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Found 4 results

  1. is there any easy way to spawn a AI jet fighter in air and start search and destroy and when he is killed he will respawn again, same position and start over his task? ì am very bad with scripts, so I hope you people can bear with me.
  2. Sebastian Heisenberg

    Fighter 1985 **CAMPAIGN RELEASE**

    Today (03-12-17ESP) (12-03-17ENG) i am releasing my second campaign, developed with Marcin S. The entire creation of the campaign took 23 days (testing, finding sounds, adding extras, fixing glitches, testing, fixing the story and etc). Information about the campaign: About: _ The campaign is based in the conflict of 1985 (Campaign Cold War Crisis), BUT! played from the side of the Resistance. We will have meeting with the main characters of well known campaign "CWC", as David, James, Robert, Sam, Blake, Drill Sergeant, David's Squadron, and etc. The campaign will show the most important parts of the conflict, since day zero until the end of the war (on everon). Playable Characters: -Lukas Bocek (Corporal) [10 Missions] -Ian Stoyan (Commander in Chief) [1 Mission] Missions and Cutscenes: -11 Missions -12 Cutscenes (Couting pre-missions cutscene) Easter Eggs: -4 Easter Eggs Idioms: Español English Tips: -Stay near your team leader always. -Keep your temmates alive -Don't disobey orders (really important) (you will end dead or the mission will end ASAP) -Play by the rules, and stay sharp all the time. -Your actions will define the ending (not always) -Be patient in some missions, or you will be forced to be patient! -Go to Options > Audio Options and set your Effects and Radio in 9.6 and Music at 8.3 (optional) -You will do time-jumps! One mission can be in May 2 and other in Jun 9, same with some cutscenes. Black screens between radios or chats means that a time lapse has passed (minutes or hours) -In the 1985/CWC the dates and time are wrong or mixed, the real ones are in the notes. -If you are interested in read the notes with music, you must check your notepad in this way: > Plan >Team >Gear >Notes. -PARA LOS QUE HABLAN ESPAÑOL / SPANISH SPEAKERS: Algunas misiones tuvieron problemas con " Ñ ' ¡ ¿ " así que tuve que remover algunas tildes y demás, pero es entendible de todas maneras, después pasé algunos stringtables a UFT-8 así que las últimas andan sin problemas de ortografía. DOWNLOAD LINK: https://www.mediafire.com/file/55wk11bx1bic491/Fighter 1985 RELEASE Day 3 Month 12 Year 2017.rar ADDONS NEEDED: EditorUpdate102; ↓ ABOUT OTHER ADDONS: Is not recommended play the campaign with addons or mods, if you want to do it, at your own risk of end glitched. ABOUT VERSION: IS COMPATIBLE WITH 1.99, lower or higher can give you glitches.
  3. For some reason, the HUD is suddenly broken inside a fighter I'm working on. Full CfgVehicles code: class CfgVehicles { class Air; class Plane: Air { class HitPoints; }; class Plane_Base_F: Plane { class AnimationSources; class HitPoints: HitPoints { class HitHull; }; }; class PlaneWreck; class Plane_Fighter_01_base_F: Plane_Base_F { features = "Randomization: No <br />Camo selections: 1 - Body, wings, and gear <br />Script door sources: None <br />Script animations: None <br />Executed scripts: None <br />Firing from vehicles: No <br />Slingload: No <br />Cargo proxy indexes: None"; author = $STR_A3_Night515; DLC = AegisMod; mapSize = 15.5; class SimpleObject { animate[] = {}; hide[] = {}; verticalOffset = 0; }; _generalMacro = "Plane_Fighter_01_base_F"; scope = private; model = "\Air_F_Aegis\Plane_Fighter_01\Plane_Fighter_01_F.p3d"; editorSubcategory = "EdSubcat_Planes"; icon = "\Air_F_Aegis\Plane_Fighter_01\Data\UI\Map_Plane_Fighter_01_CA.paa"; picture = "\Air_F_Aegis\Plane_Fighter_01\Data\UI\Plane_Fighter_01_CA.paa"; destrType = DestructWreck; slingLoadCargoMemoryPoints[] = { "SlingLoadCargo1", "SlingLoadCargo2", "SlingLoadCargo3", "SlingLoadCargo4" }; memoryPointTaskMarker = "TaskMarker_1_pos"; armor = 80; armorStructural = 1; armorLights = 1; epeImpulseDamageCoef = 200; damageResistance = 0.01096; accuracy = 0.4; class Library { libTextDesc = $STR_A3_CfgVehicles_B_Plane_Fighter_01_F_Library0; }; driverAction = pilot_plane_fighter_01; getinAction = pilot_plane_fighter_01_Enter; getoutaction = pilot_plane_fighter_01_Exit; precisegetinout = true; viewDriverShadow = true; viewCargoShadow = true; viewDriverShadowDiff = 0.5; viewDriverShadowAmb = 0.5; LockDetectionSystem = CM_Lock_Radar; incomingMissileDetectionSystem = CM_Missile; class Turrets{}; class TransportItems{}; #include "sounds.hpp" vtol = true; altNoForce = 35000; altFullForce = 13636; maxSpeed = 1900; aileronSensitivity = 1.1; elevatorSensitivity = 0.8; rudderInfluence = 0.4; aileronControlsSensitivityCoef = 3; elevatorControlsSensitivityCoef = 4; rudderControlsSensitivityCoef = 4; elevatorCoef[] = {0.5,0.9,1.1,1.3,1.4,1.5,1.5,1.5,1.5,1.5,1.5,1.5,1.5,1.5,1.5,1.5}; aileronCoef[] = {1,1.75,2.5,2.5,3.5,3.5,3.5,3.5,3.5,3.5,3.5,3.5,3.5,2,1,1}; rudderCoef[] = {0.6,1.0,1.0,0.9,0.8,0.7,0.6}; flapsFrictionCoef = 0.5; angleOfIndicence = 0.05235987; draconicForceXCoef = 8.0; draconicForceYCoef = 2.3; draconicForceZCoef = 1.0; draconicTorqueXCoef = 1.2; draconicTorqueYCoef = 1.0; envelope[] = {0.1,0.5,3,8,9,9,9,6.85,6.5,5.8,4.6,2.8,0}; thrustCoef[] = {1.2,1.6,2,1.9,1.8,1.7,1.6,1.5,1.4, 1.2,1.1,0.9,0.5,0.3,0,0}; acceleration = 300; landingSpeed = 250; landingAoa = "rad 10"; threat[] = {1,1,1}; irScanRangeMin = 3000; irScanRangeMax = 10000; irScanToEyeFactor = 4; laserScanner = 1; showAllTargets = 4; minFireTime = 30; headAimDown = 0.0; cabinOpening = true; brakeDistance = 150; fov = 1.5; dustEffect = HeliDust; waterEffect = HeliWater; driverLeftHandAnimName = "throttle_stick"; driverRightHandAnimName = "flight_stick"; memoryPointsGetInDriver = "GetIn_driver_pos"; memoryPointsGetInDriverDir = "GetIn_driver_dir"; memoryPointLRocket = "Rocket_1"; memoryPointRRocket = "Rocket_2"; memoryPointCM[] = { "FlareLauncher_1_pos", "FlareLauncher_2_pos" }; memoryPointCMDir[] = { "FlareLauncher_1_dir", "FlareLauncher_2_dir" }; memoryPointLDust = "WheelDust_left_pos"; memoryPointRDust = "WheelDust_right_pos"; memoryPointGun = "Usti hlavne"; gunAimDown = 0.0; selectionFireAnim = "zasleh"; gearUpTime = 3; gearDownTime = 3; driveOnComponent[] = { "wheel_1", "wheel_2", "wheel_3" }; numberPhysicalWheels = 3; wheelSteeringSensitivity = 2.5; class Exhausts { class Exhaust_1 { position = "Exhaust_1_pos"; direction = "Exhaust_1_dir"; effect = ExhaustsEffectJet; }; }; class WingVortices { class BodyLeft { effectName = BodyVortices; position = "body_vapour_L_S"; }; class BodyRight { effectName = BodyVortices; position = "body_vapour_R_S"; }; class WingTipLeft { effectName = WingVortices; position = "body_vapour_L_E"; }; class WingTipRight { effectName = WingVortices; position = "body_vapour_R_E"; }; }; class Reflectors { class Gear_1_light { color[] = {0.9,1.0,0.8}; ambient[] = {0.009,0.01,0.008}; intensity = 25000; size = 1; innerAngle = 0; outerAngle = 90; coneFadeCoef = 12; position = "Light_L"; direction = "Light_L_end"; hitpoint = ""; selection = ""; useFlare = true; flareSize = 0.5; flareMaxDistance = 30; class Attenuation { start = false; constant = false; linear = 15; quadratic = 7; hardLimitStart = 75; hardLimitEnd = 100; }; }; }; class AnimationSources: AnimationSources { class AddFalchion { source = user; animPeriod = 0.000001; initPhase = 0; weapon = Missile_AA_04_Plane_CAS_01_F; }; class AddGbu12 { source = user; animPeriod = 0.000001; initPhase = 0; weapon = GBU12BombLauncher; }; class AddZephyr { source = user; animPeriod = 0.000001; initPhase = 0; weapon = missiles_Zephyr; }; class Hatch_1_Bay { source = maxHoldsterValue; animPeriod = 0.6; initPhase = 0; }; class Hatch_2_Bay { source = maxHoldsterValue; animPeriod = 0.6; initPhase = 0; }; class Hatch_3_Bay { source = maxHoldsterValue; animPeriod = 0.6; initPhase = 0; }; class Hatch_4_Bay { source = maxHoldsterValue; animPeriod = 0.6; initPhase = 0; }; class Muzzle_flash { source = ammorandom; weapon = gatling_25mm; }; }; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\Air_F_Aegis\Plane_Fighter_01\Data\Plane_Fighter_01_ext_CO.paa"}; class HitPoints: HitPoints { class HitHull: HitHull { armor = 999; explosionShielding = 10; name = "hull_hit"; passThrough = 0.5; visual = "hull_hit"; radius = 0.01; minimalHit = 0.02; depends = "Total"; material = -1; }; class HitEngine: HitHull { armor = 1.5; explosionShielding = 2; name = "engine_hit"; passThrough = 1; visual = "engine_hit"; radius = 0.48; minimalHit = 0.1; }; class HitAvionics: HitHull { armor = 3; explosionShielding = 1; name = "avionics_hit"; passThrough = 0.2; visual = "avionics_hit"; radius = 0.3; }; class HitFuel: HitHull { armor = 3; explosionShielding = 4; name = "fuel_hit"; passThrough = 0.5; visual = "fuel_hit"; radius = 2.3; minimalHit = 0.1; }; class HitGlass1: HitHull { armor = 1.5; explosionShielding = 3; name = "glass_1"; passThrough = 0; visual = "glass_1"; radius = 0.2; minimalHit = 0.1; }; class HitGlass2: HitHull { armor = 3; explosionShielding = 4; name = "glass_2"; passThrough = 0; visual = "glass_2"; radius = 0.1; minimalHit = 0.1; }; }; class Damage { tex[] = {}; mat[] = { "\Air_F_Aegis\Plane_Fighter_01\Data\Cannon.rvmat", "\Air_F_Aegis\Plane_Fighter_01\Data\Cannon_damage.rvmat", "\Air_F_Aegis\Plane_Fighter_01\Data\Cannon_destruct.rvmat", "\Air_F_Aegis\Plane_Fighter_01\Data\Plane_Fighter_01_ext.rvmat", "\Air_F_Aegis\Plane_Fighter_01\Data\Plane_Fighter_01_ext_damage.rvmat", "\Air_F_Aegis\Plane_Fighter_01\Data\Plane_Fighter_01_ext_destruct.rvmat", "\Air_F_Aegis\Plane_Fighter_01\Data\Plane_Fighter_01_glass.rvmat", "\Air_F_Aegis\Plane_Fighter_01\Data\Plane_Fighter_01_glass_damage.rvmat", "\Air_F_Aegis\Plane_Fighter_01\Data\Plane_Fighter_01_glass_damage.rvmat", "\Air_F_Aegis\Plane_Fighter_01\Data\Plane_Fighter_01_int_glass.rvmat", "\Air_F_Aegis\Plane_Fighter_01\Data\Plane_Fighter_01_int_glass_damage.rvmat", "\Air_F_Aegis\Plane_Fighter_01\Data\Plane_Fighter_01_int_glass_damage.rvmat" }; }; memoryPointDriverOptics = "PilotCamera_pos"; unitInfoType = RscOptics_CAS_01_TGP; class pilotCamera { class OpticsIn { class Wide { opticsDisplayName = "W"; initAngleX = 0; minAngleX = 0; maxAngleX = 0; initAngleY = 0; minAngleY = 0; maxAngleY = 0; initFov = "(30 / 120)"; minFov = "(30 / 120)"; maxFov = "(30 / 120)"; directionStabilized = true; visionMode[] = { Normal, Ti }; thermalMode[] = {0,1}; gunnerOpticsModel = "\A3\Drones_F\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_wide_F.p3d"; opticsPPEffects[] = { OpticsCHAbera2, OpticsBlur2 }; }; class Medium: Wide { opticsDisplayName = "M"; initFov = "(15 / 120)"; minFov = "(15 / 120)"; maxFov = "(15 / 120)"; gunnerOpticsModel = "\A3\Drones_F\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_medium_F.p3d"; }; class Narrow: Wide { opticsDisplayName = "N"; initFov = "(7.5 / 120)"; minFov = "(7.5 / 120)"; maxFov = "(7.5 / 120)"; gunnerOpticsModel = "\A3\Drones_F\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_narrow_F.p3d"; }; showMiniMapInOptics = true; showUAVViewInOptics = false; showSlingLoadManagerInOptics = false; }; minTurn = -130; maxTurn = 130; initTurn = 0; minElev = -10; maxElev = 90; initElev = 0; maxXRotSpeed = 0.3; maxYRotSpeed = 0.3; pilotOpticsShowCursor = true; controllable = true; }; class MFD { class AirplaneHUD { topLeft = "HUD_top_left"; topRight = "HUD_top_right"; bottomLeft = "HUD_bottom_left"; borderLeft = 0; borderRight = 0; borderTop = 0; borderBottom = 0; color[] = {1.0,1.0,1.0,1.0}; helmetMountedDisplay = true; helmetPosition[] = {-0.04,0.03,0.1}; helmetRight[] = {0.08,0,0}; helmetDown[] = {-0,-0.06,0}; #include "cfgHUD.hpp" }; }; class MarkerLights { class PositionRed { color[] = {0.8,0.0,0.0}; ambient[] = {0.08,0.0,0.0}; intensity = 75; name = "PositionLight_red_1_pos"; drawLight = 1; drawLightSize = 0.15; drawLightCenterSize = 0.04; activeLight = 0; blinking = 0; dayLight = 0; useFlare = 0; class Attenuation { start = 0; constant = 0; linear = 25; quadratic = 50; hardLimitStart = 0.75; hardLimitEnd = 1; }; }; class PositionGreen: PositionRed { color[] = {0.0,0.8,0.0}; ambient[] = {0.0,0.08,0.0}; name = "PositionLight_green_1_pos"; }; class CollisionWhite: PositionRed { color[] = {1.0,1.0,1.0}; ambient[] = {0.1,0.1,0.1}; name = "CollisionLight_white_1_pos"; blinking = 1; blinkingPattern[] = {0.1,0.9}; blinkingPatternGuarantee = 0; drawLightSize = 0.2; drawLightCenterSize = 0.04; }; class CollisionWhite2: CollisionWhite { name = "CollisionLight_white_2_pos"; }; }; class RenderTargets { class FLIR { renderTarget = "rendertarget0"; class CameraView1 { pointPosition = "flir_pos"; pointDirection = "flir_dir"; renderQuality = 1; renderVisionMode = 2; fov = 0.3; }; }; }; class TextureSources { class blufor { displayName = $STR_A3_TextureSources_blu0; author = $STR_A3_Night515; textures[] = {"\Air_F_Aegis\Plane_Fighter_01\Data\Plane_Fighter_01_ext_CO.paa"}; }; class dazzle { displayName = $STR_A3_TextureSources_dazzle0; author = $STR_A3_Night515; textures[] = {"\Air_F_Aegis\Plane_Fighter_01\Data\Plane_Fighter_01_ext_BLUFOR_CO.paa"}; }; }; }; class B_Plane_Fighter_01_CAS_F: Plane_Fighter_01_base_F { author = $STR_A3_Night515; _generalMacro = "B_Plane_Fighter_01_CAS_F"; scope = public; scopeCurator = public; displayName = "F-38 Stalker (CAS)"; side = 1; faction = BLU_F; crew = B_pilot_F; typicalCargo[] = {B_pilot_F}; weapons[] = { gatling_25mm, Missile_AA_04_Plane_CAS_01_F, GBU12BombLauncher, CMFlareLauncher }; magazines[] = { 300Rnd_25mm_shells, 2Rnd_Missile_AA_04_plane_fighter_01_F, 2Rnd_GBU12_LGB, 240Rnd_CMFlare_Chaff_Magazine }; class AnimationSources: AnimationSources { class AddFalchion: AddFalchion { initPhase = 1; }; class AddGbu12: AddGbu12 { initPhase = 1; }; }; availableForSupportTypes[] = {CAS_Bombing}; cost = 3000000; }; class B_CTRG_Plane_Fighter_01_CAS_F: Plane_Fighter_01_base_F { author = $STR_A3_Night515; _generalMacro = "B_CTRG_Plane_Fighter_01_CAS_F"; scope = public; scopeCurator = public; displayName = "F-38 Stalker (CAS)"; side = 1; faction = BLU_CTRG_F; crew = B_CTRG_pilot_F; typicalCargo[] = {B_CTRG_pilot_F}; weapons[] = { gatling_25mm, Missile_AA_04_Plane_CAS_01_F, GBU12BombLauncher, CMFlareLauncher }; magazines[] = { 300Rnd_25mm_shells, 2Rnd_Missile_AA_04_plane_fighter_01_F, 2Rnd_GBU12_LGB, 240Rnd_CMFlare_Chaff_Magazine }; class AnimationSources: AnimationSources { class AddFalchion: AddFalchion { initPhase = 1; }; class AddGbu12: AddGbu12 { initPhase = 1; }; }; availableForSupportTypes[] = {CAS_Bombing}; cost = 3000000; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\Air_F_Aegis\Plane_Fighter_01\Data\Plane_Fighter_01_ext_BLUFOR_CO.paa"}; }; class B_Plane_Fighter_01_AA_F: B_Plane_Fighter_01_CAS_F { author = $STR_A3_Night515; forceInGarage = true; _generalMacro = "B_Plane_Fighter_01_AA_F"; displayName = "F-38 Stalker (AA)"; weapons[] = { gatling_25mm, missiles_Zephyr, Missile_AA_04_Plane_CAS_01_F, CMFlareLauncher }; magazines[] = { 300Rnd_25mm_shells, 2Rnd_GAA_missiles, 2Rnd_Missile_AA_04_plane_fighter_01_F, 240Rnd_CMFlare_Chaff_Magazine }; class AnimationSources: AnimationSources { class AddGbu12: AddGbu12 { initPhase = 0; }; class AddZephyr: AddZephyr { initPhase = 1; }; }; availableForSupportTypes[] = {}; }; class B_CTRG_Plane_Fighter_01_AA_F: B_CTRG_Plane_Fighter_01_CAS_F { author = $STR_A3_Night515; _generalMacro = "B_CTRG_Plane_Fighter_01_AA_F"; displayName = "F-38 Stalker (AA)"; weapons[] = { gatling_25mm, missiles_Zephyr, Missile_AA_04_Plane_CAS_01_F, CMFlareLauncher }; magazines[] = { 300Rnd_25mm_shells, 2Rnd_GAA_missiles, 2Rnd_Missile_AA_04_plane_fighter_01_F, 240Rnd_CMFlare_Chaff_Magazine }; class AnimationSources: AnimationSources { class AddGbu12: AddGbu12 { initPhase = 0; }; class AddZephyr: AddZephyr { initPhase = 1; }; }; availableForSupportTypes[] = {}; }; class Plane_Fighter_01_wreck_F: PlaneWreck { author = $STR_A3_Night515; _generalMacro = "Plane_Fighter_01_wreck_F"; scope = protected; scopeCurator = private; class Armory { disabled = true; }; model = "Air_F_Aegis\Plane_Fighter_01\Plane_Fighter_01_wreck_F.p3d"; typicalCargo[] = {}; irTarget = false; transportAmmo = false; transportRepair = false; transportFuel = false; transportSoldier = true; class Eventhandlers{}; }; };
  4. Hi, i found the F18 Super Hornet mod and i have created a mission with the eden editor with both versions of the fighter, the E and F version, the F version as you probably know is "tandem-seat". So i have the empty fighter, a Munition HEMTT vehicle and two pilots, one of them the player, there is a village in which there are several OPFOR units and i have set some waypoints for the plane. It works like this -First i get in the fighter as the pilot so i can use the Service menu and select which equipment i am going to use -Then after the fighter is rearmed, then i get in the gunner seat and tell the AI pilot to get in. -I have used a trigger linked to the AI and the first waypoint, so when he gets in, it goes to the first one and then the fighter takes off perfectly. The problem is, although i have set limited speed in several waypoints the plane goes too fast so i can bomb the objetives, and also it flies at 300M height, so the fighter gets hit, and also, it is not stable at all. I have tried with the flyInHeight script, but the speed is still too high and not stable. Does anyone know how to make it fly slower, higher and more stable? And also i would like to know how to make it land when it returns to the airport. Thanks and sorry for my poor english.
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