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Found 63 results

  1. Welcome to Valentine Gaming The ultimate RPG roleplaying server set in the vibrant and dynamic world of Elaine County. Whether you're here to uphold the law, save lives, or carve out your own path, there's a place for you in our community. Explore Elaine County: Roleplay as a Police Officer: Enforce the law, protect the citizens, and keep the peace, Drive fast cars in pursuit of justice and engage in amazing shootouts Become a Medic/Firefighter: Save lives, respond to emergencies, and be a hero. Fly Helicopters and operate boats to assist you on your job Live as a Civilian/Criminal: Choose your path, whether it's living a peaceful life or engaging in thrilling heists. Safe House Missions: Find and secure safe houses to protect yourself and your allies. Weapon Crafting: Create and customize your own arsenal to suit your needs. Why Join Us? Immersive Experience: Dive into a realistic and engaging roleplaying environment. Active Community: Join a community of passionate gamers and role-players. Endless Opportunities: With so many roles and activities, there's always something new to explore. We are thrilled to have you here and can't wait to see the stories you'll create and the adventures you'll embark on. How can I make Money? Civilians have a WIDE range of things to do; - Mining resources to sell or gather to create weapons in the blacksmith - Capture and Hold Drug Area's - Safe House Missions ( Civilians Team up against Police ) - REBEL Activities, such as explosives and RPGS - Human Trafficking - Robberies ( from small time robberies like gas stations and shops to big major crimes like bank robberies and evidence locker robberies ( and soon to come lab raids and government facilities)) Police Also have a wide range of things to do aside from their normal duties; - Completing Patrol Routes for extra XP / Money - Raiding Houses and Gang Bases - Training area's and facilities - Awesome cars with new features - Side Missions for SWAT / SERT Join Today! Discord: https://discord.gg/xCCdaNDXhU Teamspeak IP: 37.230.138.6 Welcome to Valentine Gaming – where your journey in Elaine County begins!
  2. Hi I hope you're doing well. I have a problem with a Jet from a mod : the Rafale from the AMF ( french army ) mod. When it comes to JDAM/GBU strike, its a nightmare. The Locking/targeting cone is very small, and the pod is "locked" : once you reach the point you're locked on, when you're above it, the pod won't be able to keep locked on that point, like if it was not able to rotate more.  I would like to know if and how its possible to modify that, like Can WE give it the same values and pod as the A164 Wipeout for example ? Thank you for your help
  3. Hi I hope you're doing well. I have a problem with a Jet from a mod : the Rafale from the AMF ( french army ) mod. When it comes to JDAM/GBU strike, its a nightmare. The Locking/targeting cone is very small, and the pod is "locked" : once you reach the point you're locked on, when you're above it, the pod won't be able to keep locked on that point, like if it was not able to rotate more. I would like to know if and how its possible to modify that, like Can WE give it the same values and pod as the A164 Wipeout for example ? Thank you for your help
  4. 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];
  5. 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
  6. 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.
  7. This is a preview release of the Mobile Aircraft Arresting System (MAAS). It is not finished yet and the releases primary intent is to find bugs and general problems with the system and the documentation. The MAAS has been created by TheSn4k3 and TeTeT. The MAAS helps to bring a landing plane to a full stop by using the planes tailhook and a wire between two trailers. It is often used by expeditionary forces on make shift landing strips. The system is currently abstracted in Arma 3. A single trailer is sufficient to deploy a complete system consisting of two trailers and the wire. The trailer can be sling loaded by a helicopter for remote deployments. The trailer does not move by itself. CBA is a hard requirement of the mod. Mirrors Being setup Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1130385734 Armaholic: http://www.armaholic.com/page.php?id=33242 PWS: http://withsix.com/p/Arma-3/mods/NeKhfgiZJE2QrnDL8CDk_w/MAAS Arma 3 base: tba Within the download a docs directory contains three files, describing basic operations, known issues and a todo list: README for the Mobile Aircraft Arresting System (MAAS) The system uses keyboard shortcuts to operate, not menu actions. A player that is close to a MAAS trailer can deploy or pack it with Shift-M. A pilot can utilize the MAAS via Ctrl-Shift-M to deploy a virtual or actual tailhook. Once hooked to the wire, a pilot needs to use Ctrl-Shift-M to raise the tailhook and become ungrappled. The keybindings are maintained by CBA and can be changed. The MAAS can be deployed as slingload of a helicopter. The wire model suppports three animations: ani_cable1_wide ani_cable1_long ani_cable1_high The trailer supports five animations: body_source rearPlates_source switchA_source - graphical problems switchB_source - graphical problems switchC_source - graphical problems Known Issues of the Mobile Aircraft Arresting System (MAAS) o It can be packed up while a plane is held by the wire o When deploying one MAAS trailer will actually spawn two trailers and a wire, for sake of playability o Multiple MAAS deployments have not been tested and will most likely not work or spam the system with scripts o Multiplayer and compatibility with dedicated servers has not been tested o No engine sound o Deployment animation is crude, especially the rear plates o Icon needs to be replaced o Artefact at the rear on the ground TODO for the Mobile Aircraft Arresting System (MAAS) o Animate the instrument panel o Create a realistic mode with two trailers and a rolled up wire, supported through some logistic mod o Replace wire with better looking model o Support multiple MAAS deployments on map o Add engine sound, probably make the trailer a carX o Add deployment sound o Replace setVelocity with addForce in ttt_maas_fnc_useWire o Evaluate using tailhook up animation for stopping to brake the plane Old content: A mobile aircraft arresting system, or MAAS for short, is a system that helps to bring a landing plane to a full stop. It is composed of two trailers and a set of arresting wires. The wires are tightened between the trailers. A plane's tailhook can catch the wire and the braking system of the MAAS will slow down the plane rapidly. In Arma 3 the system is currently static, it needs to be deployed on the runway from the editor. It can help landing on very short runways or alternative runways. The aircraft currently needs to be equipped with a tailhook and have a like named animation and memory point. With the extended tailhook the braking system will be started when a wire is caught by the tailhook. The plane will come to a stop within a few dozen meters. Vendor link for reference of the real system: http://www.scama.se/arresting-systems/aircraft/mobile-systems/ Some screenshots from testing the script with Huron containers instead of a MAAS trailer. Keep in mind that the final system will have just one wire, the four wire setup is legacy from the Nimitz :) Old Screenshots from the very first prototype:
  8. 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
  9. I'm working on a plane which is supposed movable gunner camera (not modeled in, just acts like one), however no matter what I've tried the camera itself doesn't move. I've tried a lot of stuff from editing to the elevation points, changing between optic classes and adding x and y rotation points in the model and animating them in the model config but nothing has worked. Turret class: class Turrets { class mainTurret: NewTurret { startEngine=0; isCopilot=1; commanding=-1; primary=1; allowTabLock=1; body="camerax"; gun="cameray"; proxyType="CPGunner"; proxyIndex=1; animationSourceBody="camerax"; animationSourceGun="cameray"; minElev=-90; maxElev=+5; initElev=-30; minTurn=-360; maxTurn=+360; initTurn=0; maxHorizontalRotSpeed=+0.5; maxVerticalRotSpeed=+0.5; memoryPointsGetInGunner="pos_gunner"; memoryPointsGetInGunnerDir="pos_gunner_dir"; gunnerFireAlsoInInternalCamera=1; gunnerOutFireAlsoInInternalCamera=1; memoryPointGunnerOptics="gunnerview"; gunnerAction="Su34_Gunner"; gunnerUsesPilotView=1; gunnerInAction="Su34_Gunner"; gunnerForceOptics=0; castGunnerShadow=1; viewGunnerShadow=1; turretInfoType="RscOptics_UAV_gunner"; stabilizedInAxes=3; laserScanner=true; weapons[]= { "Laserdesignator_mounted", "Missile_AGM_02_Plane_CAS_01_F" }; magazines[]= { "Laserbatteries", "6Rnd_Missile_AGM_02_F" }; class OpticsIn { class Wide { initAngleY=0; minAngleY=-180; maxAngleY=180; initAngleX=0; minAngleX=-180; maxAngleX=40; initFov=0.46599999; minFov=0.46599999; maxFov=0.46599999; opticsDisplayName="W"; visionMode[]= { "Normal", "NVG", "Ti" }; thermalMode[]={0,1}; gunnerOpticsModel="\A3\drones_f\Weapons_F_Gamma\Reticle\UGV_01_Optics_Gunner_F.p3d"; }; class Medium: Wide { initFov=0.093000002; minFov=0.093000002; maxFov=0.093000002; opticsDisplayName="M"; gunnerOpticsModel="\A3\drones_f\Weapons_F_Gamma\Reticle\UGV_01_Optics_Gunner_F.p3d"; }; class Narrow: Wide { initFov=0.028999999; minFov=0.028999999; maxFov=0.028999999; opticsDisplayName="N"; gunnerOpticsModel="\A3\drones_f\Weapons_F_Gamma\Reticle\UGV_01_Optics_Gunner_F.p3d"; }; }; }; }; Model Config Camera Animations class camerax { type="rotationX"; source="camerax"; selection="camerax"; axis="osa_camerax"; memory=1; sourceAddress="clamp"; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class cameray: camerax { type="rotationY"; source="cameray"; selection="cameray"; axis="osa_cameray"; };
  10. 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
  11. Introduction Since the release of the NATO close air support plane, we were missing the power of the real A-10, the role model of the A-164. With bringing the A-164 into the game, Bohemia introduced a gun which was neither able to destroy a simple APC nor really effective against infantry. So we, passionate pilots, decided to see what we can do, and this mod is the result. What does it do? The core focus of the mod is to increase the damage to achieve a more realistic result. We also completely overhauled all sounds and particle effects, just take a look at our announcement trailer. Dependencies There are no dependencies with other mods. Compatibility The mod is compatible with multiple other A-10 mods. Among them are: ACE RHS Peral STI EricJ Fullerpj CUP Firewill License Changelog Download GitHub Steam Workshop Armaholic withSIX
  12. PANAVIA TORNADO AWS Ok guys this is what I was talking about on the Eurofighter thread, after a request from an user and after I have recived the sources files of Bundeswehr Tornado from Diavid (plane originally made by Dezkit/Ivory Aircrafts) I have started the works on the Tornado... What I'm doing or I have planned to do: -Automatic wings sweep (can be disabled) DONE -laser targeting for the WSO DONE -more hardpoints under the fuselage (the original one only have 3) DONE -AWS integration DONE -Textures DONE -Aerial Refueling DONE -Loadout Menu DONE -Maybe john spartan and saul afterburner DONE -Better cockpit -Triple Racks DONE -Import weapons from the Eurofighter DONE BETA RELEASE What's inside? TORNADO IDS/GR.4 with various loadouts and textures (UK, Italy, Germany and desert storm livery for Italy and UK) TORNADO MR (Multi role variant upgrade) with various loadout and textures (UK test, Italy test, Germany test, AAF) V0.2 mediafire: http://www.mediafire.com/download/xof5jv5cdjjocjm/Tornado_Beta_02.zip V0.2 Armaholic: Changelog: beta 02 -added all planes to zeus -Fixed one error in rpt The cockpit is a placeholder, the original one didn't have anything than black mfds and black circles. Because I have never made mfds and gauges for now I have made a placeholder texture, It don't have any fuction, it's only for aesthetics! Thanks to: -ColorChanger (for the original model? I'm still trying to find out this guy, if someone have any informations please contact me) -Panzergranadier3 ( the guy who made the last update for this plane in OFP, for the permission to still use it) -Diavid and Dezkit (for the original A3 plane) -John spartan and Saul for the Afterburner and loadout menu -Firewill fo the Weapon pack and loadout menu -Flanders25 for the help -Roofie for the help -[Dust]Sabre for the help -Hcpookie for the weapons and other things from his open source Eurofighter If anyone have problems with credits or copyrights please contact me directly
  13. 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)
  14. 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
  15. Reverse Thrust by Jack Ost What is it ? This script allows to simulate in a semi-realistic way the reverse thrust on a plane. It's possible to use pushback on any type of aircraft and to use reverse thrust in flight. Features Ground activation : Ground activation allow to simulate the pushback of the aircraft. It means that the plane back with low speed ,it's constant at 5km/h. It works for any aircraft. To turn back on , use the same button to roll left or right but in reverse order ( left-> right). The plane stops after disengaging the system. In flight activation :Use with a propeller aircraft ( registered in the module ) : Reverse thrust snaps directly, it has a role of brake for the plane and causes a very important loss of speed. This will slow down quickly to acquire a low speed or to make a short landing . To gain speed, you must disengage the system and speed up. Use with an airplane without propellers (switch mode deactivate): Reverse thrust does not engage directly, it wait, that is to say that once the landing gear touch the ground, system engage. It will slow down quickly to acquire a low speed and thus make a short landing. Skip to below 80 km / h the system deactivates itself; otherwise the system will stop when you disengage. Download French version : Here Now English version : Here Now Armaholic or WithSix Download below Guide French Guide : Guide en Français English Guide : English Guide Crédits Bohémia Interactive Jack Ost Special Thanks To Piolotepasvirtuel and Bee Gee from http://www.pilote-virtuel.com for informations and very useful documentation. To "Conflit de Canard" Coop Community for testing To Moon for helping me
  16. Hello. I would like to know how to have this menu for the plane in game ?
  17. NoSirIamNotaLobster

    Problem with taking off

    So i got this problem taking off where the plane would 'bump' (like hitting an invisible rock or something) on the runway when reaching certain speed making it impossible to takeoff. It occurs on RHS's Tu-95, TeTeTe3's Su-35 and PAK FA (forgot the author's name) , some Sabs' aircraft, HAFM but vanilla aircrafts doesn't seem to be affected including Jets DLC planes. I dont think its because of the runway terrain because i tried it on altis, stratis,and virtual garage all with the same result. Does anybody have the same issue or.. is it just me? Original https://forums.bistudio.com/forums/topic/212258-problem-taking-off/ Decided to move it here from troubleshooting thanks to suggestions and how it affects only modded planes and i'm a noob in forums Thanks guys, appreciate every help.
  18. 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?
  19. Hello all, I figured I had come far enough to share the W.I.P. images and information about one of my many projects, the Curtiss P40 Warhawk/Tomahawk/Kittyhawk. I figured I should post this W.I.P. thread before someone else beats me to finishing this aircraft. This is my first armed aircraft that is at this stage of development, and is really an experiment with weapon cfgs for the Ju-87 Stuka. The model is by Helijah, who kindly gave me permission to port to Arma 3 Without further ado, the Curtiss P40 Warhawk (Ignore the muzzle flashes, that was an accident :P ) (Some more images) Currently the aircraft is in the final stages of development. I'm just touching up some things, and testing out the weapons. As well, I still need to complete the instruments in the cockpit and set up the sights. Should be released soon. Weapons as of now: -6x .50, three in each wing I plan to add fuel tanks and a bomb, just to give variety, and some practice for me. In case anyone is wondering about what liveries there currently are: -Flying tigers high definition -Flying tigers standard -Red tails -RAF -RAAF -Captured Warhawk (Japanese) -Munda -Desert -Umnak -2 Lt. George Welch's P40, Colours of the attack of Pearl Harbour -2 Lt. Ken Taylor's P40, Colours of the attack of Pearl Harbour Thanks to Helijah for letting me use his models, and thanks to [Dust]Sabre for answering my questions! Any information, or suggestions that may help with the addon, is more than welcome :)
  20. 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.
  21. Hi all! Today I have another annoucement, I'm working on the 737 (again I have to thanks Sabre[dust] for the porting and to have shared it with me). This work started mainly becouse I need a presidential and cargo/tanker plane for my faction mod, but I think it's better to make it a separate addon so It will be more usable. For now I've done some texture impovement, reworked the cockpit, and some othe little improvements. I will have also some alarms, for now I have fully integrated the "Terrain, terrain, Pull up!" (it starts al less than 350m if the landing gear is not down) and the "Sink rate, pull up" (it starts if you descend too fast while you are between 2000 and 360m, after the 360 it stops to let the Terrai alarm start). I will try to get also the countdown while landing (1000, 500, 400 ...). I will also try to get some fuction internal lights for the cockpit and the cabin. Probably in the future I will work on the tanker/AEW/ASW version too. The plane model looks similar to a 737-500 but with winglets, so I will call it 737-500Plus (becouse the 737-500 doesn't have winglets, and it have a more old style cockpit). The plane is quite hard to land, becouse it will get easily damaged. So I've added a script that reapairs the little damages that you can get during a normal landing, but if you touch hard the ground it will still take hard damages and the script will not repair it! Features: -textures improvements -cockpit rework -internal lights -Alarms -maybe some works on the variants too (ASW,AEW,Tanker,737-100) Sceenshots:
  22. 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.
  23. Hi all, before release of DLC Jets I have decided to make Czech version of A-149 Gryphon. Yesterday I already released it! Keep in mind that you need to own the DLC Jets. This addon contains ten versions of Jas 39 Gripen (retextured A-149 Gryphon from DLC Jets) of Czech Air Force 211th Tactical Squadron. Eden editor usage: BLUFOR -> Czech Air Force List of planes: Classic grey Gripen Gripen Tiger 9234 Gripen Tiger 9235 Gripen Tiger 9236 Gripen Tiger 9237 Gripen Tiger 9238 Gripen Tiger 9240 Gripen Tiger 9245 Gripen Tiger 9245b Gripen Tiger 9820 You can read some info about each machine here. DOWNLOAD: Steam Workshop FTP
  24. 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.
  25. 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?
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