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Found 103 results

  1. 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 1.2 ---------------------------------------------------------------------------------------------------------------------------------------- - No Errors!!! - 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. - See bottom of post for changelog. - 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. - Custom Multiplayer and singleplayer missions to come!! - Concrete runway,taxiway and parking areas have been added in the 3d editor.Found in the South Asia section. - Comes with an Airbase Template Mission that has concrete runways,taxiway,parking areas and lighting already laid out ready to use and test in your scenario section. Mission is unpbo'ed in the Missions folder in your South Asia v1.1 ANZACSAS mod directory. - Thanks to Bis and the Community. - Enjoy!! https://steamcommunity.com/sharedfiles/filedetails/?id=1571581816 MP Mission's - Persistent Coop 1-30 Player Combat Air Assault https://steamcommunity.com/sharedfiles/filedetails/?id=1571693129 Persistent Coop 1-10 Player Anti-Aircraft Tank Hunt https://steamcommunity.com/sharedfiles/filedetails/?id=1575976469 see User mission section for more details. 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 four pictures inside the island 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"; overviewPicture = "HSim\South_Asia_H\data\images\SouthAsiamissionpic2.paa"; overviewPicture = "HSim\South_Asia_H\data\images\SouthAsiamissionpic3.paa"; overviewPicture = "HSim\South_Asia_H\data\images\SouthAsiamissionpic4.paa"; overviewPicture = "HSim\South_Asia_H\data\images\SouthAsiaMapPic1.paa"; overviewPicture = "HSim\South_Asia_H\data\images\SouthAsiaMapPic2.paa"; - Version 1.2 - Edited config patches to solve dedi-server load issue. - Swapped odd clutter piece for bush piece in some grass areas. - Tinkered with the blend of near and distant textures. - Fixed display name duplicate in vegetation bush object in editor.
  2. INTRODUCTION United States Army 3rd Battalion, 75th Ranger Regiment (3/75th RR)) is a community that aims to provide a realistic simulated special operations environment. The higher objective of which is to create an environment which is conducive to allow growth of its members mentally in teamwork, leadership, and morality. OVERVIEW We offer two different battalions you can choose from Alpha Company, 3rd Battalion, 75th Ranger Regiment which is our ground core and muscle. They consist of a rifle company housing three rifle platoons and one weapons platoon. Lastly we have the 160th Special Operations Aviation Regiment which is composed of one aviation battalion which flies the AH-6, MH-6, MH-60K, MH-60L DAP, and the MH-47 Chinook conducting direct action, special reconnaissance, and other special operations in the area of operations plus or minus thirty seconds. GET CONNECTED ⮚Minimum age requirement is 18+. (Some Exceptions) ⮚Valid ArmA 3 copy. Your application will not be processed without a valid Arma 3 Player ID. ⮚Teamspeak 3 & Discord VoIP Client and working microphone/speakers/headset ⮚Be disciplined, motivated and eager to learn specialized task If you are interested in learning more, and/or applying for membership, add me or please visit us in our Discord Look for the "Awaiting Recruitment" channel and wait a recruiter to assist you.
  3. I have run into a fairly frustrating problem involving AI helicopter pilots and squads attempting to board helicopters. The situation is as follows: I have a helicopter with its engine on waiting on the ground. Then, I order my squad members to board that helicopter, but as soon as I do the helicopter takes off, goes to about fifty meters, and then lands again to allow my squad members to enter. This also occurs with editor-based waypoints. As soon as an AI squad activates a 'Get In' waypoint, the AI flying the helicopter shoots up into the air and then lands again. Is there any way to force the AI helicopter to not do this, and stay on the ground instead? I have tried everything from synchronizing load and get-in waypoints (with a condition to wait for the units to get in), using disableAI "ALL", disabling the simulation of the helicopter's pilot, placing an invisible helipad directly under the helicopter, etc., but nothing works. Note that it is necessary for the helicopter's engine to be on to achieve the necessary effect as this takes place during a cutscene. Any suggestions would be greatly appreciated.
  4. Enhanced Weather and Cloud Mod Version 2.1 For Arma 3 by ANZACSAS Steve. --------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------- - Clouds are at a higher altitude. - Bad weather has heavier and darker overcast. - Works for Altis ,Malden, Stratis,Tanoa and CAWorld (Bis Base class Terrain). - Works with CUP and possibly other addon terrains based on these classes/islands. - Great for flying . - Based around code from "Take On Helicopters". - Signed and has server key. - Thanks to bis and the community. - Enjoy :) http://www.mediafire.com/folder/iqf5ja1z6yvs1/ANZACSAS_Enhanced_Weather_Clouds_Mod_v2.1 https://steamcommunity.com/sharedfiles/filedetails/?id=1465275935
  5. Helicopter Dust Efx Mod For Arma 3 by ANZACSAS Steve. --------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------- - Enhanced Helicopter Dust/Downwash Effects. - "Brown Out" dust effect when landing on dirt. - Works on all vanilla helicopters. - Works for all addons that use default Bis Dust Effects.(Probably 99.9% of addons) - Works with CUP. - Signed and has server key. - Thanks to bis and the community. - Enjoy. http://www.mediafire.com/file/vcswsapdsa0a6d5/ANZACSAS_Helicopter_Dust_Efx_Mod.7z/file https://steamcommunity.com/sharedfiles/filedetails/?id=1537745369 http://www.armaholic.com/page.php?id=34523 Better pics - http://www.mediafire.com/file/t5ribmmm7u99r00/ANZACSAS_HeliDustModPic1Large.jpg/file http://www.mediafire.com/file/esmfoia9b6e2d9f/ANZACSAS_HeliDustModPic2Large.jpg/file
  6. U l t r a S i m p l e H e l i c o p t e r R e q u e s t I'd like to share a little thing, nothing big. KeyCat asked for this feature in another project and it didn't fit. Since I can not say no to cats, I wrote an extra mini addon. Description: Mini dialog to request any helicopter of your side, with a small crew that joins your group. Should work in any mission and with any properly configured addon, 2 chopper limit. Download: Community Base addons A3 Signed: Nope, since no MP restrictions were made and you could trick the script and spam choppers. Usage: Press Hotkey (default: END) to bring up mini-interface. Choose and request helicopter. Helicopter will spawn a few clicks away and report in after 10 seconds, then fly towards your position. There is a limit of 2 choppers at a time to prevent spamming. Known issues: Helicopter can crash on spawn in rare cases. Please note: There is nothing official about this. What you see here is me returning a favor to an old battle buddy and sharing it with you lot. No support, no updates, just so you know. Changelog: Enjoy!
  7. VPHUD stands for Virtual Pilot Head-Up Display What is VPHUD? Have you ever felt the need to look at the aircraft fixed gauges, because it had no HUD? Have you ever crashed your aircraft because you were distracted looking at such gauges? Have you ever wished the Advanced Flight Model GUI existed in the Standard Flight Model? If that's your case then I'm glad to tell you that VPHUD seeks to solve all those problems and wishes you ever had before. VPHUD is a seamless addon that adds two virtual gauges to all aircraft which do not have native HUD support. A Artificial Horizon to help you understand when your airplane is upside down, or if you're landing your helicopter perfectly leveled. A Vertical Speed Indicator to give you crucial information if the landing you're attempting to make is too harsh for your aircraft to handle. Some other misc information is also available such as height from surfaces (not ground terrain) and speed. How it works? As mentioned before, the addon works seamlessly without the need for any configuration. All you have to do is get in a aircraft as pilot, and the VPHUD will pop up immediatly. At the left will show up the Vertical Speed Indicator and at the right the Artificial Horizon. Aircraft that have built-in HUDs will not make VPHUD appear. But that's not all, you can change VPHUD's settings by scrolling and selecting "VPHUD Options". What can I change? In VPHUD's Options menu you'll be able to: Change the System of Units between Metric System and Imperial System. Change VPHUD scale and positioning. Enable a virtual crosshair and change its color. . You can use the crosshair only if you don't care about the gauges. Force/unforce VPHUD to show up, ignoring built-in filtering options. How to aim the crosshair? When NOT zoomed in the player aims with the V's top (default view), when zooming in the player aims with the bottom end of the V (right click zoom). Issues Gauges scalling algorythm needs improvement. Altitude bar sometimes getting behind the Vertical Speed Indicator is a expected behaviour. Pitch not perfectly accurate. Aside from that, none that I'm aware. Let me know if you find any. Planned Improvements Throttle indicator. Better crosshair customisation. Change pitch degrees scale from 10º to 15º. Another VPHUD styling that replicates real aircraft HUDs. Meanwhile this may interest you. Licensing No Redistribution - You may not publicly redistribute VPHUD without my consent. As such public modpacks/mod compilations are not authorized. The ONLY EXCEPTION are communities/clans that may PRIVATELY share VPHUD on their own PRIVATE repositories for PRIVATE IN-HOUSE use without noticing me. (I'll personally take care of distributing and keeping updated VPHUD on the most popular Arma public repositories. If you wish for VPHUD to be available on a public repository that is not yet available please contact me.) Attribution - You may create your own derivative works as long as you credit me for the original work on which your derivative work is based on, but not in any way that suggests that I endorse you or your derivative work. Noncommercial - You may not use VPHUD for any commercial purposes whatsoever. Share Alike - Your derivative work must also be open for derivative works and not be used for commercial purposes as well (both Arma derivatives and non-Arma derivatives). You may opt to openly allow your derivative work to be publicly distributed. Download Repositories Steam Workshop Armaholic Direct Download withSIX (Outdated) Feedback and suggestions are always welcome! Thank you. Contribute to the mod at GitHub.
  8. Enhanced Helicopter Tailrotor Effect Mod For Arma 3 by ANZACSAS Steve. ------------------------------------------------------------------------------------------------------------------------------------------ - Enhances the tailrotor effect on US helicopters. - UH-80, AH-99, AH-9, MH-9 also Bis Base Classes. - More challenging flight characteristics. - More of a "Take on Helicopters" feel. - Will work for Addons based off these units/classes. - Signed and has server key. - Enjoy.:) https://steamcommunity.com/sharedfiles/filedetails/?id=1526953405 http://www.mediafire.com/file/9d9bpdl6hz3tdav/ANZACSAS_Enhanced_Helicopter_Tailrotor_Effect_Mod.7z/file Note - This mod enhances the torque/anti-torque effect associated with vertical tail rotor configured helicopters.Try the mod and you will feel the effect.
  9. Squad name: 7th Cavalry Regiment Timezone/location : All US/EU Gamemode preference (eg coop or pvp): Coop/PVP/PVE, Mil-Sim Contact email: My 7th Cavalry Profile Website address: 7th Cavalry Website Short description: The 7th Cavalry Regiment is a military simulation clan primarily focused on Arma 3. The Regiment was founded October 15th, 2002 and remains committed to military simulation today. This means that when you enlist, you will earn your place as a trooper in one of the oldest gaming regiments online. For the majority of people in the CAV, this unit isn't just somewhere to play, it truly is a brotherhood in which all are respected and supported by their brethren. We have over 220+ Active Arma 3 members spread across 1st Batallion. We have three Company's: Alpha, Bravo and Charlie. Alpha contains Fixed & Rotary Wing for Transport and Attack, Bravo consists of Mechanized Infantry/Armor, Mortar & Artillery (pending Mod release) and Charlie Company, the tip of the spear. Charlie Co. is the main Infantry element, with Airborne, Medics, a RANGER platoon (must pass RANGER selection), Airborne Engineers and more! For more info, visit Detailed 7th Cavalry Recruitment Post Language: English
  10. This campaign is for people who like flying helicopters in ArmA3. Most missions focus on the Mil Mi-24 Hind because of its versatilty. The campaign fully supports the Advanced Flight Model. The story is about a former military pilot and if the mission is played solo this character should be chosen. The first season of the campaign allows for up to 2 player to play COOP as pilot and gunner, later missions will allow more people in several helicopters. All missions are still BETA and the COOP is somewhat untested. Any constructive feedback is appreciated. The campaign includes a ton of references to other games, movies and TV-shows often with some silly humour. Hope you are not easily offended. Thanks -RHS team -CUP team -Grumpy Old Man for his awesome loadout script -ALIAS for his roadflare script -Project Opfor team -all the modders, scripters, mission builders etc. who make this community great since OFP days. Steam Workshop Link Have fun!
  11. Arma 3 Flight Servers

    Hello everyone, I recently got into helicopter flight, I have been practicing for quite a while. I was just wondering if there are any online servers where I can just hang out and fly helicopters with other pilots, where there is no combat, but just flight and conversation. Anyone know of any servers that might interest me? It would be a great help! Steam name DownTownAustinB
  12. The Helicopters DLC need a big update ! Thats not fair, where is the steering animation ? And why i cant take up while i am rolling on the airstrip ?
  13. Hi guys, I'm building a sort of training map that's getting to be quite ambitious the overall objective being to allow for multiplayer training of equipment and tactics in arma. I have a lot of equipment down and have been creating scenarios etc... for each type of equipment to instruct players how to respond to the specific scenarios. I have a few transport helicopters (little birds) placed in an area with a trigger encapsulating them (10m height) the condition of the trigger being "This" and this code in the upon deactivation field This all works great however I am running this on a dedicated server and it seems only the pilot has control of weather or not the specific vehicle component is damaged, I would like if the copilot could control this so as to have an instructor in the copilot seat randomly disabling components at inconvenient times.
  14. Is it somehow possible to "hook" the helicopter inside the hangar of the USS Liberty and get it thrown out to the Libertys helipad and vice versa? Ingame I´ve found a addaction "hook", but it´s not working? I am using a Ghosthawk and hangar doors are opened. If I´m the driver of the ghosthawk I´ve got the option to hook in action menu, but without any effect. Is there a code known, how to get it hooked from beginning or how do I get it working?
  15. DOWNLOAD LINK https://steamcommunity.com/sharedfiles/filedetails/?id=1436978581 Arma 3 Eagle Wing full campaign The Arma 2 bonus campaign remastered. Situation: After the conclusion of Operation Harvest Red in 2009, the civil war in South Zagoria province has escalated into a outright war between the U.S., backing the Chernarussian government, and the Russian Federation, backing the ChDKZ insurgency. The U.S. launches "Operation Echo Wave" and dispatches a naval fleet off the coast of South Zagoria to aid the Chernarussian Defense Forces (CDF) in their retaking of the province. You take on the role as the US marine pilot, Ed Winters, with Co-Pilot Tim. Your objectives are simple: Head to the airfield and destroy Russian Su-25's After destroying the Su-25's move to Marathon position and engage all hostile helicopters inbound. Your mission is over once all AA missiles have been fired. Requires: All CUP mods except CWA. Nimitz mod CBA mod Haven't tested with ACE or other such mods, so don't expect full functionality. DOWNLOAD LINK https://steamcommunity.com/sharedfiles/filedetails/?id=1436978581 Thanks: Bohemia Interactive CUP team CBA team Nimitz mod
  16. As title says, my buddys game crashes everytime a heli or a plane starts flying. I am stumped as too the reason. when he first got the game we had no issues. but then we started playing mods and now he has issues. even with mods disabled on vanilla. His PC Specs: CPU: Intel - Core i5-4690K 3.5GHz Quad-Core Processor Motherboard: Gigabyte - GA-Z97X-SLI ATX LGA1150 Motherboard Memory: G.Skill - Sniper 16GB (4 x 4GB) DDR3-1600 Memory Storage: Seagate - Barracuda 1TB 3.5" 7200RPM Internal Hard Drive Video Card: EVGA - GeForce GTX 950 2GB FTW ACX 2.0 Video Card Case: NZXT - Phantom 530 (White) ATX Full Tower Case Power Supply: EVGA - SuperNOVA NEX 650W 80+ Gold Certified Fully-Modular ATX Power Supply Operating System: Microsoft - Windows 10 Home OEM 64-bit Things we have tried: Added 8gb of Ram to make 8 into 16. Multiple Reinstalls Full Deletion of Arma in all folders on the PC Full Wipe of anything arma related including mods and starting back from vanilla Tried all of those things and with no mods installed on the pc he is still having issues. Please help, he doesnt want to "waste" his time trying to fix the game and i enjoy playing A3 with him
  17. I want the crew to stay in the helicopter, but i don't know how to get it to land in any other way but this. player addEventHandler ["Fired", { params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"]; if (_ammo isEqualTo "SmokeShell") then { _unit removeEventHandler ["Fired", 0]; _pos = [getPos _projectile, 500, 500] call BIS_fnc_findSafePos; _veh = createVehicle ["B_CTRG_Heli_Transport_01_tropic_F", _pos, [], 0, "FLY"]; _veh allowdamage false; createVehicleCrew _veh; {myCurator addCuratorEditableObjects [[_x],true ];}forEach units group _veh; //debug _wp = group _veh addWaypoint [position _projectile, 0]; _wp setWaypointType "GETOUT"; _veh addEventHandler ["GetIn", { params ["_vehicle", "_role", "_unit", "_turret"]; [tsk,"SUCCEEDED"] call BIS_fnc_taskSetState; [tsk] call BIS_fnc_deleteTask; call selectRandom [HNK_fnc_createTask_HVT]; {deleteVehicle _x}forEach crew _vehicle; deleteVehicle _vehicle; }]; }; }]; Keep in mind, ive spent the whole day trying out setWaypointstatement, and trying utilizing what the wiki example gave. _helicopter move (getPos _destination); sleep 3; while { ( (alive _helicopter) && !(unitReady _helicopter) ) } do { sleep 1; }; if (alive _helicopter) then { _helicopter land "LAND"; }; And the AI will just hover over where it is suppose to land. Also if you know how to add a waitUntil {speed _projectile == 0}, much appreciated because i keep getting generic error in any form of implementation i choose.
  18. Hello everyone, I decided to share a little thing that has been sitting on my hard drive since (I'm sorry for this joke) last year. Thanks to Helijah for the model, I imported the Hornet Auto Gyro in Arma 3. It was a little side project that I did to show, teach and be a proof of concept aircraft for a friend of mine who I am teaching. Started off pretty simple with it belonging to the civilian side. Then, I decided what the hell, and strapped a .50 and 4 rockets to the side of it, with a couple of grenades dropped by the pilot. It has some great STOL capabilities and flies at roughly 80 KM/H in cruise. Currently the auto gyro is found under BLUFOR, OPFOR, and CIVILLIAN, with it's armed variants under the armed factions. *Side note* I just realized I left the instruments out. Oops. The three of them will be added shortly Here's some screenshots of it. Here's a little video showcase of the auto gyro I won't be releasing it until the friend I am helping is finished with their import of an auto gyro, but hopefully that will not be too much longer PS, if there's any flight model magicians out there, can you help me? It's a stubborn thing to slow down, and I'm not sure what's causing that. Any advice? If you have any comments or suggestions with what I should add/do with the auto gyro, feel free to tell me :)
  19. Hello Everyone! So I'm making a custom campaign for me and some of my friends to play coop. So far I have been using audacity to create sounds files and declaring them with the description.ext using "class cfgsounds". So first I record my audio, then distort the voice and add static to simulate a radio effect, then I simply create a trigger that will play the sounds using the in game UI under EFFECT --> ANONYMOUS ---> MOB1(my custom radio sounding ogg file). So far it has worked great! Everyone can hear the sounds, it sounds like comms over a radio, its plenty loud and clear, and everything is great! On the 3rd mission I have all players inside a flying helicopter and attempt to use the same technique as the previous missions but for some reason the audio is so quiet that I couldn't even tell it was playing unless I listened very closely. I've tried using audacity to amplify the sound to insane values, use the "cfgsounds" to increases the volume, but no matter what I try the sound is still near silent and muffled. I tried to search around google, armaholic, and here to no avail. Does anyone know why the sound is so quiet in helicopters? Or even better, how to make the volume and clarity normal? Thanks for the help guys!
  20. Hi! I'm currently working on a few mod. Most of the planes within the mod has a radar, and I got that shit working just fine. My only problem is the fact that I can't figure out a way to set the zoom on the radar panel. The radar is set to a range of 15 km, but the display can't zoom further than 4km. Does anyone know how to fix this?
  21. http://www.armaholic.com/page.php?id=33610 http://steamcommunity.com/sharedfiles/filedetails/?id=1234500643 1-4 pilots and co-pilots can join and get randomized helicopter transport missions. Pick one of five available transport helicopters at Khe Sanh Combat Base and complete five missions. Players can either choose to man a single helicopter or fly a helicopter each or use one of the combat helicopters or planes at the main Khe Sanh Combat Base runway. For example, one player may fly a transport chopper, while another player can fly a gunship for fire support in case of a hot LZ. There is however only light enemy opposition present in the area currently. There are three places setup to deliver fuel, repairs and new crew members. The re-fueling occurs automatically when landing or hovering besides the fuel barrels close to the start area. Repairs and healthy crew members are acquired by landing at the repair/medics marker respectively, staying in the vehicle and using the radio 0-0-1 for repair and 0-0-2 for healthy new crew members. The player himself is not healed though. There's a simple respawn system in the mission, a player will be respawned at the starting area and is able to get new missions from the commander. A destroyed transport helicopter is respawned at the starting area as well. A crash landed damaged but not destroyed helicopter has to be destroyed by other means: Use an available gunship from the main base for this purpose. The mission makes use of a headless client to spawn most AI units there. If possible please use one, as it significantly reduces stress on the server. However the mission will also run with low fps on a hosted system. Best experience will be had on a dedicated server with a headless client (HC), see https://community.bistudio.com/wiki/Arma_3_Headless_Client for setting up a HC. As this is about my first published multiplayer mission, please cut some slack for bugs and omissions. KNOWN ISSUES Sometimes the AI at hill 950 only reluctantly boards the helicopter. Often it is good enough to lift off and land the helicopter a few meter from the landing pad. Most times stuck straggler AI will board then. The AI does not like to walk on the landing pad, it will walk through it. Currently the mission will be nearly unplayable during the night.
  22. Back in the Arma 2 AO days a script/ module used to exist that allows the player to call medevac and land at a red smoke gernade. This was a module and could be placed in any mission easily. I tried this module in Arma 3 but it did not work anymore, so I was wondering if anyone had another module. I would rather have the Module because it can easily be used for different missions, rather then writing a whole script per mission. If a module is not available i was looking for a script that might work. I have checked the forums and really don't see a FULL answer for what I'm looking for. I have tried assembling bits and pieces and have yet to get it right. The idea would be as follows. Medevac helicopter "Med_heli1" awaiting at the FOB or airbase. Player would activate the medevac call using the radio menu. Once activated the medical helicopter will begin the call. Trigger would have a timer so that the helicopter may not simply spawn or show up. The timer is to give the player the feel of waiting and securing a sight. Our birds are not ready at a moments notice unless it was already in the air. "Med_heli1" would begin the journey to the EVAC site and would await a signal. This signal could be red, green, or Ir strobe as needed. Until the helicopter sees this or this trigger is activated it would orbit the player area to avoid being an easy target. Once the helicopter detects it will land at the smoke, IR, or a suitable location. (Engines stay on and hopefully it doesn't crash) Player can bring the casualty to LZ (helicopter) and it will be loaded onto. Once all wounded has been loaded or helicopter is full it would RTB and await it's next call. (the idea of having the casualties removed vs having them healed instantly is up in the air, I prefer to have the guy off the squad because it is far more realistic and teaches you to really watch what your doing vs run and gun.) (if this was not possible or not wanted the casualties can be healed over a time and returned to the players squad) The other thing would be to LIMIT how many times the bird could be called or to set a trigger that can force the player to secure the LZ and make sure the no opfor is detected. (In real life those birds dont fly into a hot LZ, that LZ needs to be secured and if you lose control or become overrun a hasty LZ would have to be established, they dont want the birds shot down and even though the 9 line has an ARMED escort option it is RARE.) I have tried some of the options using the EDEN editor but it really looks like a mess so I'm assuming script or module would be the only way to make it work and not clutter up the entire map. Thanks again for any help Bill
  23. Steam Workshop Link Imgur Album of Scenario Missions This scenario has three stand-alone missions which activate upon getting into the driver seat of each individual heli. There is one mission each for the AH-9 Pawnee, MH-9 Hummingbird, and M-900 "civilain model" respectively. The features for this scenario give it much replayability, and it can be used as a sandbox with zeus. ______________________________________________________________________ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX --------------------------------------------------------------------------------------------------------------------- +++[***AH-9 Pawnee Mission***]+++ Enemy soldiers have occupied the Red Spring Surface Mine. Fly in and clear them out. Intel reports at least one armored vehicle on site and several quadrunners. * Controls: use F2 to command your main co-pilot battle buddy. Call in support if needed by pressing 0-8 to bring up supports. (*Note: enemy positions change each time you play this mission with random placements for added replayability.) *Known issues: NONE! ______________________________________________________________________ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX --------------------------------------------------------------------------------------------------------------------- +++[***MH-9 Hummingbird Mission***]+++ A foreign born bomb maker has been confirmed on site at his production facility. Fly to the area, take out the three nearby rooftop spotters, land on the roof, and command your team to "Disembark". They will then clear through the building searching for the HVT. Go with them, or stay on the roof... or use some other tactic. I don't really care. *Controls: F3->F6 are the bench gunners. F7&F8 are the medics, and F9 is the Hummingbird's co-pilot. (Note* the team members will make their way through the building from the rooftop and kill the HVT on their own. Then they clear the shed in the back before waiting on the ground near the silos to get on the Hummingbird to RTB. You may need to kill the HVT yourself if they are dead and not up to the task. Be sure to check the inventory for many supplies and weapons. *Known Issues: F7 team member sometimes does not work. I don't know why. I even gave him remedial training. I think his enlistment contract might be up soon. ______________________________________________________________________ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX --------------------------------------------------------------------------------------------------------------------- +++[***M-900 (Civilian Model) Mission***]+++ You are the replacement air mail delivery guy for the day! Land and deliver the mail to five challenging locations. Enjoy the scenery and fun around the drops. *Known Issues: NONE! ______________________________________________________________________ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX --------------------------------------------------------------------------------------------------------------------- (FEATURES) - Scenario begins with a 60 second visually entertaining ride into the airbase. - All supports available [virtual providers] (Artillery, CAS, Transport, etc) - Zeus (Just press "Y") - Auto-repair / rearm / refuel helipads at airbase - Virtual Arsenal access from ammo boxes near helis at airbase - M-900 has *LOTS!* of gear and weapons in its inventory. - Civilian presence in mission areas - vehicles on roads in main city mission area - Active friendly AI at your base. (Patrols, flight landings, etc) - Auto-saves in appropriate places - Unlimited saves - Warp 4 hours ahead by stepping into the shed next to the ATC tower for five seconds. *(Repeat for evening, night, or morning ops to change things up.) - USS Freedom Aircraft Carrier - with multiple aircraft on board ready to fly - Two hangars full of other aircraft to use - UAVs all have UAV console in their inventory - Tomb of the Unknown Soldier / graveyard * Easter egg obstacle course (WIP) Let me know what you all think. I would appreciate feedback on the Steam workshop page as I check that. ENJOY!
  24. Model and textures by Tjockjocke Coding: granQ Extra credit to tinter and her friends (Mallow HOT-1 modell, Diwako for Bundeswehr textures) for more weapons and several bug fixes. New additions from this gang is gunpods, HOT-1, rockets and cannon as well as German, Tan and Black textures. Get it on Steam workshop. http://steamcommunity.com/sharedfiles/filedetails/?id=1298165770 Disclaimer: This addon is a standalone version of the helicopter from the Swedish Forces Pack. We will continue to work with the Swedish mod and that's our primary focus. So please check out that as well :) https://forums.bistudio.com/topic/143603-swedish-forces-pack/
  25. Trailer: Welcome to BIRDY WARS - WHERE Little Birds SOAR.... LOL.. yeah.. always wanted to do something like that.. anyway, This is a mission I made based of "Heliborne" with focus on only ground support. Wanted the game with an Arma 3 flight model, so this is what I came out with. A project made out of fun, but I thought it would be fun so I decided to put in the workshop. I wanted to play Heliborne but I was looking for something closer to Arma 3's flight model and also wanted an actual reason to transport units and land them, rather than the usual heli-taxi mission you see made in the community. (Not because that's what the waypoint says, but because you have to insert the troops there to maybe flank or capture the sector faster.) So Birdy Wars is what came out of that desire. (I ended up focusing on this so much more than actually learning how to fly the helicopter though... T-T ) Wonder if I can make a trailer out of it :P Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1174045120 Dropbox: https://www.dropbox.com/s/rclahashddpbnxh/BirdyWarsV153b.Altis.pbo?dl=0 Quick SP and MP Description: SP (player in MP actually) - Be able to practise transporting troops to LZ or doing combat runs on AI running around to secure sectors - Just fly.... Don't bother about anything else MP - Go against each other to support your ground AI units to capture the sectors. - Play in Either Ground support Only or Pilot vs Pilot Actual Feature Description: - 6v6 Ground Support Only or Pilot vs Pilot modes (Set in Parameters; WIP) - 3v3 Ground-based Support (1 armed and 2 unarmed vehicles.) - AI-based Sector Control (You support the AI to capture the Sector) - Pawnee for combat roles and Humming Bird for support roles(Spotting, Reinforcements) - Vehicles available same way with armed and unarmed(only reinforcing.) - Spotting:- Apply enemy side in range with smoke/flares depending on day/night. (range set in parameters) - Reinforcements:- Pick up small units from base and inserting them close to sectors to make them assist the attack on the ground. - Simple Repair and Rearm function back in base after landed and engine turned off. - "Advanced" AI to move/attack sectors according to sectors controlled. - AI Patrols on sectors taken by their sides accordingly - Map Tracker to help keeping friendly units' position in check - RHS compatible; Specifically RHS USAF and AFRF. (Set in parameters too.). Default in Vanilla mode. RHS MELB and Humvee used for RHS Enabled games. - Added Parameter to allow armed players and also Virtual Arsenal ammobox near Spawn area. (Off by Default) Some Screens. Roadmap(Might sound a bit too massive though, lol) - Better Clean-up system - AI polishing. (Not like FFIS or bcombat, but just how the AI's waypoints is being decided.) - Limitations of different features to prevent overuse/server crash. Nonetheless, I do hope you had fun! Also, please do comment in regards to possible bugs so I can try to solve it as there is a limit to how much I can search and find with a single brain. PS: Please don't expect quick response and also quick solution to issues as I am doing this in my free time from work. Hope you can understand. Thanks.
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