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This page is for discussion of script features in Fly Tanoa Air. Mod page coming soon. Flying planes in ArmA III is difficult. It takes a lot of practice. Right when you think you got it you realize how much more there is to learn. Just dropping a plane in an empty scenario is fine and well to start but eventually gets boring and, as a pilot in training, you need something more compelling to keep logging more hours. Tanoa Air seeks to provide a fun and re-playable scenario in which to practice your skills. Developer files are available below. If you know how to install and use these files, the files are for you. If not, please wait for the official release, coming soon. Thanks for your patience! Check out a playable ALPHA without FEMALE: Drive Link Check out a playable ALPHA with FEMALE: Drive Link The above files are pre-release ALPHA, not optimized, and may not function exactly as intended. Please leave feedback below and join the discussion. In order for FTA to be fun it must function well. Functionality is the foremost concern. ReadMe file below, DEMO video soon. The "Fare" button (like a taxi-cab) is located on the mission controller (like JET TOYS). The controller also includes a warning system for Altitude, Speed High, and Speed Low, a cruise button for defining flight envelope, a cabin light, ect. (separate scripts). Init and Triggers Variables are established in the init (like pass==0) and there is a marker at each airport (airportMARKER). Each airport also has a large trigger to define the terminal area (AP=1). The mission trigger jumps from point to point. nextFARE.sqf Determines the "FARE" function on the Mission Controller. Randomly selects a passenger (list of 4) and airport destination (5 less one, the current location) and then sets Task (Approach) and Waypoint (Airport) markers to the same. Exits the passenger at destination. Repeats. cargo.sqf The cargo script automatically collects cargo from Aeroport de Tanoa Cargo Zone and prompts with destination Task and Waypoint markers. searchZONE.sqf Randomly selects search area (from 5) and then randomly selects a scene location (from 5 more). Clears and resets the emergency upon completion, ready to go again. note: SearchZONE is only one of three possibilities (ex. searchZONE2.sqf) when players press "SCAN", so adding another layer of randomness. Very random, this one. ringCLEAR.sqf The Ring Challenge script moves a single ring with an attached trigger to the next position each time it is cleared. At the same time a Task Marker is updated to display at the same location. Notes: There is only one task used in the whole mission. Despite how much I say there is only one ring for the ring challenges, there are actually two. The ringGOALmock object is static and defines the starting point of each course. Just about everybody and everything go to objNULL when not in use. readMe searchZONE.sqf Search for a missing boat in a randomly assigned location. Assist the coast guard chopper to find the fishing trawler, Spiridova Vadim. nextFARE.sqf RingClear.sqf Approach the area, prompt to begin ring course. Player clears ring 1 and ring object snaps to ringMARK_2, ringMARK3, ect. Player can complete course as many times as they like and simply fly away to end the scenario. To restart the scenario, enter the area again. Cargo.sqf Pick up cargo at the central airport and deliver it to the people in need. Timer challenge coming soon.