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Found 131 results

  1. *** Fixed *** I changed this: _wp1 = _heliGroup addWaypoint [_heliLz,0]; to this: _wp1 = _heliGroup addWaypoint [_heliLz,-1]; Totally missed it in the biki *************** Hi, I'm new to scripting in Arma and I have been trying to create a script to spawn a helicopter, load it with other group and unload them in a position. The problem comes when their landing zones are close and they start to fight between each other for them, however I have tried to do it with the eden editor and if you attach each waypoint to each helipad they seem to respect it. I have tried to attach the waypoint to the helipad with waypointAttachObject but I don't get the same result. I have also read in the forum that the helicopter AI claims the lz when flying over them but even if I assign them routes without hovering other landing zones there is no change. The code: (it's supposed to be executed in a dedicated server) This is what happens when I execute the script: And here you can see how one of the helis didn't like his assigned lz Here is the behaviour with the eden created waypoints:
  2. KP Support Missions Gametype: Ground Support Players: 1 - 16 Modes: SP, COOP, PVP Available maps: Altis Vanilla - NATO vs CSAT RHS - US Army vs Russian VDV Malden Vanilla - NATO vs CSAT RHS - US Army vs Russian VDV Takistan Vanilla - NATO vs CSAT RHS - US Army vs Russian VDV Tanoa Vanilla - NATO vs CSAT RHS - US Marines vs Russian VDV Description: In this mission, game mode "ground support", the players take the roles of helicopter pilots tasked with supporting ground units. The playing field includes the two bases of each factions, as well as a total of 10 sectors. From these faction bases ground units are always on their way to independently seize control of those 10 active sectors. The players are there to support the groups by answering requests for transport, air support or medical evacuation. These orders are dynamically generated during the game, which means that no round compared to another is completely equal. This is accompanied by immersive radio traffic. The mission ends as soon as one side has no more tickets remaining. These are reduced when helicopters crash or the opponent controls at least 6 sectors. In the event of a helicopter crash, the player can respawn at their respective base, where after some time the helicopters reappear. The base also provides landing sites to repair, refuel or rearm the helicopter during the mission. Players are actually restricted to their role as pilots and can only leave the vehicle within their own base, for example, to switch to another helicopter. This also means that players themselves cannot take any sectors. Each side also has a Jet in their base. This won't respawn, so it's a high valuable asset with which you can interrupt the enemy supply lines. You can adjust parameters in the lobby for the daytime, weather, tickets count and view distance. There are 3 kinds of infantry troops which will ask for support: Ghost (4 soldiers) Nomad (8 soldiers) Hydra (16 soldiers) Download: GitHub Workshop: Altis Vanilla Altis RHS Malden Vanilla Malden RHS Takistan Vanilla Takistan RHS Tanoa Vanilla Tanoa RHS Discord
  3. Hey, I recently watched the Seal Team series. At the end of Season 2, Episode 21, they were evacuated by helicopter. But not normal. they were hanging on a rope. Have a look at it from minute 2:05: https://youtu.be/Sq6iQxhXtkQ is something like that in Arma too? In vanilla or with mods? Because that would be epic!
  4. Greetings! I wanted HMDs for the West German helicopters from Global Mobilization, so I've made a small compatibility patch for Kimi's HMDs Mod. I was going to keep this as an in-house mod for my group, but I figured there's more than a few people that might find this useful. Adds HMDs for the following GM helicopters: West Germany, - CH-53G - CH-53GS - VBH-1 - VBH-1A1 - VBH-1A1 Swooper - PAH-1 - PAH-1A1 I don't intend on adding the East German or Polish helicopters, but I may if it is requested. This is my first mod release for ArmA 3, so please if anything isn't working correctly (especially MP functionality, as I haven't been able to test that yet) let me know! Thanks to, - Kimi, HMDs Mod - Vertexmacht, Global Mobilization - Bohemia Interactive, for obvious reasons... Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2446018592
  5. 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.
  6. Hello! I'm trying to make a script that will create a helicopter that will fly to the player, land and transport the player back to base when the player throws orange smoke. Most of the script is working fine, but if the player wants to extract a second time after getting back to base, two helicopters will spawn. If done one more time a third will spawn etc. Here is the code that I'm currently using: player addAction ["Request transport", {[] execVM "Scripts\extract.sqf"}, nil, 0.1, false]; // This is in another file to the rest of the script systemChat "Mark your position with orange smoke!"; player addItem "SmokeShellOrange"; player addEventHandler ["Fired", { if ((_this select 4) == "SmokeShellOrange") then { (_this select 6) spawn //spawn will create 1 extra helo every time smoke is thrown { waitUntil {sleep 1, (speed _this <= 0) || (!alive _this)}; _smoke = getPos _this; _pickup = createSimpleObject ["Headgear_H_WirelessEarpiece_F", _smoke]; hideObject _pickup; _marker = 1; waitUntil { sleep 1, _marker == 1}; _radius = getPos player; _helo = createVehicle ["B_Heli_Transport_01_F", _radius, [], 2500, "FLY"]; createVehicleCrew _helo; systemChat "A helicopter is en-route to extract you!"; _zone = getPos _pickup; _helo move _zone; waitUntil {sleep 1, ((_helo distance _zone) < 150)}; doStop _helo; _helo land "GET IN"; {_helo animateDoor [_x, 1]} forEach ["door_back_L","door_back_R","door_L","door_R"]; waitUntil {sleep 1, player in _helo}; {_helo animateDoor [_x, 0]} forEach ["door_back_L","door_back_R","door_L","door_R"]; _helo move (getMarkerPos "start"); sleep 11; [0, "BLACK", 3] spawn BIS_fnc_fadeEffect; sleep 3; player setPos (getMarkerPos "service"); player setDamage 0; deleteVehicle _helo; skipTime 2; [1, "BLACK", 2] spawn BIS_fnc_fadeEffect; sleep 2; curobj allowDamage true; curobj enableSimulation true; deleteVehicle curobj; deleteVehicle veh; [] execVM "startupgui_fnc.sqf"; // Allows the player to set new mission parameters and usually only runs on mission start }; }; }]; Not only does this spawn two helicopters, it also broadcasts the chat message one time for every helicopter that spawns. This leads me to believe that the script is somehow running twice (?). Can anyone tell me what I am doing wrong and how to fix it?
  7. This mod enhances the capabilities of ISR turrets on both vanilla and addon UAVs and Helicopters. https://steamcommunity.com/sharedfiles/filedetails/?id=1623498241 Current features: -Configurable keybinds for adding markers (NEW 2019-02-03) -Options dialog via CBA to disable GUI elements (NEW 2019-02-03) -Measure distance (2D) & heading between two points (NEW 2019-01-30) -Slew turret to position on map via click (must be zommed in one level so the camera is geolocked) -Slew turret to typed coordinates (6, 8 or 10 digit grids) -Grid indicator for where turret is pointing (With 6, 8 or 10 digit grids as of 2019-02-04) -Add Black, Blue or Red numbered markers on the map where the turret is pointing -A North marker in the turret view for situational awareness -Server key included -Support for most vehicles with a turret that inherits the base UAV, Helicopter or Plane class within ARMA -Only needs to run client-side (thanks MGZoltan for testing!) -Turret azimuth, elevation and aircraft heading indicators (NEW 2019-11-30) -Change Altitude for UAVs (NEW 2020-08-26) -UAV Weapon Status Report (NEW 2020-08-30) -UAV VMS (Vehicle Management System) reset (i.e. a reset in case the UAV becomes bugged) (NEW 2020-08-30) -Change Loiter Radius for UAVs (NEW 2020-08-30) Planned Features: -Rangefinding between two points ala the Vector from ACE3 - Done -Support for 8 - 10 digit grid input - Done -Slew to typed coordinates - Done -Support for planes (e.g AC-130) - Done -Auto turret unlock once slew complete - Done Features under consideration: -10 Digit Grids for Grid Indicator - Done -3D Distance Measurement -Real-Time Distance Measurement Method -MTI (Moving Target Indicator) -More advanced markers -Language support -ACE-specific version -Locked/Unlocked status of turret (May be an engine limitation) -Eliminate the black "mask" on vanilla UAVs in the turret gunner's view - Need help, I can't figure this one out. I was hoping it was just a .paa reference. Known Issues: -The turret on the USAF MQ-9 needs to be zoomed in one level before slewing will work -The turret only seems to be accurate within a few meters Marker and slewing interactions are accessed through the vanilla scroll menu when actively looking through the turret of a UAV or helicopter. This addon started as an update to UAVs for my private gaming group. Along the way I realized that a small handful of UAVs in ARMA are actually defined as helicopters (BIS?) so the scope grew to include helicopters. My group has really been enjoying the additional functionality so I thought I'd share. Due to requests, I've also added this feature for planes. The intent of this mod is for it to work on ALL UAVs, Helicopters and Planes with a turret. I've tested this with the following assets successfully so far: -Vanilla AR-2 Darter -Vanilla MQ-4A Greyhawk -Vanilla A-164 Wipeout -Vanilla AH-99 Blackfoot -CUP MQ-9 Reaper -CUP MH-6 -USAF MQ-9 Reaper -RHS MH-6 -RHS A-10 -USAF AC-130 Spooky 2 -USAF RQ-4A Global Hawk -Firewill's F-22, F-16C & A-10 The addon does not work with the following: -None known. Please let me know I'd like to build a comprehensive listing of assets this mod does and does not work with. If you try this with other assets, please let me know. Default keybinds: Add Black Marker - Shift+1 Add Blue Marker - Shift +2 Add Red Marker - Shift +3 Please let me know if you have any issues. I'm specifically interested in assets this doesn't work on. If it's something I can fix, then I'll plan on getting it working. If the assets inherits its base class from something other than UAV, Helicopter or Plane then there may not be much I can do. Post up with feature requests. I may not get to them all, but I'll see what I can do. Thanks to the following folks for help with this: -Killzone Kid -AgentRev -GuyFauwx -ThreadAssessment -commy2 -DevTeam Paxton -Lasket & TrainOfThought6 for Distance Measure Feature idea -The CBA-A3 team for their awesome and easy to use settings system -SGT Fuller & the USAF team -JacobZeD for testing Firewill's Assets & bringing them to my attention -sync0s -kju2 for his notes on multiple display optics and the need to use the IDD layer -Ski for his technical input on the MQ-9 displays And, of course, thanks to BIS for ARMA 3!
  8. Custom load rigging and attaching of helicopter sling loads. Features Set lifting points for objects not configured for sling loading Lift vehicle wrecks Use Forward and Aft cargo hooks on Huron, Mohawk, and RHS and CUP Chinook and Super Stallion Attach multiple cargo objects to a single cargo hook Use multiple cargo hooks to secure a Dual-point load Adjust length of cargo sling legs Experience more reliable MP sling loading thanks to localizing cargo to helicopter Steam Workshop Requires ACE GitHub Basic Usage Get a Cargo Sling item from the nearest helicopter or the Arsenal. Go up to a cargo object and use the ACE actions under Rig for Sling Load to prepare the load. Once the sling is rigged up, you will be holding the Apex Fitting (the part that goes in the cargo hook). If you drop it, you can pick it up again. Holding the apex fitting, get it near a cargo hook, and use Attach Cargo to hook on. In the helicopter, crew may use ACE action or CBA keybind to Release Cargo. Advanced Usage After the cargo is rigged up to either a cargo sling or a helicopter, use Adjust Rigging to adjust the length of the sling legs, either all together, or singly. If you hold the Apex Fitting and try to move further from the cargo than the ropes allow, you will drop the Apex Fitting. When hooking up a single cargo to multiple cargo hooks, the slings after the first one won't appear connected to the cargo! Don't worry, they will connect to the helicopter once you Attach Cargo. Enable rigging on almost anything! _cargo setVariable ["amp_slingload_isRiggingEnabled", true, true]; Script custom sling points on your cargo. _cargo setVariable ["amp_slingload_liftPoints", [[x1,y1,z1], [x2,y2,z2]...], true];
  9. INTRODUCTION United States Army 3rd Battalion, 75th Ranger Regiment (3/75) 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. SPECIAL RECRUITING POLICIES Should any new members join the unit and bring with them two or more friends that complete RASP, we will allow one of the group members to be authorized a meritorious promotion to the rank of Private First Class. The group members must decide who among them shall receive this meritorious promotion. Should the members not agree then no meritorious promotion shall be authorized. This promotion does not come with a guarantee of a leadership billet. Additionally, If six or more members of a group complete RASP, one of the members is authorized meritorious Specialist and one member meritorious Private First Class with the same guidelines of selection as above. No other meritorious promotions are authorized. Veteran's Experience Program (VEP): We give back to our Veterans and Active Duty for their sacrifices to their countries. Be sure to ask us about our VEP Program. Be prepared as we check a sanitized DD-214 (or similar OCONUS document) for entry into the Veteran's Program. After completion of the Ranger Assessment and Selection Program (RASP), Veterans will be implemented into the unit as a Specialist (E-4). The 3rd Ranger Battalion has many Veterans/Active Duty among the ranks, who contribute from their personal experience towards Training, Tactics, Discipline and other Attributes. This makes the unit the creditable Realism unit that it is today. Delayed Entrance Program (DEP): If you don't know if Realism is for you, then consider our Delayed Entrance Program, where you get membership for two weeks as a Recruit to follow us in operations, and the ability to attend our training events to get a feel for how we do things in our unit as a Realism Unit. OFFICIAL UNIT TIME 1800 (6:00PM EST) GET CONNECTED Interested in applying to the 3rd Ranger Battalion Realism Unit? Make sure you meet the following requirements before submitting your application: Minimum age: 16 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. Ability to attend at least two of our unit wide events each month for ArmA III on every Saturday and Sunday of each week at 1800 (6:00pm) - 2100 (9:00pm) Eastern Standard Time (Unit Time). For a full schedule please refer to our Website Calendar. If you have any other questions regarding the application process, please contact one of our recruiting staff. Website https://3-75rr.com Discord https://discord.gg/Jsd8aFJ TeamSpeak IP: 51.81.48.37 PW: Rangers2019
  10. Sean Newberry

    First Armored Division

    Come join the First Armored Division, we currently have 12 people, but pull in the corp 30-40 in events and drills! We have many mos, everything from motorized rifleman to a helicopter gunner. We primarily focused on land fighting but will have the occasional apache in missions. There is no age limit, only requirement is to have arma 3 and speak ok english. https://discord.gg/NsUyQXjQ4z To join copy and paste this link into your browser and accept the invite.
  11. Larger pic - http://www.mediafire.com/view/8b7eb2a2n1ww6hq/ANZACSAS_SouthAsiaPic1Largeb.jpg/file Massive 122x122klm South Asia terrain from "Take On Helicopters" ported to Arma 3 version 1.5 ---------------------------------------------------------------------------------------------------------------------------------------- - No Errors!!! - Version 1.5 - Fully compatible with CUP Mod!! - Tinkered with the cloud lighting and clouds/weather. - Edited objects to be seen from further distance. - Tinkered a bit.:) https://steamcommunity.com/sharedfiles/filedetails/?id=1571581816 - Changed some textures to better suit the Satmap. - Enhanced clutter,Insects,Dust Efx,Haze efx. - Enhanced "Take on Helicopters" Weather. - Uses A3 lighting and sky. -SATMAP texture for in cockpit view. - Now has call to prayer,Arabian radio music and Arabian market Sound SFX added from Takistan.They are found in the Sfx sounds in triggers. - There is quite a few objects added in the editor in the South Asia section that are in the data Pbo's from Take on Helicopters. - Vegetation objects have been added in the editor in the South Asia section for mission makers. - Objects in 3d editor are only partially supported.Feedback still welcome.:) - This terrain focuses on aircraft and large scale missions. - Roads are painted so AI dont follow them the same as in Arma terrains.Extra waypoints are required for ground vehicles. - Water areas are painted and are purely visual. - Concrete runway,taxiway and parking areas have been added in the 3d editor.Found in the South Asia Category. - Comes with an Airbase Template Mission that has concrete runways,taxiway,parking areas and lighting already laid out ready to use. Mission is unpbo'ed in the Missions folder in your South Asia v1.5 ANZACSAS mod directory. - Thanks to Bis and the Community. - Enjoy!! MP Mission's - Persistent Coop 1-30 Combat Air Assault (Ground forces mission) https://steamcommunity.com/sharedfiles/filedetails/?id=1571693129 Persistent Coop 1-10 Anti-Aircraft Tank Hunt (Simple SEAD /training mission) https://steamcommunity.com/sharedfiles/filedetails/?id=157597646 Persistent Coop 1-12 Air War Over South Asia (Air Strategy mission) https://steamcommunity.com/sharedfiles/filedetails/?id=1597976809 Larger Pics of terrain - http://www.mediafire.com/file/7685a7ed120caaz/ANZACSASSouthAsiapic10.jpg/file http://www.mediafire.com/file/ctgqtwg2x8by1ds/ANZACSASSouthAsiapic11.jpg/file http://www.mediafire.com/file/cec8kvv22pg5i21/ANZACSASSouthAsiapic3Large.jpg/file http://www.mediafire.com/file/l3sl31klmr3y5lf/ANZACSASSouthAsiapic12.jpg/file http://www.mediafire.com/file/lcczm59qbrn2272/ANZACSASSouthAsiapic13.jpg/file http://www.mediafire.com/file/jahc5czide4bn0y/ANZACSASSouthAsiapic2Large.jpg/file http://www.mediafire.com/file/riuenk9vga1g1t9/ANZACSASSouthAsiapic6.jpg/file http://www.mediafire.com/file/su89q1na2yq41ct/ANZACSASSouthAsiapic7.jpg/file http://www.mediafire.com/file/r4bbolr8z14io0f/ANZACSASSouthAsiapic8.jpg/file http://www.mediafire.com/file/6tdfjtft12dxtd9/ANZACSASSouthAsiapic9.jpg/file - There are nine pictures inside the south_Asia_h.pbo so that they can be used for overview pictures on a Server in Multiplayer missions. they are - overviewPicture = "HSim\South_Asia_H\data\images\SouthAsiamissionpic1.paa"; (1 to 9)
  12. Group: United Task Force (UNITAF) Branch: Flexible Schedule / Attendance - MILSIM just without the Yes Sir no Sir. Availability: Join on operations as often or as little as you like, including reserve roles if you want to join but aren't sure you'll make it. Language: English Time Zone: Central Europe (but we have plenty of people from the Americas and Pacific and wouldn't say no to more) Our Arma-integrated Website: United task force Discord: discord Operation Times: CEST/GMT/UTC - Flexible schedule (attend by choice from 1 to 20 ops a month) using our dynamic ORBAT deployment application. Operation Type: COOP (from 5-man Special Operations missions to 40-men+ beach assault we have it all) Mods: ACE / TFAR / RHS (Full list: mods) Roles available for:- Marksmen- Snipers- Leadership- Fixed Wing pilot- Rotary pilot and gunner- Tank crew- Autorifleman- Anti-tank/anti-air- Everything, seriously, any role is a potential option. Other Information: United Task Force is a one-of-a-kind session based cooperative MILSIM experience for the Arma series. A unique blend of realism, solid teamwork, just without the yes-sir-no-sir. Our Website: United task force FAQs and more information about UNITAF on the website. - 24/7 Public Server - Just search for UNITAF in the public server list. - Private session based MILSIM operations. - Numerous training sessions so you can become an expert in whatever roles you choose. - Our one-of-a-kind game integrated MILSIM website application. - Full of cool and friendly people from across the world. - Powerful and well maintained servers to reduce frame-drops and keep the game as immersive as possible. Email adress: hq@unitedtaskforce.net Website features: /- Order of Battle: Deploying on our missions looks something like this which makes it super easy to keep track of what team you're in and what your radio frequency is etc ORBAT Snapshot /- Operations Order [OPORD] are written in full for all official operations. To add immersion and let you know exactly what you should be doing on operation. OPORD Snapshot
  13. officialepicpatrickyolo

    Aircraft Banking Randomly

    I recently got into ArmA, and tried out my joystick (T.Flight HOTAS 4) to fly aircraft in this game. While flying the Yak-130, I noticed that my aircraft would randomly bank to the right without any input from me. I noticed the same with helicopters, but it stopped doing it after a couple hours. How do I prevent this from happening? It makes landing and bomb runs extremely difficult for me, and it frustrates me.
  14. Hi, I recently wanted to continue to play to Arma 3, I play this game to pilot helicopters and I wanted to change the piloting mode to the simulation mode but I can't, when I click on settings and then Game, I can't click on the simulation mode, there is the option in the menu but there is no switch button, How can I fix this problem ? Thanks, By the way, I play on the last released MacBook Pro and I think the game is not really optimized for Mac OS.
  15. Hello, I am currently making a helicopter. I don't understand how i can change speed of my helicopter in config. I tried to change all the parameters which seemed to me to be able to modify the speed, without success. I can't find the solution maybe due to the fact that I don't speak perfect English. can someone who has the solution help me
  16. http:// Enhanced Advanced Helicopter Flight Model mod for Arma 3 by ANZACSAS Steve. - An enhanced flight model mod for helicopters with an emphasis on modelling torque and ground effect. - More challenging flight characteristics. - Sim level tolerances for RPM and rotor stress. - Take on Helicopters Sim level. - Works for the following helicopters - UH-80,MD500,CH-29. - May work for addons based off these units/classes. - Signed and has server key. - Works in SP/MP. - Can be used by client only. - Enjoy. 🙂 Link - https://steamcommunity.com/sharedfiles/filedetails/?id=1923464093
  17. Hello there 😄 I'm DrDuckhill, and I'm new in this forum. I'd like to know how to make some working windshield wipers for helicopters, or if there already are scripts (?) for that. You need to know, I have NO CLUE about modding, writing scripts whatsoever. It's just that I want to bring some more realism into flying a helicopter. Working windshield wipers, working instruments (in the EuroCopter 135 / 635 mods the instruments don't work). I hope you guys can help me 🙂 See ya'll
  18. I created a mission where you are controlling a Blackfoot gunship. This mission can be played in mutiplayer as well. But there is an issue. After a few minutes (ca 5 - 10min) the Blackfoot gunner starts to experience extreme camera shaking. I did test the mission with a friend and he did send me this: and this: He was the host btw. I did test this again with my and my girlfriends PC and the problem was still there. Does anybody else encouter this Problem?
  19. FILE CFS 1.01 (Dropbox, APL-SA license) INTRODUCTION CFS script attempts to guide pointed helicopter along his waypoints using very low altitude similar to contour flight. CFS's control is paused as helicopter approaches current waypoint and resumed, when new waypoint become current. Testing run footage Parameters description: Helicopter - a chopper to be controlled. Desired speed - speed in m/s, that heli will try to maintain most of the time. Default: max config speed. The faster, the more risky flight. Desired altitude - AGL ceiling in meters: controlled heli will strive to maintain that height above the ground as much, as possible. Default: 10. Values below 10 not recommended. Overfly buffer - additional buffer in meters added to calculated minimal height necessary to fly over an obstacle (map object etc.). Default: 2. Values below 2 not recommended. Obstacle detection mode - setting for obstacles detection method. 0 - less CPU hungry, pays attention only to the map objects, ignores editor-placed objects and very few exceptions amongst map objects too (example: Tanoa's sea bridge roadway). 1 - detects non-map objects as well, may cause a bit more bumpy ride, than necessary and recognize as an obstacle also objects, that should be ignored, can be more CPU-hungry. Default: 0 (recommended unless insuffice in certain scenarios). Obstacle detection range - a multiplier of obstacles detection radius. Default: 1, which translates to the bigger of the two: (heli full length + 10) OR 20 meters. Too big radius will eat FPS fast, too low will tend to ignore big objects, that still can be collided with. Emergency pull up - if this is enabled and code would detect, that heli gets dangerously close to the ground, emergency "pull up!" vertical velocity will be added, which often (not always) may help to avoid collision. In such situation it will override sharpness setting. Default: true. Sharpness factor - the lower value, the more smoothed flight, but also more sluggish reactions which increase collision risk. Default: 0.2. Values 0.1-0.2 are risky. Values below 0.1 not recommended. Maximum: 1 (safest, but least elegant). Values above 1 or below 0 may cause weird behavior. Debug mode - added 3D visualisation markers and some numerical data on the screen. Default: false. KNOWN ISSUES & LIMITATIONS CFS was tested with few helicopters (Ghost Hawk, Hummingbird and Huron) and settings along various, demanding paths, but further tests with various settings/on different terrains may still reveal exceptions, where collisions may occur. Although I did, what I could to make it looking as natural, as possible, do not expect fully realistic flight model here. It's simplified, scripted makeshift. CFS will fail, if given map object has its shape bigger, than bounding box. One example found: sea bridges elements (pillars) on Tanoa - manual correction for them included. CFS will not try to pass obstacles sideways nor will try to guide the helicopter below any obstacle even, if possible (high bridges etc.). It will always try to overfly the obstacle instead. CFS guides the helicopter towards current waypoint along the straight line, there's no path preplanning to use terrain, avoid hilltops etc. The code is run per frame to make it fluid and reliable, so it may cause some FPS drops especially over areas with many objects, like forests etc. CODE Initialization: _handle = [heli1] spawn RYD_TI_TimidIcarus;//simple _handle = [heli1,83.3,10,2,1,1,false,0.2,true] spawn RYD_TI_TimidIcarus;//advanced //[helicopter,desired speed (m/s), desired altitude AGL (m), obstacle overfly buffer (m), obstacle detect mode (0/1), obstacle detect range (m), emergency pull up, smoothness factor, debug mode] Ending: removeMissionEventHandler ["EachFrame", RYD_TI_EFEH]; Source:
  20. We are USAF special operations unit "Cassowary Composite Squadron", and we're looking for both experienced and/or inexperienced players. ALSO LOOKING FOR HELO PILOTS and/or logistical support airmen.. Our play style is very laid back, however our forms of organization like ranks and structure are close to realistic. We have a very minimal mods list, so you won't be installing addons for hours. Be advised our group consists of younger ages including myself and our preferred age range is 14-18. Our group size is currently 10 people and we are a relatively new unit. A couple final notes, we do not address each other by rank because it's stupid for a game, and we honestly are just a group of friends looking to have some fun. For more details, comment or contact me at: a3cassowary@gmail.com or join our discord! -We have a dedicated server -North America (Central Daylight Time) -USAF structure -Relaxed -Minimal mods -Preferred ages 14-18
  21. hey guys, new to scripting. I'm using this in the init for all the waypoints I want the heli to escort the rest of the squad. "_veh setUnloadInCombat [false, false]; thisArray; [_soldier1, _soldier9] allowGetIn false;" but the gorram pilot still lands when the final hold waypoint comes up, wherever he is at the time. any ideas what I'm doing wrong? the mission runs with 6 spartans, 1 playable but not leader. they are in the main ruins on tanoa, they hold for radio, then the pelican overhead with gunner playable joins the squad and they (usually) make their way out of the jungle south without getting stuck, through the four PREDATORS. I cant get the pelican to hover gracefully over the squad providing fire support untill he gets radio to pickup and move on, most times it flies k's away, because of combat, even though I have set fleeing off, and lands to pick up the squad, despite receiving no order to do so.
  22. Legacy CH-46 Sea Knight release Based on an arma 2 model by sfc.itzhak and Snake Man we present the Legacy CH-46 Sea Knight. This is a development release, meaning that it is not polished and has many bugs. We want to share early on and release fast. At this stage we would like to ask you to stay away from bug reports and feature requests. Both will be tackled when the time has come. In testing the CH-46 we found that the helicopter provides some fun to fly, especially with ACE and their fast roping system, which we support initially. We hope by releasing that early you can share some of this fun. Do not let yourself down by looking at all the dysfunctional areas. The Legacy CH-46 Sea Knight team is: Odyseus Londo shadowviper TeTeT Thanks for consulting and helping from the start to Eggbeast and Chairborne. If you want to support us, feel free to use my donation link on armaholic, I will share any donations with the team (really ;). Downloads Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1843698134 Armaholic: http://www.armaholic.com/page.php?id=35434 Enjoy, TeTeT
  23. STEAM LINK: https://steamcommunity.com/sharedfiles/filedetails/?id=1887444077&amp;searchtext= The long project that I have been working on for over six months now is in the testing phase. There is still much to do and would like you guys to help me out. I am welcome to all comments that improve this project for YOU! Please do not ask for other projects and keep it relevant to this topic. This project will be attached to the current USAF Mod project by SGT Fuller when ready. ENJOY!
  24. I'm working on this event for a mission of mine where a ghost hawk flies into the AO, the player, and their squad board said ghost hawk, and the ghost hawk takes them out of the AO. I decided it would be best to use CaptureUnit for this, as the AI piloting can be unreliable at best. And because I wasn't sure how else to have it so that the player and squad would have a limited amount of time to board the helicopter, I decided I'd break the UnitCapture into two parts: Part one flying into the AO and landing, and Part two taking off and RTB. Part one works fine up until the moment the UnitPlay finishes, at that point the helicopter flies back up into the air and then lands again. And once the player and ai are in the helicopter it does lift off the ground, but then it just hovers, but it's giving me no indication that the script has any errors (and I'm very confident that it doesn't myself). Is there something I can do to fix this? Or should I go about getting the helicopter to pick up the player some other way?
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