have a microphone and Teamspeak 3. An understanding of the definition of roleplaying in a realism environment. Ability to attend at least two of our unit wide events each month for ArmA III on every Saturday and Sunday of each week at 1800 (6:00pm) - 2100 (9:00pm) Eastern Standard Time (Unit Time). For a full schedule please refer to our Website Calendar. If you have any other questions regarding the application process, please contact one of our recruiting staff. Website https://3-75rr.com Discord https://discord.gg/Jsd8aFJ TeamSpeak IP: PW: Rangers2019
  6. hey guys, new to scripting. I'm using this in the init for all the waypoints I want the heli to escort the rest of the squad. "_veh setUnloadInCombat [false, false]; thisArray; [_soldier1, _soldier9] allowGetIn false;" but the gorram pilot still lands when the final hold waypoint comes up, wherever he is at the time. any ideas what I'm doing wrong? the mission runs with 6 spartans, 1 playable but not leader. they are in the main ruins on tanoa, they hold for radio, then the pelican overhead with gunner playable joins the squad and they (usually) make their way out of the jungle south without getting stuck, through the four PREDATORS. I cant get the pelican to hover gracefully over the squad providing fire support untill he gets radio to pickup and move on, most times it flies k's away, because of combat, even though I have set fleeing off, and lands to pick up the squad, despite receiving no order to do so.
  7. 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)
  8. Legacy CH-46 Sea Knight release Based on an arma 2 model by sfc.itzhak and Snake Man we present the Legacy CH-46 Sea Knight. This is a development release, meaning that it is not polished and has many bugs. We want to share early on and release fast. At this stage we would like to ask you to stay away from bug reports and feature requests. Both will be tackled when the time has come. In testing the CH-46 we found that the helicopter provides some fun to fly, especially with ACE and their fast roping system, which we support initially. We hope by releasing that early you can share some of this fun. Do not let yourself down by looking at all the dysfunctional areas. The Legacy CH-46 Sea Knight team is: Odyseus Londo shadowviper TeTeT Thanks for consulting and helping from the start to Eggbeast and Chairborne. If you want to support us, feel free to use my donation link on armaholic, I will share any donations with the team (really ;). Downloads Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1843698134 Armaholic: http://www.armaholic.com/page.php?id=35434 Enjoy, TeTeT
  9. STEAM LINK: https://steamcommunity.com/sharedfiles/filedetails/?id=1887444077&searchtext= The long project that I have been working on for over six months now is in the testing phase. There is still much to do and would like you guys to help me out. I am welcome to all comments that improve this project for YOU! Please do not ask for other projects and keep it relevant to this topic. This project will be attached to the current USAF Mod project by SGT Fuller when ready. ENJOY!
  10. http:// Enhanced Advanced Helicopter Flight Model mod for Arma 3 by ANZACSAS Steve. - An enhanced flight model mod for helicopters with an emphasis on modelling torque and ground effect. - More challenging flight characteristics. - Sim level tolerances for RPM and rotor stress. - Take on Helicopters Sim level. - Works for the following helicopters - UH-80,MD500,CH-29. - May work for addons based off these units/classes. - Signed and has server key. - Works in SP/MP. - Can be used by client only. - Enjoy. 🙂 Link - https://steamcommunity.com/sharedfiles/filedetails/?id=1923464093
  11. I'm working on this event for a mission of mine where a ghost hawk flies into the AO, the player, and their squad board said ghost hawk, and the ghost hawk takes them out of the AO. I decided it would be best to use CaptureUnit for this, as the AI piloting can be unreliable at best. And because I wasn't sure how else to have it so that the player and squad would have a limited amount of time to board the helicopter, I decided I'd break the UnitCapture into two parts: Part one flying into the AO and landing, and Part two taking off and RTB. Part one works fine up until the moment the UnitPlay finishes, at that point the helicopter flies back up into the air and then lands again. And once the player and ai are in the helicopter it does lift off the ground, but then it just hovers, but it's giving me no indication that the script has any errors (and I'm very confident that it doesn't myself). Is there something I can do to fix this? Or should I go about getting the helicopter to pick up the player some other way?
  12. I am trying to figure out how to create a basic pickup/transport/drop off situation for either vehicles or aircraft. Here are the steps I'm looking for: 1. AI-controlled infantry waits at pickup location for transport (vehicle/helicopter) to arrive 2. Transport arrives at location and waits for troops to load 3. Troops load the transport 4. When loading is complete, transport moves to second location 5. When the transport has arrived, troops unload 6. Transport waits for unloading to complete, then leaves the location I've tried this using waypoints and triggers, but the problem is always in the timing and sequence, for instance, the transport leaving before the troops have boarded. I tried looking for other threads that address this, but they are usually asking about a particular situation that is not what I'm looking for. I tried to make this as broad and simple as possible so as to be applicable to more people, and to be as adaptable as possible. Any advice on how to achieve this would be greatly appreciated. Thanks!
  13. Hi Guys, my second project and this time for AI aircrafts. Helicopter Patrol Fixed Wing Patrol Features Developed for AI Aircraft (helicopters and fixed wings) Aircraft patrols between markers and adjusts the height based on setup Possiblity to limit speed In case enemy is noticed during patrol, aircraft engages Intel share from ground units in search distance. Which means if there is ongoing battle air unit will be aware of enemy positions if they are in search distance (adjustable) Adjustable communication delay for intel share Restarting the patrol after aircraft finds no more enemy after an engagement Possibility to have multiple aircraft patrols in a scenario Script can be called from triggers or init.sqf Detecting all enemies inside kill zone. From now on aircrafts will not ignore infantry which do not fire on them. Advanced optics will detect all inside kill zone (adjustable) Return to base (RTB) if fuel is low (20% considered as bingo fuel) RTB based on damage situation (less tolerance to damage during normal flight compared to being in combat) RTB based on ammo. The decision is made based on cannon ammo count. RTB if gunner dies. Refuel, repair and reload ammo at base Target priority rules. Enemy aircrafts are highest value targets. After that comes tanks, armored vehicles, static weapons and infantry. Dense enemy formations have value multiplier which means 10 infantry in close formation is more valuable target than a single Humwee Laser guidence is used if aircraft has any missiles/bombs which can benefit from laser lock. Future Plans Possibility to have multiple bases Known Issue(s) I didn't code anything to improve the aiming of AI pilots. So still vanilla skils and attack methods are in play which means helicopters are also doing fly by to attack and they cannot hit that accurate. Download Dropbox (version 2.1) Armaholic (version 2.1) Sample Mission Dropbox Usage Details are in readMe.txt inside the zip. Examples about how to add custom code or adjust patrol behaviour are inside AirPatrolEnd.sqf. Sample mission can be found above. Version History v.2.1 Fixed: Independent aircrafts were not using laser guidence. Fixed: Logic Objects on map can cause aircraft to stuck in combat mode over an area as such objects might be categorized as enemy. Added: After attack while waiting the restart countdown, aircrafts will do loiter over the area. Tweaked: Some code optimizations. v.2.0 Fixed: Workaround applied due to bug in BIS_fnc_EnemyTargets function which does not consider static weapons as enemy Added: Fixed wing support Added: RTB based on ammunition Added: RTB if gunner is dead Added: Aircraft uses laser for guided bombs Added: Target priority rules v.1.5 Fixed: Possiblity that aircraft stucks at a marker and starts turning around it Added: RTB based on damage Tweaked: Adjustable ServiceTime option removed from script call. Service time is now depending on how much fuel is missing or how much damage is taken Tweaked: AltitudeArray removed from script call. Multi-dimensional array will be used to hold markers and altitude together v.1.0 Initial version Enjoy!
  14. A little bit about us... We are 160 Special Operations Aviation Regiment (SOAR) and 75th Fighter Squadron "Tiger Sharks". We are a tight, close-knit unit who are currently looking for rotary, fixed wing pilots, pararescue (PJ), and people to operate logistics.We are a new unit and currently have 11 members, but we are looking for anyone who's interested in joining. We work with The Princess of Wales Royal Regiment (PWRR) closely as we are their air assets group. We perform CASEVACs, MEDEVACs, CAS, CAP, and transportation. We are a separate unit. However, we do share the same TeamSpeak server and Arma server. We work closely with them during OPs. 160 SOAR and 75th FS is a milsim unit. We have regular company and battalion training. Our OPs has a Zeus and on top of that, are a one-life event every mission... meaning that if you die in the one mission, you're done until the next mission. However, that doesn't mean you're eliminated from the campaign. We have campaigns that last a few months and we are heading into our 3rd campaign with PWRR! What do we do? As I said above, we train and operate with anything that's aviation related. 160 SOAR and 75th FS operates helicopters and fixed wing aircrafts. We have Apaches, Blackhawks, Chinooks, Little Birds, A-10s, and F-15s. We transport PWRR to their deployment zone, perform MEDEVAC, CASEVAC, CAS, CAP and transportation for them to get in and out of the area of operations. Are you interested? Here are some references if you would like to know more about us... Discord: https://discord.gg/cJMdvh TeamSpeak 3: Feel free to add me on Steam and message me. https://steamcommunity.com/profiles/76561198119774197/ You can also add the CO of 160th SOAR: Col. C Prater https://steamcommunity.com/profiles/76561198305133357/ We'll see you on the battlefield, over and out.
  15. I was looking for a fast-rope script to use in a mission. I found this thread. I used the script made by zealot111 as the base for my script. All credits should go to him for the basic idea. I just rewrote it to include a queue, and other small changes. The main goal, for me, was human player usage only, but the script will also rope down AI members of a group whose leader is human player. SHK_Fastrope.sqf Example mission Usage 1. Copy the script file into your mission folder 2. Open (or create) initPlayerLocal.sqf in your mission folder 3. Add this line into the file (no semi-colon at the end of the line): #include "SHK_Fastrope.sqf" Example using Ghost Hawk (chopper leaving after all units are on the ground is done by trigger, not by the script)
  16. Legacy CH-46 resurrected Odyseus, shadowviper and TeTeT have been working to get the CH-46 from Arma 2 into Arma 3. With help of Snake Man (VTE) we secured the mlods which were originally created by sfc.itzhak. Some work in the past weeks has been done to get the unarmed CH-46D version in game. In the future we want to create an armed CH-46E variant as well. Currently we hope to improve model and textures further for a first public alpha release. Unfortunately we cannot give any timelines for this, as this is a hobby project and time is a real constraint. So far we published two videos on the project on my tetet.nimitz channel: https://www.youtube.com/watch?v=7S5WA3wzQCU https://www.youtube.com/watch?v=qyBTFGzM3lc From the current readme.txt: CH-46 Sea Knight ================ Based on an arma 2 model from sfc.itzhak and Snake Man. Special thanks to Snake Man for sharing the model with us. Presented by the CH-46 mod team, consisting of Odyseus shadowviper TeTeT The mod is currently under development and not finished. We aim for early releases to capture some player feedback and improve the helicopter gradually over time. This project does not follow a strict timeline, so time of future updates are essentially unknown. Remember that we all have a real job and life and do this in our spare time. You can contact the mod team on discord or at tetet.nimitz@gmail.com From the current license.txt: This mod is licensed under Creative Commons CC BY NC SA From wikipedia https://en.wikipedia.org/wiki/Creative_Commons_license CC = Creative Commons BY = Licensees may copy, distribute, display and perform the work and make derivative works and remixes based on it only if they give the author or licensor the credits (attribution) in the manner specified by these. NC = Licensees may copy, distribute, display, and perform the work and make derivative works and remixes based on it only for non-commercial purposes. SA = Licensees may distribute derivative works only under a license identical ("not more restrictive") to the license that governs the original work. (See also copyleft.) Without share-alike, derivative works might be sublicensed with compatible but more restrictive license clauses, e.g. CC BY to CC BY-NC.) Please note that NC especially means monetized servers in the context of Arma 3 multiplayer servers. For full license texts on the above, visit https://creativecommons.org
  17. Hey guys, I am in need of a clever explanation of what I'm seeing and a helpful hand with fixing it. I have created an action that calls for a chopper from a nearby location and makes it move and land in a different location. The script works locally without issues. The script works in multiplayer when called using the Zeus code module option. The script does not work when called by addAction (either attached to a player or a static object). By "does not work" I mean the helicopter does receive the cargo (which means it is recognised) but the chopper just sits there forever. ["Land_PaperBox_01_small_closed_brown_IDAP_F", helicopter1] call ace_cargo_fnc_addCargoItem; ["Land_PaperBox_01_small_closed_brown_IDAP_F", helicopter1] call ace_cargo_fnc_addCargoItem; ["Land_PaperBox_01_small_closed_brown_IDAP_F", helicopter1] call ace_cargo_fnc_addCargoItem; ["Land_PaperBox_01_small_closed_brown_IDAP_F", helicopter1] call ace_cargo_fnc_addCargoItem; hint "Friendly chopper incoming"; helicopter1 move (getPos heli_landing_pad); sleep 15; while { ( (alive helicopter1) && !(unitReady helicopter1) ) } do { sleep 1; }; if (alive helicopter1) then { helicopter1 land "LAND"; while { ( (alive helicopter1) && !(unitReady helicopter1) ) } do { helicopter1 engineOn false; }; }; For the love of me, I cannot understand why it keeps happening. I even called the helicopter1 move part individually from the zeus interface and it did work. Thanks a lot, Adam
  18. 1st Battalion, 4th Marines "Whatever it takes" We are an experienced group of Milsim players that have been running Milsim games for about 4 years now. We have an amazing Zeus that will provide you with an epic experience and will provide you with a realistic environment. We are a modern U.S. Marine unit that operates in multiple different kinds of environments using modern day tactics that we introduce into Arma 3! All levels of experience welcome and we are more than willing to teach you anything you need to know to be an important asset and teammate in our Milsim! Positions Available [*]Rifleman [*]Grenadier [*]Engineer [*]Auto Rifleman [*]Machine Gunner [*]JTAC [*]Corpsman [*]Ammo Bearer [*]Sniper [*]Spotter [*]Fixed Wing Pilot [*]Rotary Wing Pilot [*]Helicopter Crew Member [/list] Rules: Must be 13+ Must have a working mic. Must have Teamspeak Installed. Must be willing to show up to weekend operations and training. Follow all rules and orders given in game. Be respectful to everyone. Operation Times and Info: Operations are always at 7:30 PM EST. Operation days are Saturday. Some Sundays are trainings. Content: https://www.youtube.com/watch?v=qe6evss9YCA https://www.youtube.com/watch?v=wHJEnHkkXRo https://www.youtube.com/watch?v=Fh8JJyky3d4&t= Mod List: https://steamcommunity.com/sharedfiles/filedetails/?id=1535084174 [DON’T LOAD DEPENDENCIES] Application Form: https://docs.google.com/forms/d/1zgHA9Xf4x5hC9JxCP9gIbnWXXHg-GW5HM4DSoHWg8hI/edit?ts=5c675f88 Teamspeak IP: (POKE US)
  19. Hello awesome BI community! This is the first time I'm posting an issue here so any help would be much appreciated, and thank you in advance for the use of your time. 🙂 END GOAL: helicopter spawns (via triggers listening to boolean variable in game) helicopter goes to object (defined in script) helicopter goes to player (defined in script) helicopter returns to base helicopter disappears (via triggers listening to boolean variable in game) and: the addAction has an initial menu that just states "SUPPORTS" then upon selecting deletes that action and adds a subset of supports for the player to use. INTENTION: What I'm trying to do is have ONE .sqf script and pass variables to that script via execVM from a trigger in game. I have created this script using 3 .sqf script files using public and predefined variables in game, and it works. But I want this to work more like a function than a script. So this is my first script which uses private variables. I would like this to remain as ONE .sqf so I can copy this to a new mission and create/define the objects/groups in the game, then pass those using execVM. PROBLEM: Everything works, except addAction transfers the code to a scheduled task and the private variables are undefined there, at least that's how I understand it. CODE THAT WORKS WITH PUBLIC VARIABLES: CODE IM TRYING TO GET WORKING WITH PRIVATE VARIABELS: HOW I'M CALLING THE CODE: *EDIT In the game it errors at: slingloadmain = _player addAction [ "SUPPORTS", { _player removeaction slingloadmain; _activate = false; Is this even possible?
  20. Hi there, It's quite annoying when someone else has used the gunner seat of a Heli, offsetting its position, and you later decide to Manual Fire from the pilot's seat and have a misaligned gun. I've been putting a lot of effort into setting up a script that can deal with this via a User Action, however I'm getting a few errors. A few of them are about missing " ) ", " ] ", " ; " (though I have done my best to never leave these out, including using a bracket checker plugin), or invalid variables (which is probably because it's checking a variable before it's set). To summarise, when a player pilot is in an armed Heli, they shall get a user action to centre the turret. This will have either the current AI or a temporary, invisible AI in the gunner seat target a spawned marker in front of the vehicle (if a player is in the seat it won't affect them). I currently have five six files in relation to this. EDIT: Below has been updated to the latest working script - If you get errors make sure there's no invisible characters using Word It requires CBA mission.Malden\init.sqf mission.Malden\description.ext mission.Malden\functions\functions.hpp mission.Malden\functions\fn_centreTurret.hpp mission.Malden\functions\fn_allowCentreTurret.sqf mission.Malden\functions\fn_turretDir.sqf Currently, unit spawning, marker generation and AI watching are working as intended, however the user action does not appear and if i set off turretdir.sqf manually ( [] execVM "turretdir.sqf"; ) it errors. EDIT: All working as intended. I'm not as proficient at SQF scripting as I'd like to be, so I've probably made some very obvious mistakes. Any help setting this up correctly and optimising would be appreciated. I will keep trying in the meantime.
  21. Title explains, what I try to achieve - thing like this. Shooting straight ahead seems to work (tested with code from BI CAS module used for planes, also works with forceWeaponFire), worse with targeting at ground targets - here I encountered few issues. Heli ignores/will not change direction/pitch/aiming at doWatch/doTarget with or without target reveal (apllied to the heli, heli's gunner and/or driver), target may be allied or hostile unit, whatever. It doesn't even turn minigun turret at the target. Ignores also setFormDir. Said CAS module uses also spawned laser target object. But as soon I spawn it, heli starts to spin around: BTW Similar thing happens after using BIS_fnc_fire (action "UseMagazine" way), but some shots are fired then. Also doSuppressiveFire seems not work with the heli (pity, would be optimal for my need). If applied with position or object, heli will not shoot at it, instead will start doing flybys, like in normal attack pattern until reach some position or indefinitely. I would like to avoid using enforced ways, like setDir, addTorque or setVelocityTransformation, rather to base on AI than fighting with it. Still it may be unavoidable, since to shoot from fixed weaponry at ground level target, heli needs to dive a bit, which without invisible "helping hand" means flying forward (could be countered with setVelocity). Anyway, tested setVelocityTransformation, with partial success. This code: makes the heli turning in right direction, but the turn is too wide (why?). This from the other hand does the trick: but faster, than in 2 seconds and after few more seconds heli starts very rapidly change its vector, like crazy (why?). I have no experience with setVelocityTransformation, so I might misuse it somehow. (_gun/v1 is the heli, _tPos) - target position. I would appreciate any insight.
  22. I'm thinking of purchasing ARMA 3 because I'm interested in playing around with its flight model (specifically the helicopters). I have an important question, though. While controlling a helicopter with the mouse, if you move the mouse to the left and leave it there, what happens? 1. The helicopter keeps on rolling because the mouse is no longer centered. 2. The helicopter rolls while the mouse is being moved. When the mouse stops, the helicopter will eventually stop rolling as well (due to angular drag). I'm really hoping it's number 1. If not, is there at least a setting for this? Or a mod? Thank you for your time :)
  23. I have run into a fairly frustrating problem involving AI helicopter pilots and squads attempting to board helicopters. The situation is as follows: I have a helicopter with its engine on waiting on the ground. Then, I order my squad members to board that helicopter, but as soon as I do the helicopter takes off, goes to about fifty meters, and then lands again to allow my squad members to enter. This also occurs with editor-based waypoints. As soon as an AI squad activates a 'Get In' waypoint, the AI flying the helicopter shoots up into the air and then lands again. Is there any way to force the AI helicopter to not do this, and stay on the ground instead? I have tried everything from synchronizing load and get-in waypoints (with a condition to wait for the units to get in), using disableAI "ALL", disabling the simulation of the helicopter's pilot, placing an invisible helipad directly under the helicopter, etc., but nothing works. Note that it is necessary for the helicopter's engine to be on to achieve the necessary effect as this takes place during a cutscene. Any suggestions would be greatly appreciated.
  24. 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