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Found 21 results

  1. Introduction ITC Land Systems is a mod that aims to adds depth and realism to arma’s aircraft, with the main focus being fixed wing aircraft in the ground attack role. Update V1.8 Update V1.7 - performance, usability, reliability Changes: https://forums.bohemia.net/forums/topic/215419-itc-air-systems-v16-fcr-mavericks-new-mfd-system/?do=findComment&comment=3298124 Update V1.6 - Major overhaul Fully interactive MFDs Sensor slewing system(including HMCS) Realistically configurable JDAMs(programmable fuzes & impact angle) Selectable Nose/Tail fuzes Ripple release for bombs Air-Ground Fire Control Radar Realistic physx based autopilot Rover TGP video feed Realistic targeting for mavericks TGP Infrared marking laser Steerpoint system for navigation and targeting Expect new documentation on the github wiki soon https://www.youtube.com/edit?o=U&video_id=I7_3CVfOZKc Hotfix V1.51 Fixed a GBU-12 guidance problem Fixed a config inheritance issue Update V1.5 - Two seaters and Bomb rippling It has been a while, but here it is, v1.5 Changelog Two seater compatibility Bomb ripple releasing Known issues Waypoint autocycle sometimes may not work properly with paired releases, as the second bomb will release before the waypoint is cycled. Two seater system The two seater system comes in the form of a scripted system that lets the WSO and pilot share the pilot's TGP, and a system that synchronizes the steerpoints between the two users. The WSO camera can by default be opened with left shift + down. Bomb ripple release In V1.5 you will be able to ripple certain bombs, both guided and unguided. If your bomb can be rippled the settings for it will show up in the WPN page when it is selected. Ripple-able bombs include dumb bombs like the mk82, but also guided bombs like the JDAM. The ripple system will also let you automatically cycle waypoints every time a bomb is released. Future plans This update came a little slower than the previous ones, but worry not, my work itself has not slowed down. I have started shifting attention to a new project. For some sneak peeks feel free to join the discord. Update V1.4 - Pylon/Bombs Drag & Weight, SADL Datalink messaging, Fuel consumption indicator Hotfix V1.351 V1.35 Mini-update: Laser codes, GBU-12, APKWS, Laser Spot Search Laser Spot Search & Track The laser spot search feature has been overhauled. Previously it would just find the nearest laserTarget object and lock on to it. In its current form, when you enable Laser Spot Search, the pod will start scanning in its currently set direction and field of view for any laser with the desired code. While searching the TGP will say LSS on the right side. When it finds a laser, the TGP will start tracking it, and will say LST on the right side. Update v1.3 - TAD, SADL, TGP ITC_Air base-classes & Compatibility UPDATE V1.2 - MFDs, Compatibility, LJDAM Contents Here are some of the core features of the mod. To view the full contents of the mod, view the documentation. Rover Munitions WP Smoke Rockets GBU-38 JDAM Steerpoints ITC Aircraft comes with a steerpoint system to help users navigate, target, and communicate locations. Steerpoints are stored in the ACE Microdagr waypoint list, allowing players to easily create them from the microdagr. Alternatively steerpoints can be generated from the current TGP position with a hotkey, automatically saving them as a microdagr waypoint with the naming scheme “Mark n”(number). Targeting HMCS: Pilots can use a hotkey to lock the TGP to a position they are looking at with their HMD. Steerpoints: When switching steerpoints, the TGP will automatically lock to the position of the selected steerpoint. Radar: Pilots can use a hotkey to lock the TGP to the location of a vehicle currently locked by the radar. IR Marker HMD & TGP Compatibility Requirements CBA A3 ACE 3 Included Aircraft The mod’s features can be configured for any aircraft, but by default it works on 2 standard aircraft and 2 Jets DLC aircraft. All of our mod’s aircraft are custom versions to ensure the mod is always kept completely optional. All can be found under NATO > Airplanes. F/A-181 > F-181E A-164 -> A-10E A-149 -> Jas-39E A-143 -> A-159 Compatibility https://steamcommunity.com/sharedfiles/filedetails/?id=1501767670 Documentation Documentation can be found here Download The mod can be found on the steam workshop
  2. INTRODUCTION The 3rd Special Forces Group (Airborne) Realism Unit was founded in late 2019 by veteran members of the ArmA realism community. Many of our members are veterans and active duty military from around the world. The primary focus of the unit is unconventional warfare combat in ArmA 3 utilizing real life tactics, techniques, protocols, and communication. The core of the unit is based around light infantry platoon task forces with a small amount of supporting assets. At its core, a realism unit is a role-playing unit. We strive to promote an immersive and professional environment for members to role-play in by providing a unique and structured military experience. When in-game, members are expected to act as if they are on a foreign battlefield or in a domestic training environment. For these reasons, the minimum age to join the 3rd SFG(A) Realism Unit is 18 years old. The goal of the unit is to always balance the realism with fun. If members are not enjoying the experience, then there is no point in the unit existing. When there comes a point at which a decision between the two has to be made, we always have to remember that this is a game and we are here for entertainment, and we may from time to time on the side of fun. MOS AVAILABILITY 18B Weapons Sergeant [HIGH DEMAND] 18C Engineering Sergeant [HIGH DEMAND] 18D Medical Sergeant [HIGH DEMAND] 18E Communications Sergeant [HIGH DEMAND] 153A Rotary Wing Aviator 15T Aerial Gunner 11S1C Special Operations Pilot 1A7X1 Special Operations Aerial Gunner GAMEPLAY FEATURES Advanced Ballistics Advanced Medical Advanced Mortars Disabled Zoom-in First Person Only Hardcore Experience OFFICIAL UNIT TIME 2000 (8:00PM EST) GET CONNECTED Interested in applying to the 3rd Special Forces Group (Airborne) Realism Unit? Make sure you meet the following requirements before submitting your application: Minimum age: 18 (No exceptions) 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. If you have any other questions regarding the application process, please contact one of our recruiting staff. 3rd SFG(A) New Join Policy
  3. Napalm and WP Smoke marker rockets For Arma 3 Version 1.1 by ANZACSAS Steve. ------------------------------------------------------------------------------------------------------------------------------------------------------ Steam Link - https://steamcommunity.com/sharedfiles/filedetails/?id=1703765606 - This is a port of my work from Arma 2 and Unsung but updated to Arma 3 specs and standards.:) - Napalm bomb and White Phosphorus Smoke marker rockets. - Napalm fire gives damage for full length of time for AI and players. - AI cannot see through smoke and fire efx. - AI Suppression effect added. - Works on US and Independent faction fixed wing aircraft. - CUP aircraft compatible. - F/A-18 Superhornet compatible. - May work for addons that use default naming system for pylons etc. - Signed and has server key. - Update V1.1 - - Napalm Canister/bomb texture now looks correct colour.(grey/silver/metallic) - Reflective surface for canister/bomb. - added a touch more AI Suppression. - Fire on the ground gives more damage. - Reworked the WP effects. - Added compatibility for RHS,Unsung and NZDF mod. - Fixed Dynamic view distance scripts in MP Missions. - Comes with two MP Missions with the MK77 Napalm added to aircraft. Altis - Save the Platoon and Tanoa - Carrier Ops day3. - Recommended to be used with my other Particle efx mods - here - https://steamcommunity.com/sharedfiles/filedetails/?id=1484261993 and here - https://steamcommunity.com/sharedfiles/filedetails/?id=1537745369 - Anyone who wants to help out with any aspect of the mod contact me.:) - Anyone wanting to use this addon /code in their addon or mod just ask.:) - If you like this addon hit the rate button with a thumbs up.:) - Thanks to bis and the community. - Enjoy.:) - Credits - - Code,Particle Efx and Sounds by ANZACSAS Steve. - Model and Texture by Mondkalb.Big Thank you.:) - Model and Texture modified file paths and alignment to Arma 3 by Firewill. - Dual Rail bomb mount model and Texture by Firewill.Thanks bud,nice one.:) - Big thanks for the awesome showcase vid by Haze. - Thanks to DustSabre for setting up the reflective surface efx.🙂 https://www.bohemia.net/community/licenses/arma-public-license-share-alike
  4. 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.
  5. Hi everybody, A year has passed since I issued the HUD Tactical glasses V 2.3 Thanks to all of you who took time to play with this add-on and feedback for improvement. This add-on is a pack of tools such as AUTO-REPACK, FATIGUE MANAGER, ENHANCED GPS, ENHANCED MAP TOOLS, TACTICAL ICONS, ARSENAL TEST, HALO JUMP,.. and much more! (details below and more info in readme.txt) Forget the "too heavy backpack" penalty, adjust Zeroing, use map tool for MK6 mortar computing, treat yourself at full with a 2nd FAK, auto repack your magazines,... Your settings are persistent from mission to mission. MP environment compatible. I hope this will please to you but I’m aware nothing is perfect. If you have any specific demand as server owner, just ask me. This add-on is not a heavy one! Just test it. Download here: http://steamcommunity.com/sharedfiles/filedetails/?id=673533220 View video here:
  6. Download: MIL_CAS - Dropbox/Armaholic Description: MIL_CAS is a simple script to allow a mission designer to use the vanilla CAS Module in-game via scripting. All this does is perform the required actions to properly call BIS_fnc_moduleCAS. Best suited for ambience, the strikes shouldn't be relied on for 100% accuracy. Features: - Position and approach heading can be defined. - Plane and type of CAS to be provided can be defined. To use: - Copy the file MIL_CAS.sqf to your mission folder. - Run the script using: - nul = [_position,_direction,_vehicle,_type] execVM "MIL_CAS.sqf"; - _position - array - position for CAS to strike - _direction - number - direction for the CAS to approach on - _vehicle - string (optional) - default: "B_Plane_CAS_01_F" - classname of the plane to fly CAS - _type - number (optional) - default: 2 - type of CAS to be used - 0 - Guns - 1 - Missiles - 2 - Guns & Missiles - 3 - Bomb - Examples: - nul = [getPos player,240] execVM "MIL_CAS.sqf"; - Wipeout will fly in for a "Guns & Missiles" run. - nul = [getPos player,240,"RHS_A10",3] execVM "MIL_CAS.sqf"; - A-10 will fly in and drop a single bomb. Credits: - This uses the vanilla function BIS_fnc_moduleCAS for the actual CAS. All I did was make an easy way to launch it from a script. Media: Everyone knows what CAS is all about, but here is all four types being called in anyway (0.52): If anyone finds any problems please let me know. Thank you.
  7. Hello! I'm trying to make a huge and long battle, where bots dinamically creating as waves, and sometimes both sides launch artillery and air strikes to the random choosen enemy target. Method of choosing the target is simple. I set big trigger on the map (wich covering area of battle), and choose randomly as Target = list Trigger1 select _rndm;call{[Target] execVM "L39CAS.sqf"} Command DoartilleryTarget makes artillery strikes pretty easy, and i have not problems with realisation. But i can't to make airstrike; I tried to make something by this method: 1)I created mission on the VirtualReality map, and manually maked airstrike as pilot. And i wrote each "step" by this script _plane = _this select 0; _string = ""; while {Zapis} do {sleep 0.001;_arp = [velocityModelSpace _plane,vectorDir _plane,vectorUp _plane];_str = format[",%1",_arp];_string = _string + _str;}; copyToClipboard _string; This _string was copied into separate file "bombrun.sqf". It is a huge array with vectors in each part of time. Size around 240 Kb. 2)I set trigger with activation "Radio Alfa", and initiation. It must run the script, when palyer witch into binocular on the tank or building, and call airstrike by radio call{[CursorTarget] execVM "L39CAS.sqf"} _target = _this select 0; _pos = getpos _target; _posA = getposASL _target; _h = (_posA select 2) - (_pos select 2); _ha = 500 + _h; _y = (_pos select 1) - 5000; _x = _pos select 0; _pl = [[_x,_y,_ha], 0, "CUP_O_L39_TK", EAST] call bis_fnc_spawnvehicle; _plane = _pl select 0; {_x setBehaviour "Careless";} foreach crew _plane; call{[_plane] execVM "manevr.sqf"}; _grp = group driver _plane; _wp = _grp addWaypoint [[_x,_y + 5000,_ha], 0]; _wp setWaypointType "MOVE"; [_plane] spawn {sleep 29;while {true} do {[_this select 0, "CUP_Vmlauncher_S5_veh"] call BIS_fnc_fire;sleep 0.02}}; [_plane] spawn {sleep 28;while {true} do {[_this select 0, "CUP_Vacannon_GSh23L_L39"] call BIS_fnc_fire;sleep 0.05}}; sleep 60; {deletevehicle _x} foreach crew _plane; deletevehicle _plane; Sub-sqript "manevr.sqf", wich forces plane to make writed manuver _plane = _this select 0; _array = call compile preprocessFileLineNumbers "bombrun.sqf"; _count = count _array; _m = 0; hint format ["%1",_count]; while {_m < _count} do {sleep 0.001;_vel = (_array select _m) select 0;_dir = (_array select _m) select 1;_up = (_array select _m) select 2;hint format ["%1",_array select _m];_plane setVelocityModelSpace _vel;_plane setVectorDirAndUp [_dir,_up];_m = _m + 1}; 3)I run this on the Virtual Reality map. And it's working pretty well on this map. Each time created planes hit the target, choosed by player with binocular. 4)I copied it to the mission on Altis. And it is not work.Plane just shaking a little bit, but flying straight forward. What's a problem? I'm not very experienced in the sqripting, and i can miss thothing in the command behaviour. Thank you for your attention and help!
  8. Hello, i'm very newbie at scripting and stuff i wanna make some kind of CAS/Arty ordenance by pointing at the target (By binoculars for ex) or by putting the Mouse on the map i wonder if there is a function or a way to get that working, i know it exists cuz for example at the Campaign there is a mission when you point at the target or use the map to request mortar fire thanks in advance
  9. Incon Airpower Script package for Arma 3 mission makers that allows players to call in air support for target tracking and precision air strikes. Unlike other CAS scripts, Incon Airpower simulates high-altitude strikes where the aircraft is neither visible nor audible from the ground. As such, the aicraft itself is not spawned, only simulated, thereby avoiding all the hassle of Arma's pilot AI. Works best in single player and low-player-count COOP (lots of players using tracking may cause considerable server lag). Perfect for missions involving SF teams working behind enemy lines to call in coalition airpower onto enemy assets (as in the ongoing real-life operation Enduring Freedom in Iraq / Syria). SP / Co-op / Dedi compatible. Requires CBA. Features Call in guided airstrikes with the radio menu Mark targets with laser, smoke, chemlights or IR strobes (night only for chemlights and strobes, day only for smoke) Aircraft can lock on to and strike multiple targets simultaneaously (thanks to a slightly modified version of kylania's awesome guided missile script) Optional collateral damage assesment by pilot - checks for nearby friendlies, civilians and sensitive targets and will automatically disengage if collateral damage is too high Optional full NATO voice procedure simulation to guide pilot on to target No need for map with airstrip or adding in any aircraft Restrict JTAC capabilities to units with certain items in their inventory Optional unit tracking on map, with accuracy that degrades with overhead cover, weather etc. (only shows targets that would be visible from overhead): - (optional) restrict to units with UAV terminal only - differentiates between friendlies (blue), unarmed infantry (white), armed infantry (pink), civilian vehicles (white, large) and non-friendly vehicles (pink, large) If using a laser designator, the player can mark multiple targets at once and give clearance for a simultaneaous strike: - mark 2 tanks and an infantry patrol, and the aircraft will track and engage those targets simultaneously, even if they move - repeat your last mark if in doubt - if your final target is a laser mark, the aircraft will engage your laser mark while it is active, and revert to your original mark position if it looses your laser mark Realistic air speeds of ordnance: - the higher the altitude of the aircraft (recommended at least 3000m), the longer the ordnance will take to hit the target - missiles will travel faster than bombs - ordnance speeds based on real data Usage License GNU V3 Submit pull requests, fork your own version on Github, drink Bailey's from a shoe, do whatever. This is open source and entirely free to use. Changelog Download from GitHub
  10. MGI GUN RUN Last update: 01/02/2018 Hi all, Here is another script to add a specific gun run, calling a virtual or real CAS. This script is to copy/paste inside BI init CAS module. Nothing more to do! The code will search for "cannon" or "Gatling" in the pilot's weapon. So far, it doesn't work for gunners. You can see "no pilot cannon" in the sub-menu. If you find some non-listed pilot's cannon, let me know. Tips: - Always place your module/aircraft at 2 km from a target area. It's far better for a straight-in approach. You can even place them outside of the map. - Don' try to repeat the CAS too soon with a real aircraft. It will turn around the target without aiming it. Don't forget, pilots are dumb (I can say that referring to my own carrier). - At this time, Buzzard is far more precise than Wipeout which generously spread ammo with poor efficiency. Code to copy/paste in init field of the CAS module: 0 = this spawn { MGI_CAS_MODULE = _this; MGI_CAS = compileFinal " if !(GUNRUNCAS) exitWith {}; private _isVirtual = ({_x isKindOf 'air'} count synchronizedObjects MGI_CAS_MODULE ==0); _pilot = player getVariable 'BIS_SUPP_selectedProvider'; _veh = vehicle _pilot; _home = getPos MGI_CAS_MODULE; _trts = (_veh WeaponsTurret [-1]) select { getText (configfile >> 'CfgWeapons' >> _x >> 'nameSound') == 'cannon'}; waitUntil {!isNull (_pilot getVariable 'BIS_SUPP_requester')}; _requester = _pilot getVariable 'BIS_SUPP_requester'; 'Gun run requested' remoteExec ['hint',_requester]; waitUntil {!isnil {_pilot getVariable 'BIS_SUPP_supportRunCoords'}}; _coords = _pilot getVariable 'BIS_SUPP_supportRunCoords'; _alt = getTerrainHeightASL _coords; _limit = [40,90] select (_veh distance2D _coords < 2500); _pilot setCombatMode 'BLUE'; _veh flyInHeightASL [_alt +500,_alt +500,_alt +500]; waitUntil {_veh distance2D _coords < 2000}; _timer = diag_tickTime; _veh flyInHeightASL [_alt +100,_alt +100,_alt +100]; _resultOK = false; 'In sight' remoteExec ['hint',_requester]; _tgttype = ['laserTargetE','laserTargetW'] select (side _veh == WEST or (side _veh == RESISTANCE && WEST getFriend RESISTANCE >0.6)); _tgt = createVehicle [_tgttype,_coords,[],0,'none']; if (count _trts > 0) then { _trt = _trts select 0; _mags = (getArray (configfile >> 'CfgWeapons' >> _trt >> 'magazines')) arrayIntersect (_veh magazinesTurret [-1]); _cnt = getNumber (configFile >> 'cfgMagazines' >> _mags select 0 >> 'count'); _pilot setCombatMode 'RED'; _pilot reveal [_tgt,4]; while {diag_tickTime < _timer + _limit} do { _tgt setPosASL (getPosASL _tgt vectorAdd [0,0,(0.18 * (_veh distance2D _tgt)) -270]); if (!isNil 'BIS_SUPP_laserTGT') then {deleteVehicle BIS_SUPP_laserTGT; BIS_SUPP_laserTGT = nil}; _veh selectWeaponTurret [_trt,[-1]]; _veh doTarget _tgt; if ((_veh weaponDirection _trt vectorCos (AGLToASL _coords vectorDiff (eyepos _pilot))) > 0.999) then { [[_veh,_trt], BIS_fnc_fire] remoteExec ['call',_veh]; if (_veh magazineTurretAmmo [_veh currentMagazineTurret [-1],[-1]] < _cnt) then {_resultOK = true}; } else { _pilot lookAt _tgt }; uiSleep .01; }; }; if (!_resultOK) then {_pilot setVariable ['BIS_SUPP_failed',true]}; (['Gun run aborted','Gun run terminated, resuming support'] select _resultOK) remoteExec ['hint',_requester]; if !(_isVirtual) then { waitUntil {waypointType [group _veh,currentWaypoint group _veh] == 'MOVE'}; [group _veh,currentWaypoint group _veh] setWaypointPosition [_home,0]; [group _veh,currentWaypoint group _veh] setWaypointStatements ['true','']; _veh setFuel 1; {_veh setAmmo [_x, 2000]} forEach _trts; }; _pilot setVariable ['BIS_SUPP_supporting',false]; if (_isVirtual && alive _veh) then {uiSleep 180; deleteVehicle _veh}; "; _this spawn { while {true} do { GUNRUNCAS = false; waituntil {uiSleep 0.2; ((player getVariable "BIS_SUPP_request") select 0 == "CAS_Bombing") && {!isnull (player getVariable "BIS_SUPP_selectedProvider")}}; _pilot = player getVariable "BIS_SUPP_selectedProvider"; _veh = vehicle _pilot; _trts = (_veh WeaponsTurret [-1]) select { getText (configfile >> "CfgWeapons" >> _x >> "nameSound") == "cannon"}; private _cooldown = time - (_this getVariable ["BIS_SUPP_lastCall",time -122]) - ((_this getVariable ["BIS_SUPP_cooldown",0]) max 60); BIS_SUPP_commMenu = BIS_SUPP_commMenu + [ [ ["Gun run request",["No pilot cannon!",format ["wait for %1 sec",-(round _cooldown)]] select (_cooldown < 0)] select (count _trts == 0 or _cooldown <0), [4], "", -5, [[ "expression","GUNRUNCAS = true; [] spawn MGI_CAS; player setVariable ['BIS_SUPP_ammoType', 0]" ]], "1", ["1","0"] select (count _trts == 0 or _cooldown < 0), "\A3\ui_f\data\IGUI\Cfg\WeaponCursors\cannon_gs.paa" ] ]; uiSleep 0.1; showCommandingMenu "#USER:BIS_SUPP_commMenu"; waituntil {uiSleep 0.2; isnull (player getVariable "BIS_SUPP_selectedProvider")}; }; }; }; Seems to be short? It took me a lot of hours to find this solution. Feel free to test, comment, ask for some implementation. Pierre
  11. I have a question regarding the new DLC Laws of War and the showcase mission In the showcase where you get to try out CAS and choose the right one without killing civilian you can choose what kind of bomb the incoming jet gets to use. For examble you can order the new cluster bomb. But i dont seem to find any way to edit the CAS module so that the selected bomb is used. I can only choose between guided and unguided. I know if you choose an non virtual CAS provider with artillery you can choose the type of ammo but why not with planes. Hope someone knows more about scripting than me or knows how they did it in the showcase. PS. I know theres a way to force the plane to use a specific kind of weapon by disabling all others but that doesnt seem to work with virtual Provider.
  12. Hi When our RTO mark a point on the map and demand a virtual CAS support plane, the plane overflies the target point and then starts to circle it arround and arround and arround. It seems that if the AI pilot can't see the target, (which is most of the time in Dakrong map), they don't drop ordnance. Does anyone know of a way to force the airplane to drop the full Napalm load on the marker point placed in the map by the RTO? (regardless of what is below the jungle canopy, either VC or a lot of innocent bushes.!)
  13. How would I be able to detect if a player throws a purple smoke and then have CAS fire on the target?
  14. Hello there, We are Hydra Pilot Unit [HPU]. We are looking for new members for our ArmA 3 based pilot team. We are a standalone pilot team (with our own TS3 and ArmA 3 server). We organise general training missions and pilot operations every week. We also give personal training to our members, such as: Medevac training, Supply Drop training, HALO and HELO pilot training, CAS training, AA Training and so on... We also have our own division in "Cannonfodder Gaming" which is a international tactical realism clan operating in ArmA 3 (We join there ops weekly to give them air support and air transportation). Requirements to become a member of Hydra Pilot Unit: - Must have a Microphone - Must be Mature - Must be willing to follow orders - Must be willing to work as a team - Must have Teamspeak - Must have Arma 3 and be willing to download necessary mods - Must speak English Open roles: - Transport Heli Pilot - Transport Heli Crew - Transport Plane Pilot - Transport Plane Crew - Attack Heli Pilot - Attack Heli Gunner - CAS Jet Pilot - AA Jet Pilot - Gunship Pilot - Gunship Gunner - Medevac Pilot - Medevac Crew - UAV Operator Apply example (post your apply below): - Name: - Age: - Country: - Prefered Roles (you can choose multiple ones): - Do you already have experience with other tactical realism clans: - Why would you like to join our unit: - Give us a reason why you should be part of our unit: - Tell us something about yourself: Contact Us: TeamSpeak - 151.80.230.238:10042 Steam - LegendForce
  15. Hello, I can't seem to find a way to make my OPFOR jets attack BLUFOR infantry. I use this: { if (side _x == west) then { _laserT = createVehicle ["LaserTargetE", [0,0,0], [], 0, "NONE"]; _laserT attachto [_x, [0, 0, 0]]; _cleanUp = [_x, _laserT] spawn { waituntil {!alive (_this select 0)}; deletevehicle (_this select 1); true }; }; } forEach allUnits; To no avail. Any ideas? Thank you, _SCAR
  16. Hi all, Among the most used modules, I guess plenty of scriptwriters would like to have better results with support ones. - First of all, for all support modules, virtual support is an acceptable alternative as far as you accept to spawn/delete a unit for a task. Artillery disappear as soon as the last shell is shot, regardless of the trajectory ETA; So, there is a bullet coming from a null object, traveling the map and never mind the shooter. Script with that! - For all modules again, the "real" unit option allows more immersive condition as far as you have to protect this asset. And, then one thing is absolutely missing, the condition fields for enabling/disabling the support. You can't imagine the lines I had to write just because I decided only a radio equipped guy could call artillery. Try it!.. grab a radio backpack (or any radio), (enabling the link between requester and provider), then drop the radio (disabling the support), then grab/drop... Oups that doesn't work anymore, except if you write something bis_fnc_addSupportlink and bis_fnc_removeSupportLink (So many hours to find that!). So please, add enable/disable condition fields for support. About CAS support, so much things to improve: - Please, make unguided bombing run workable on any surface, with no objective underneath! I mean bombs must strike the marker position, like a GPS release if you want. That's all! No need to have something special. Actually your BIS_SUPP_LASERTGT, laserTargetE or laserTargetW types, along with a "destroy" waypoint, doesn't work on Tanoa forest for example. And please, don't explain we need an object objective... Let's the player bombs where he wants! - Furthermore, your FSM just take driver into account. That means there is no chance at all to get CAS from a crewed aircraft (pilot/gunner). So, bye bye so many CAS aircraft from UNSUNG DELTA mod: Intruder, Skywarrior, F4 Phantom... Please make unguided bombing CAS firing on any position of the CAS marker and make all CAS aircraft workable what crew can be. - lets the player choose the number of bombs to be released! About helicopter transportation: - First problem: the map can't be zoomed in/out for marking destination. You have to cope with your last map zoom before the call?!? - then, you can't alter your destination underway. I wrote a script to be transported in any AI manned vehicle (car , helicopter), with instant destination altering or cancellation. (MP compatible). Code on demand. So please, make transportation module (not only helicopter) more versatile, with alter/cancel destination, and correct the map zoom bug. Thank you for your attention.
  17. Hi, I hope this DLC wiil give us some improvements for the firing system of all Arma aircraft. I have on mind the fact, the CAS support is absolutely inefficient. Jets manned (by player) are focused on maneuverability and radar/targeting acquisition. But, please, keep on mind that full AI jets should be efficient for supporting players. And this way isn't evident till yet. The CAS module is poor, not to say rotten. Players should ORDER a jet firing at any target, or even ground position, regardless of knowledge about enemy or any target or some weird consideration. The Arma engine doesn't have to decide for a player the opportunity to fire or not a bomb on a position. In other words, let the player decide to order a bomb release where he wants, when he wants, against who/what he wants, even on empty places or at sea. Right now, try to order an unguided CAS on any point of Tanoa forest, take 3 coffees,... abort. Frustrating!
  18. The Lowlands Warrior team has started a side project based on SimCentric's FST 'Fires & Strikes' for VBS3. With the real life knowledge and experience about Close Air Support and Groundbased fires we decided to push this project in order to give the community something that brings them closer to reality. What does it do? The endgoal is to have an external application aswel as an ingame UI to control Close airsupport and artillery according to NATO standard procedures. Aircraft will fly realistic attack paterns and can loosly interpet your 'talk ons' What will the first release be able to do? We plan on having a simple in game UI where the most essential items can be filled in and strikes will happen accordingly. Type 2 controls, Grids, final attack headings, weapon type, egress headings and cleared hot calls. How can you help? We know how it works in real life. And we kind of know how we want to make it. We have OK scripting experience but we are looking for master scripters!
  19. Hi everyone! Little weird behaviour for support modules: A simple work, but very hard to do: how to synchronize / desync the support(s) modules along with conditions? Say for instance: get the support modules if you reach a trigger area, loose these supports if out of the area? for each player ! Yes, I know, you're saying use synchronizeObjectsAdd and synchronizeObjectsRemove. Let an "open" (no) sync on editor, normally between player/playable unit and the module requester, then sync/desync on demand the player and the module requester. At ease! And you'll right for SP,... for the 1st instance! But continue tests. sync/desync/sync/desync... Right? Now, consider this in MP, JIP. These commands are supposed to be AG EG, and they are! But what for if the modules FSMs and scripts (a bunch of them!) are not "updated" with the sync state? I never had the intended behaviors for players in MP. The player on host PC (if not dedicated) loose the supports after the 2nd sync, The other ones have disabled supports (grayed in menu, even if no sync?!,) and/or duplication of supports. 3 artillery modules, 2 drops in icons menu... regardless of the rounds limitations which is another problem). I think there is something to do with (supports) modules "on demand" synchronization, because it could be fine to add/remove these supports along with scripts, and for units (players) we want.
  20. Hello, I've got a problem, opening and testing my mission (tested in V1.54, editor 2D, several hundred of subscribers with no problem), downloadable here: http://steamcommunity.com/sharedfiles/filedetails/?id=607086669 I remarked it's now impossible to have all supports. Artillery still works, supply drop and CAS (non virtual) lead to grayed assets when called. This occur in all modes: preview SP, MP from Eden. I must precise, these supports are synchronized when player(s) grab a backpack radio. Anyway, this worked well in 2D editor. I backup my mission.sqm in order to re-open it in 2D editor, everything works fine... ARMA3 V 1.56 seems OK but not Eden (problem with sqm for recognition of linked items or something like that). Please, don't remove 2D editor prior to consolidate Eden. This editor is really a great work with youth lacks. Thanks Pierre MGI
  21. I'm asking moderators to lock this topic. I have an updated one mentioned here. Thank you. TGP script file changed to an addon now. Click this link: https://forums.bistudio.com/topic/186935-tgp-system-addon-targeting-pod-system/
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