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Found 110 results

  1. 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
  2. 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: -Settings dialog so users can disable GUI elements (New 2019-02-03) -Measure distance (2D) & heading between two points (NEW 2019-01-30) -Slew turret to typed grid position (6, 8 and 10 digit grids are now supported) -Slew turret to position on map via click -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 (with keybinds as of 2019-02-03) -A North marker in the turret view for situational awareness -Server key included -Support for any vehicle with a turret that inherits the base UAV, Helicopter or Plane class within ARMA (This should be all UAVs, Helicopters & Planes including addon) 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 And, of course, thanks to BIS for ARMA 3!
  3. 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 1.3 ---------------------------------------------------------------------------------------------------------------------------------------- - 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. -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. - 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. Mission is unpbo'ed in the Missions folder in your South Asia v1.3 ANZACSAS mod directory. - Thanks to Bis and the Community. - Enjoy!! https://steamcommunity.com/sharedfiles/filedetails/?id=1571581816 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 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"; (1 to 9) - Version 1.3 - Added extra level of zoom for map in config. - reworked Haze. - ADDED!! SATMAP pic for onboard aircraft for in cockpit navigation.Compatable with many aircraft addons. - Added extra dust to surfaces. - Server key change!! ANZ key replaces old. - re-introduced data texture for Seattle core. - re-introduced airport files/pieces for Seattle core.
  4. Legacy CH-46 resurrected Odyseus, shadowviper and TeTeT have been working to get the CH-46 from Arma 2 into Arma 3. With help of Snake Man (VTE) we secured the mlods which were originally created by sfc.itzhak. Some work in the past weeks has been done to get the unarmed CH-46D version in game. In the future we want to create an armed CH-46E variant as well. Currently we hope to improve model and textures further for a first public alpha release. Unfortunately we cannot give any timelines for this, as this is a hobby project and time is a real constraint. So far we published two videos on the project on my tetet.nimitz channel: https://www.youtube.com/watch?v=7S5WA3wzQCU https://www.youtube.com/watch?v=qyBTFGzM3lc From the current readme.txt: CH-46 Sea Knight ================ Based on an arma 2 model from sfc.itzhak and Snake Man. Special thanks to Snake Man for sharing the model with us. Presented by the CH-46 mod team, consisting of Odyseus shadowviper TeTeT The mod is currently under development and not finished. We aim for early releases to capture some player feedback and improve the helicopter gradually over time. This project does not follow a strict timeline, so time of future updates are essentially unknown. Remember that we all have a real job and life and do this in our spare time. You can contact the mod team on discord or at tetet.nimitz@gmail.com From the current license.txt: This mod is licensed under Creative Commons CC BY NC SA From wikipedia https://en.wikipedia.org/wiki/Creative_Commons_license CC = Creative Commons BY = Licensees may copy, distribute, display and perform the work and make derivative works and remixes based on it only if they give the author or licensor the credits (attribution) in the manner specified by these. NC = Licensees may copy, distribute, display, and perform the work and make derivative works and remixes based on it only for non-commercial purposes. SA = Licensees may distribute derivative works only under a license identical ("not more restrictive") to the license that governs the original work. (See also copyleft.) Without share-alike, derivative works might be sublicensed with compatible but more restrictive license clauses, e.g. CC BY to CC BY-NC.) Please note that NC especially means monetized servers in the context of Arma 3 multiplayer servers. For full license texts on the above, visit https://creativecommons.org
  5. Hey guys, I am in need of a clever explanation of what I'm seeing and a helpful hand with fixing it. I have created an action that calls for a chopper from a nearby location and makes it move and land in a different location. The script works locally without issues. The script works in multiplayer when called using the Zeus code module option. The script does not work when called by addAction (either attached to a player or a static object). By "does not work" I mean the helicopter does receive the cargo (which means it is recognised) but the chopper just sits there forever. ["Land_PaperBox_01_small_closed_brown_IDAP_F", helicopter1] call ace_cargo_fnc_addCargoItem; ["Land_PaperBox_01_small_closed_brown_IDAP_F", helicopter1] call ace_cargo_fnc_addCargoItem; ["Land_PaperBox_01_small_closed_brown_IDAP_F", helicopter1] call ace_cargo_fnc_addCargoItem; ["Land_PaperBox_01_small_closed_brown_IDAP_F", helicopter1] call ace_cargo_fnc_addCargoItem; hint "Friendly chopper incoming"; helicopter1 move (getPos heli_landing_pad); sleep 15; while { ( (alive helicopter1) && !(unitReady helicopter1) ) } do { sleep 1; }; if (alive helicopter1) then { helicopter1 land "LAND"; while { ( (alive helicopter1) && !(unitReady helicopter1) ) } do { helicopter1 engineOn false; }; }; For the love of me, I cannot understand why it keeps happening. I even called the helicopter1 move part individually from the zeus interface and it did work. Thanks a lot, Adam
  6. INTRODUCTION United States Army 75th Ranger Regiment (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. We offer three different routes within the unit 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 a mortar section, a Stryker detachment and a Regimental Reconnaissance Team. Secondly we have the 16th Special Operations Squadron supporting with their AC-130Ws. Lastly we have the 1st Battalion, 160th Special Operations Aviation Regiment which is composed of one aviation battalion which flies the AH-6M, MH-60M, MH-60M DAP, and the MH-47G Chinooks. OVERVIEW The missions of the 75th Ranger Regiment is to plan and conduct special missions in support of US policy and objectives. As such, the 75th Ranger Regiment conducts large-scale joint forcible entry operations while simultaneously executing surgical special operations raids across the globe. These missions include: Direct Action: These Missions are designed to seize, destroy, capture enemy facilities and/or materials. Rangers are trained and equipped to deliver maximum surprise and shock to opponents. Airfield Seizure: The Ranger Regiment is the Nation's premier choice for forced entry operations. The Ranger Regiment's capability to conduct airborne operations into hostile territory is strategically essential to our offensive military power and reach. Special Reconnaissance: The intelligence gathering activities are designed to monitor, find and fix hostile forces for future operations or strategic decision making. Personnel Recovery: Rangers are trained to evacuate or rescue civilians and prisoners of war, or capture designated enemy personnel in politically sensitive areas, hostile terrain, or enemy held territory. Clandestine Insertion: To place maximum surprise and shock on the enemy, the Ranger Regiment uses special techniques and equipment to infiltrate enemy territory, seize the initiative, and achieve surprise over hostile forces. Sensitive Site Exploitation: Leveraging their combination of cutting edge equipment and lethal, responsive strike forces, the Regiment collects and analyses information gathered on missions to conduct rapid follow-on operations that keep aggressors off-balance and unable to react. MOS AVAILABILITY 11B Infantryman (Rifleman, Grenadier, Automatic Rifleman) 11B Machine Gunner 11B Anti Armor Specialist 11C Indirect Fire Infantryman 68W Healthcare Specialist 153A Rotary Wing Aviator 11S4D Special Operations Pilot OFFICIAL UNIT TIME 2000 (8:00PM EST) 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. GET CONNECTED Interested in applying to the 75th Ranger Regiment Realism Unit? Make sure you meet the following requirements before submitting your application: Minimum age: 16 (No exceptions) 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. If you have any other questions regarding the application process, please contact one of our recruiting staff. 3/75 RU New Join Policy
  7. 1st Battalion, 4th Marines "Whatever it takes" We are an experienced group of Milsim players that have been running Milsim games for about 4 years now. We have an amazing Zeus that will provide you with an epic experience and will provide you with a realistic environment. We are a modern U.S. Marine unit that operates in multiple different kinds of environments using modern day tactics that we introduce into Arma 3! All levels of experience welcome and we are more than willing to teach you anything you need to know to be an important asset and teammate in our Milsim! Positions Available [*]Rifleman [*]Grenadier [*]Engineer [*]Auto Rifleman [*]Machine Gunner [*]JTAC [*]Corpsman [*]Ammo Bearer [*]Sniper [*]Spotter [*]Fixed Wing Pilot [*]Rotary Wing Pilot [*]Helicopter Crew Member [/list] Rules: Must be 13+ Must have a working mic. Must have Teamspeak Installed. Must be willing to show up to weekend operations and training. Follow all rules and orders given in game. Be respectful to everyone. Operation Times and Info: Operations are always at 7:30 PM EST. Operation days are Saturday. Some Sundays are trainings. Content: https://www.youtube.com/watch?v=qe6evss9YCA https://www.youtube.com/watch?v=wHJEnHkkXRo https://www.youtube.com/watch?v=Fh8JJyky3d4&t= Mod List: https://steamcommunity.com/sharedfiles/filedetails/?id=1535084174 [DON’T LOAD DEPENDENCIES] Application Form: https://docs.google.com/forms/d/1zgHA9Xf4x5hC9JxCP9gIbnWXXHg-GW5HM4DSoHWg8hI/edit?ts=5c675f88 Teamspeak IP: 96.58.211.108 (POKE US)
  8. Hello awesome BI community! This is the first time I'm posting an issue here so any help would be much appreciated, and thank you in advance for the use of your time. 🙂 END GOAL: helicopter spawns (via triggers listening to boolean variable in game) helicopter goes to object (defined in script) helicopter goes to player (defined in script) helicopter returns to base helicopter disappears (via triggers listening to boolean variable in game) and: the addAction has an initial menu that just states "SUPPORTS" then upon selecting deletes that action and adds a subset of supports for the player to use. INTENTION: What I'm trying to do is have ONE .sqf script and pass variables to that script via execVM from a trigger in game. I have created this script using 3 .sqf script files using public and predefined variables in game, and it works. But I want this to work more like a function than a script. So this is my first script which uses private variables. I would like this to remain as ONE .sqf so I can copy this to a new mission and create/define the objects/groups in the game, then pass those using execVM. PROBLEM: Everything works, except addAction transfers the code to a scheduled task and the private variables are undefined there, at least that's how I understand it. CODE THAT WORKS WITH PUBLIC VARIABLES: CODE IM TRYING TO GET WORKING WITH PRIVATE VARIABELS: HOW I'M CALLING THE CODE: *EDIT In the game it errors at: slingloadmain = _player addAction [ "SUPPORTS", { _player removeaction slingloadmain; _activate = false; Is this even possible?
  9. Hi there, It's quite annoying when someone else has used the gunner seat of a Heli, offsetting its position, and you later decide to Manual Fire from the pilot's seat and have a misaligned gun. I've been putting a lot of effort into setting up a script that can deal with this via a User Action, however I'm getting a few errors. A few of them are about missing " ) ", " ] ", " ; " (though I have done my best to never leave these out, including using a bracket checker plugin), or invalid variables (which is probably because it's checking a variable before it's set). To summarise, when a player pilot is in an armed Heli, they shall get a user action to centre the turret. This will have either the current AI or a temporary, invisible AI in the gunner seat target a spawned marker in front of the vehicle (if a player is in the seat it won't affect them). I currently have five six files in relation to this. EDIT: Below has been updated to the latest working script - If you get errors make sure there's no invisible characters using Word It requires CBA mission.Malden\init.sqf mission.Malden\description.ext mission.Malden\functions\functions.hpp mission.Malden\functions\fn_centreTurret.hpp mission.Malden\functions\fn_allowCentreTurret.sqf mission.Malden\functions\fn_turretDir.sqf Currently, unit spawning, marker generation and AI watching are working as intended, however the user action does not appear and if i set off turretdir.sqf manually ( [] execVM "turretdir.sqf"; ) it errors. EDIT: All working as intended. I'm not as proficient at SQF scripting as I'd like to be, so I've probably made some very obvious mistakes. Any help setting this up correctly and optimising would be appreciated. I will keep trying in the meantime.
  10. 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.
  11. I'm thinking of purchasing ARMA 3 because I'm interested in playing around with its flight model (specifically the helicopters). I have an important question, though. While controlling a helicopter with the mouse, if you move the mouse to the left and leave it there, what happens? 1. The helicopter keeps on rolling because the mouse is no longer centered. 2. The helicopter rolls while the mouse is being moved. When the mouse stops, the helicopter will eventually stop rolling as well (due to angular drag). I'm really hoping it's number 1. If not, is there at least a setting for this? Or a mod? Thank you for your time :)
  12. 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.
  13. 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
  14. 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
  15. 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!
  16. 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.
  17. 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.
  18. 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, Cavalry Scouts (Ground Recon) and our Medics. Charlie Company, the tip of the spear, is the main Infantry element, with Airborne Infantry & Heavy Weapons. The 7th Cavalry is best known for their in-depth training schools & courses (over 34 different classes!!!) and our high-attendance, detailed, immersive Operations. Want to learn more? Start your 7th Cav Career today! Click the link and choose your Career path ---> 7th Cavalry's Arma 3 Career Pathway For more info, visit Detailed 7th Cavalry Recruitment Post Language: English Signed, =7Cav=Lucius.M
  19. 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!
  20. DownTownAustinB

    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
  21. 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 ?
  22. 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.
  23. 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?
  24. 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
  25. 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
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