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Found 89 results

  1. 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?
  2. 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.
  3. 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
  4. 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!
  5. 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/
  6. 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.
  7. I was looking for a fast-rope script to use in a mission. I found this thread. I used the script made by zealot111 as the base for my script. All credits should go to him for the basic idea. I just rewrote it to include a queue, and other small changes. The main goal, for me, was human player usage only, but the script will also rope down AI members of a group whose leader is human player. SHK_Fastrope.sqf Example mission Usage 1. Copy the script file into your mission folder 2. Open (or create) initPlayerLocal.sqf in your mission folder 3. Add this line into the file (no semi-colon at the end of the line): #include "SHK_Fastrope.sqf" Example using Ghost Hawk (chopper leaving after all units are on the ground is done by trigger, not by the script)
  8. INTRODUCTION 14th Marine Expeditionary Unit (SOC) (14th MEU(SOC)) is a ARMA community that aims to provide a realistic experience of simulated combat and operations. 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 The 14th MEU Realism Unit is organized like a real world Marine Expeditionary Unit with a Command Element(CE), Ground Combat Element (GCE), Aviation Combat Element (ACE) and we do not have a Logistics Combat Element (LCE) at this time. For our purposes the Command Element houses the MEU HQ, H & S Company, Force Recon, The Ground Combat Element consists of an Infantry component, Tank component, LAV component and the EOD component. We utilize the 3rd Battalion 5th Marines, the “Dark Horse”, as our Ground Element core. Our Air Element is based on detachments from Marine Light Attack Helicopter Squadron 469 (HMLA-469) Vengeance, Marine Fighter Attack Squadron 211 VMFA-211 Wake Island Avengers, Marine Heavy Lift Helicopter Squadron 465 HMH-465 WarHorse. WHAT DO WE OFFER Infantryman Machine Gunner SMAW Gunner Mortarman Tank Crewman AAV Crewman Force Reconnaissance Man Corpsman EOD Radioman JTAC Aerial Gunners/ Maintenance Crew Pilots: UH-1Y, AH-1Z, CH-53E, F-35B GET CONNECTED Age Requirement: 17+ Years old. (Exceptions are possible) Valid ArmA 3 copy. Your application will not be processed without a valid Arma 3 Player ID. Teamspeak 3 VoIP Client and working microphone/speakers/headset Be disciplined, motivated, and eager to learn specialized tasks SCHEDULE Timezone: Central Monday School of Infantry @ 7:00PM CST Tuesday School of Infantry @ 7:00PM CST Wednesday School of Infantry @ 7:00PM CST Thursday Unit Training @ 7:00PM CST Friday Pre-Operation Rehearsal @ 7:00PM CST Saturday Operation @ 7:00PM CST Sunday N/A OFFICIAL MODS (Required) If you are interested in learning more, and/or applying for membership, please visit us in our Teamspeak (65.19.183.244) and look for a member.
  9. Arma3 Videos

    Hello guys after days spent to control and get used to the advanced flight mode i can fly it in "real threat" xD i am willing to get what u think and what can i improve!
  10. Hello, recently I have noticed whenever I get into a helicopter, once the engine is fired up, that the aircraft goes forward and I crash. I can compensate for it by pulling back but it makes it nearly impossible to fly around. I have restarted the game, tried different servers, aircraft, and different profiles. This happens both on vanilla Arma 3 and with mods. I do not have the advanced flight mode on. I even made sure I didn't have the mouse going forward or that my "W" key wasn't stuck. I have not found anything online to help me with my issue so any help or ideas would help.
  11. We're getting out of Vietnam. The order has come directly from the President, so we've consolidated our forces at the Da Nang airbase. There are some friendly squads stuck behind enemy lines and we need you to bring them back to the airbase before we pull out completely. Take your Huey, designated as call sign Shark, and get our boys back safely. Your going to be venturing into enemy territory, so watch for anti-air emplacements. Features: -Singleplayer -Helicopter rescues -Rearming and repair -Original music Download the mod on the Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1253858447 Listen to the original soundtrack here: https://youtu.be/kUOm1rWhY6A Or checkout my other mod, Wave Defense, here: http://steamcommunity.com/sharedfiles/filedetails/?id=1214321608
  12. I've set up a mission in Eden Editor where a plane or helicopter (using Blackfish currently) will circle around a target. I have everything set up correctly and the plane moves in a circle around the target. The problem is the gunner sight and where the gun shoots are very far apart. The plane is moving around counter-clockwise and when I shoot my bullets go far right of the main box/crosshair. I don;'t have this problem when moving straight, only when moving around. Help please! EDIT: Video link: https://imgur.com/a/U29Oa
  13. I've set up a mission in Eden Editor where a plane or helicopter (using Blackfish currently) will circle around a target. I have everything set up correctly and the plane moves in a circle around the target. The problem is the gunner sight and where the gun shoots are very far apart. The plane is moving around counter-clockwise and when I shoot my bullets go far right of the main box/crosshair. I don;'t have this problem when moving straight, only when moving around. Help please! EDIT: Video link: https://imgur.com/a/U29Oa
  14. Hello guys! :D So i am really new to modding in Arma, and currently im trying to make my first skin for a helicopter. The skin is currently done, but i have one "major" issue. The model doesn't have any landing gear nor interior. I have looked at other peoples config.cpp and cfgVehicles and cfgPatches, without getting an solution for my issue. Here are some screenshots of how it looks like atm. And here is the three config files: cfgPatches.hpp class CfgPatches { class Ch49_rnoaf_330sq { units[] = {"Ch49_rnoaf_330sq"}; weapons[] = {}; requiredVersion = 1.2; author = "Krijag"; requiredAddons[] = {}; }; }; cfgVehicles.hpp class CfgVehicles { class I_Heli_transport_02_F; class Ch49_rnoaf_330sq : I_Heli_transport_02_F { _generalMacro = "I_Heli_transport_02_F"; displayName = "CH-49 RNoAF 330sq SAR"; scope = public; scopeCurator = 2; scopeArsenal = 2; crew = "B_Helipilot_F"; typicalCargo[] = {"b_survivor_F"}; side = TCivilian; faction = CIV_F; hiddenSelectionsTextures[] = {"\heli_rnoaf_aw101\data\skins\Ch49_rnoaf_330sq_1.paa", "\heli_rnoaf_aw101\data\skins\Ch49_rnoaf_330sq_2.paa", "\heli_rnoaf_aw101\data\skins\Ch49_rnoaf_330sq_3.paa"}; availableForSupportTypes[] = {"Transport"}; }; }; config.cpp #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define private 0 #define protected 1 #define public 2 class DefaultEventhandlers; // External class reference #include "CfgPatches.hpp" #include "CfgVehicles.hpp" #include "cfgMods.hpp" Hopefully someone can help! -Krijag
  15. Hello friends, On an edited mission, I have an ammo bearer (selectable) and an empty helicopter, When I select the ammo bearer (via team switch), I enter the helicopter and take off, I fly at a height x (30.50 meters) etc. Then I return to the player (via team switch) and the helicopter descends to ground level. Why it does not maintain the altitude when I left it?
  16. Does anyone know if the spotlight on the Hellcat is working? I just tried it and I can see the spotlight moving around but using the option "Searchlight on" there is no light that comes on. I'm looking to make a search mission and this is crucial to that. I've downloaded a few scripts that "mimic" a searchlight but I'm not a fan of how any of them work and most vanilla helicopters spotlights shine directly down and are not visible from the cockpit (my server is strictly first person). I found the bug reports on the Arma tracker and one comment says that they are broken but this was from 1+ years ago. Seems like it would be a simple fix if it is broken... https://feedback.bistudio.com/T68596
  17. FOV in helicopters

    Hi! I'm using Arms 3 with my Oculus Rift (via VorpX) and in general I'm very happy with it. I think it is amazing how well it works for not having VR support built in. After fiddling with the resolution and FOV settings a bit I have almost no distortion when as infantry and in ground vehicles. The only problem I have its when flying helicopters. Somehow the FOV seems to be different in there and I have quite severe image distortions especially when rolling my head. Is there a way to fix this? By the way I already noticed the same problem when playing Arma 3 on a Monitor with Track IR, so it is not really VR related. Thank you very much for the help and best regards!
  18. SCmod v1.41

    SCmod v1.41 aerial firefighting simulator > Trailer > Gameplay Now on STEAM Workshop
  19. Heliborne

    Anyone play Heliborne?
  20. so i need help again with a retexture code because i thought i had the code right but apparently not so if you could help that would be great. enum { OrdinalEnum = 2, destructengine = 2, destructdefault = 6, destructwreck = 7, destructtree = 3, destructtent = 4, stabilizedinaxisx = 1, stabilizedinaxesxyz = 4, stabilizedinaxisy = 2, stabilizedinaxesboth = 3, destructno = 0, stabilizedinaxesnone = 0, destructman = 5, destructbuilding = 1 }; class DefaultEventhandlers; class CfgPatches { class Iron_Skulls_PMC_Blackfoot { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class WeaponFireGun; class WeaponCloudsGun; class WeaponFireMGun; class WeaponCloudsMGun; class CfgVehicles { class B_Heli_Attack_01_F; class Iron_Skulls_PMC_Blackfoot_Urban : B_Heli_Attack_01_F { displayName = "Iron Skulls PMC Blackfoot Urban"; author = "Clumsy Baron"; crew = "B_Helipilot_F"; hiddenSelectionsTextures[] = {"\Arma3_Iron_Skulls_PMC_Blackfoot\Data\pmc_blackfoot_urban_co.paa"}; }; class Iron_Skulls_PMC_Blackfoot_Desert : B_Heli_Attack_01_F { displayName = "Iron Skulls PMC Blackfoot Desert"; author = "Clumsy Baron"; crew = "B_Helipilot_F"; hiddenSelectionsTextures[] = {"\Arma3_Iron_Skulls_PMC_Blackfoot\Data\pmc_blackfoot_desert_co.paa"}; }; class Iron_Skulls_PMC_Blackfoot_Snow : B_Heli_Attack_01_F { displayName = "Iron Skulls PMC Blackfoot Snow"; author = "Clumsy Baron"; crew = "B_Helipilot_F"; hiddenSelectionsTextures[] = {"\Arma3_Iron_Skulls_PMC_Blackfoot\Data\pmc_blackfoot_snow_co.paa"}; }; class Iron_Skulls_PMC_Blackfoot_Woodland : B_Heli_Attack_01_F { displayName = "Iron Skulls PMC Blackfoot Woodland"; author = "Clumsy Baron"; crew = "B_Helipilot_F"; hiddenSelectionsTextures[] = {"\Arma3_Iron_Skulls_PMC_Blackfoot\Data\pmc_blackfoot_woodland_co.paa"}; }; }; so if somthing needs to be change please tell me
  21. so im working on a mod and when i spawn the helicopter in editor it says cannot load "somthing somthing_co.paa so yh any help will be appreciated enum { OrdinalEnum = 2, destructengine = 2, destructdefault = 6, destructwreck = 7, destructtree = 3, destructtent = 4, stabilizedinaxisx = 1, stabilizedinaxesxyz = 4, stabilizedinaxisy = 2, stabilizedinaxesboth = 3, destructno = 0, stabilizedinaxesnone = 0, destructman = 5, destructbuilding = 1 }; class DefaultEventhandlers; class CfgPatches { class Iron_Skulls_PMC_Ghosthawk { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class WeaponFireGun; class WeaponCloudsGun; class WeaponFireMGun; class WeaponCloudsMGun; class CfgVehicles { class B_Heli_Transport_01_F; class Iron_Skulls_PMC_Ghosthawk_Urban : B_Heli_Transport_01_F { displayName = "Iron Skulls PMC Ghosthawk Urban"; author = "Clumsy Baron"; crew = "Iron_Skulls_PMC_Heli_Pilot_Urban"; hiddenSelectionsTextures[] = {"Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext01_urban_co.paa", "Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext02_urban_co.paa"}; }; class Iron_Skulls_PMC_Ghosthawk_Desert : B_Heli_Transport_01_F { displayName = "Iron Skulls PMC Ghosthawk Desert"; author = "Clumsy Baron"; crew = "Iron_Skulls_PMC_Heli_Pilot_Desert"; hiddenSelectionsTextures[] = {"Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext01_desert_co.paa", "Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext02_desert_co.paa"}; }; class Iron_Skulls_PMC_Ghosthawk_Jungle : B_Heli_Transport_01_F { displayName = "Iron Skulls PMC Ghosthawk Jungle"; author = "Clumsy Baron"; crew = "Iron_Skulls_PMC_Heli_Pilot_Jungle"; hiddenSelectionsTextures[] = {"Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext01_jungle_co.paa", "Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext02_jungle_co.paa"}; }; class Iron_Skulls_PMC_Ghosthawk_Snow : B_Heli_Transport_01_F { displayName = "Iron Skulls PMC Ghosthawk Snow"; author = "Clumsy Baron"; crew = "Iron_Skulls_PMC_Heli_Pilot_Snow"; hiddenSelectionsTextures[] = {"Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext01_snow_co.paa","Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext02_snow_co.paa"}; }; class Iron_Skulls_PMC_Ghosthawk_Woodland : B_Heli_Transport_01_F { displayName = "Iron Skulls PMC Ghosthawk Woodland"; author = "Clumsy Baron"; crew = "Iron_Skulls_PMC_Heli_Pilot_Woodland"; hiddenSelectionsTextures[] = {"Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext01_woodland_co.paa", "Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext02_woodland_co.paa"}; }; };
  22. hi my helicopter textures are not working and if its my config can you help? enum { OrdinalEnum = 2, destructengine = 2, destructdefault = 6, destructwreck = 7, destructtree = 3, destructtent = 4, stabilizedinaxisx = 1, stabilizedinaxesxyz = 4, stabilizedinaxisy = 2, stabilizedinaxesboth = 3, destructno = 0, stabilizedinaxesnone = 0, destructman = 5, destructbuilding = 1 }; class DefaultEventhandlers; class CfgPatches { class Iron_Skulls_PMC_Ghosthawk { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class WeaponFireGun; class WeaponCloudsGun; class WeaponFireMGun; class WeaponCloudsMGun; class CfgVehicles { class B_Heli_Transport_01_F; class Iron_Skulls_PMC_Ghosthawk_Urban : B_Heli_Transport_01_F { displayName = "Iron Skulls PMC Ghosthawk Urban"; author = "Clumsy Baron"; crew = "Iron_Skulls_PMC_Heli_Pilot_Urban"; hiddenSelectionsTextures[] = {"Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext01_urban_co.paa", "Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext02_urban_co.paa"}; }; class Iron_Skulls_PMC_Ghosthawk_Desert : B_Heli_Transport_01_F { displayName = "Iron Skulls PMC Ghosthawk Desert"; author = "Clumsy Baron"; crew = "Iron_Skulls_PMC_Heli_Pilot_Desert"; hiddenSelectionsTextures[] = {"Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext01_desert_co.paa", "Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext02_desert_co.paa"}; }; class Iron_Skulls_PMC_Ghosthawk_Jungle : B_Heli_Transport_01_F { displayName = "Iron Skulls PMC Ghosthawk Jungle"; author = "Clumsy Baron"; crew = "Iron_Skulls_PMC_Heli_Pilot_Jungle"; hiddenSelectionsTextures[] = {"Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext01_jungle_co.paa", "Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext02_jungle_co.paa"}; }; class Iron_Skulls_PMC_Ghosthawk_Snow : B_Heli_Transport_01_F { displayName = "Iron Skulls PMC Ghosthawk Snow"; author = "Clumsy Baron"; crew = "Iron_Skulls_PMC_Heli_Pilot_Snow"; hiddenSelectionsTextures[] = {"Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext01_snow_co.paa","Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext02_snow_co.paa"}; }; class Iron_Skulls_PMC_Ghosthawk_Woodland : B_Heli_Transport_01_F { displayName = "Iron Skulls PMC Ghosthawk Woodland"; author = "Clumsy Baron"; crew = "Iron_Skulls_PMC_Heli_Pilot_Woodland"; hiddenSelectionsTextures[] = {"Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext01_woodland_co.paa", "Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext02_woodland_co.paa"}; }; }; any help will be appreciated
  23. RIME Editor

    Would it be possible to get the RTDynamics' RIME graphical editor for helicopter AFM's added into the official tools package at some point? It's relatively workable in the textual editing environment right now, but editing tables for aerodynamic coefficients is a pain. Something with which access to the graphical editor would greatly ease.
  24. Hi Guys, my second project and this time for AI aircrafts. Helicopter Patrol Fixed Wing Patrol Features Developed for AI Aircraft (helicopters and fixed wings) Aircraft patrols between markers and adjusts the height based on setup Possiblity to limit speed In case enemy is noticed during patrol, aircraft engages Intel share from ground units in search distance. Which means if there is ongoing battle air unit will be aware of enemy positions if they are in search distance (adjustable) Adjustable communication delay for intel share Restarting the patrol after aircraft finds no more enemy after an engagement Possibility to have multiple aircraft patrols in a scenario Script can be called from triggers or init.sqf Detecting all enemies inside kill zone. From now on aircrafts will not ignore infantry which do not fire on them. Advanced optics will detect all inside kill zone (adjustable) Return to base (RTB) if fuel is low (20% considered as bingo fuel) RTB based on damage situation (less tolerance to damage during normal flight compared to being in combat) RTB based on ammo. The decision is made based on cannon ammo count. RTB if gunner dies. Refuel, repair and reload ammo at base Target priority rules. Enemy aircrafts are highest value targets. After that comes tanks, armored vehicles, static weapons and infantry. Dense enemy formations have value multiplier which means 10 infantry in close formation is more valuable target than a single Humwee Laser guidence is used if aircraft has any missiles/bombs which can benefit from laser lock. Future Plans Possibility to have multiple bases Known Issue(s) I didn't code anything to improve the aiming of AI pilots. So still vanilla skils and attack methods are in play which means helicopters are also doing fly by to attack and they cannot hit that accurate. Download Dropbox (version 2.1) Armaholic (version 2.1) Sample Mission Dropbox Usage Details are in readMe.txt inside the zip. Examples about how to add custom code or adjust patrol behaviour are inside AirPatrolEnd.sqf. Sample mission can be found above. Version History v.2.1 Fixed: Independent aircrafts were not using laser guidence. Fixed: Logic Objects on map can cause aircraft to stuck in combat mode over an area as such objects might be categorized as enemy. Added: After attack while waiting the restart countdown, aircrafts will do loiter over the area. Tweaked: Some code optimizations. v.2.0 Fixed: Workaround applied due to bug in BIS_fnc_EnemyTargets function which does not consider static weapons as enemy Added: Fixed wing support Added: RTB based on ammunition Added: RTB if gunner is dead Added: Aircraft uses laser for guided bombs Added: Target priority rules v.1.5 Fixed: Possiblity that aircraft stucks at a marker and starts turning around it Added: RTB based on damage Tweaked: Adjustable ServiceTime option removed from script call. Service time is now depending on how much fuel is missing or how much damage is taken Tweaked: AltitudeArray removed from script call. Multi-dimensional array will be used to hold markers and altitude together v.1.0 Initial version Enjoy!
  25. This is basically just a simple script to get the AI units in a group to get into the helicopter that you are riding in as a pilot. Not sure if any one need this, but just putting it out for people who might be interested. NOTE: All these scripts are taking into consideration that you are the pilot, not the AI (seems to work even if it's empty lol...). Pick up (To make sure that the AI doesn't take the copilot seat which might lead to issues.) Alighting (Should have cleaned up enough) Where _Grp is group that is boarding or alighting the Helicopter, _grpVeh is the helicopter you are trying to board or alight from. I am currently trying to make a custom mission that uses the Hummingbird as the main theme and deploying AI units around is one of the requirements,so I ended up doing this to pickup the AI units. Usage: (I can't attach a file for some reason.) 1. Copy both functions into a file or use this file, https://www.mediafire.com/file/jzllzdsojgol1ox/functions.sqf 2. Run this command in init.sqf, or whenever you need it. where functions.sqf is where you save those two functions in. 3. Call the function and send the required parameters for it. As of now, I tried it with an unmanned helicopter as well. Hope it is useful to whoever find this. PS: Place this because I was searching far and low for such a script but couldn't find it, so I thought since I get it working, I should put it out for people to use. Didn't like MoveinCargo since it's just scripting the AI to appear and disappear :P Just my preference.
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