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Found 9 results

  1. Hey, tudo bem com voc├¬? ­čĄô Gentlemen, I've read the Jets DLC functions to understand how the USS Freedom Carrier accepts landings by planes with tailhook, 'cause I wanna print out a hintSilent "You did it!", but only and precisely at that cables area (X, Y, Z), even if the Mission Editor changes the carrier's spot. A3_Jets > BIS_fnc_AircraftTailhook A3_Jets > BIS_fnc_AircraftTailhookAi How can I smartly track that area to print out the message with no triggers and hidden objects dropped around?
  2. So I've been working on this mission where a team gets dropped off onto a beach by a VTOL (modded MV-22 Osprey) and then it flies away into the horizon to get deleted. But the issue I keep running into is that the aircraft always flies over the landing zone (Transport Unload WP on an empty Helipad object in this case) and then suddenly stops and realises "Oh dang, I was meant to land" and then double backs and lands. Spent the past couple of days trying to figure out how to make it not do that, because it looks silly, and make it land right away. So far I've tried various combinations with waypoint timers and forcespeed, and putting the AI to careless, all to no real avail. Beyond not making it land at all and just orbit and then bump into some trees. I want to add that I don't want to use unitcapture because flying those things is an absolute pain, so is there some way to pull it off scriptwise?
  3. This is a preview release of the Mobile Aircraft Arresting System (MAAS). It is not finished yet and the releases primary intent is to find bugs and general problems with the system and the documentation. The MAAS has been created by TheSn4k3 and TeTeT. The MAAS helps to bring a landing plane to a full stop by using the planes tailhook and a wire between two trailers. It is often used by expeditionary forces on make shift landing strips. The system is currently abstracted in Arma 3. A single trailer is sufficient to deploy a complete system consisting of two trailers and the wire. The trailer can be sling loaded by a helicopter for remote deployments. The trailer does not move by itself. CBA is a hard requirement of the mod. Mirrors Being setup Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1130385734 Armaholic: http://www.armaholic.com/page.php?id=33242 PWS: http://withsix.com/p/Arma-3/mods/NeKhfgiZJE2QrnDL8CDk_w/MAAS Arma 3 base: tba Within the download a docs directory contains three files, describing basic operations, known issues and a todo list: README for the Mobile Aircraft Arresting System (MAAS) The system uses keyboard shortcuts to operate, not menu actions. A player that is close to a MAAS trailer can deploy or pack it with Shift-M. A pilot can utilize the MAAS via Ctrl-Shift-M to deploy a virtual or actual tailhook. Once hooked to the wire, a pilot needs to use Ctrl-Shift-M to raise the tailhook and become ungrappled. The keybindings are maintained by CBA and can be changed. The MAAS can be deployed as slingload of a helicopter. The wire model suppports three animations: ani_cable1_wide ani_cable1_long ani_cable1_high The trailer supports five animations: body_source rearPlates_source switchA_source - graphical problems switchB_source - graphical problems switchC_source - graphical problems Known Issues of the Mobile Aircraft Arresting System (MAAS) o It can be packed up while a plane is held by the wire o When deploying one MAAS trailer will actually spawn two trailers and a wire, for sake of playability o Multiple MAAS deployments have not been tested and will most likely not work or spam the system with scripts o Multiplayer and compatibility with dedicated servers has not been tested o No engine sound o Deployment animation is crude, especially the rear plates o Icon needs to be replaced o Artefact at the rear on the ground TODO for the Mobile Aircraft Arresting System (MAAS) o Animate the instrument panel o Create a realistic mode with two trailers and a rolled up wire, supported through some logistic mod o Replace wire with better looking model o Support multiple MAAS deployments on map o Add engine sound, probably make the trailer a carX o Add deployment sound o Replace setVelocity with addForce in ttt_maas_fnc_useWire o Evaluate using tailhook up animation for stopping to brake the plane Old content: A mobile aircraft arresting system, or MAAS for short, is a system that helps to bring a landing plane to a full stop. It is composed of two trailers and a set of arresting wires. The wires are tightened between the trailers. A plane's tailhook can catch the wire and the braking system of the MAAS will slow down the plane rapidly. In Arma 3 the system is currently static, it needs to be deployed on the runway from the editor. It can help landing on very short runways or alternative runways. The aircraft currently needs to be equipped with a tailhook and have a like named animation and memory point. With the extended tailhook the braking system will be started when a wire is caught by the tailhook. The plane will come to a stop within a few dozen meters. Vendor link for reference of the real system: http://www.scama.se/arresting-systems/aircraft/mobile-systems/ Some screenshots from testing the script with Huron containers instead of a MAAS trailer. Keep in mind that the final system will have just one wire, the four wire setup is legacy from the Nimitz :) Old Screenshots from the very first prototype:
  4. All-In-One AI Command Menu A "WW AI Menu" Patch By Leopard20 & WindWalking This thread is no longer updated! For the latest release, check here Hello everyone. As you know, the WW AI Menu was one of the first and best AI mods released in the early days of ARMA 3 release. It addressed a lot of issues and shortcomings with the vanilla ARMA commanding system, and packed a lot of handy features including: - Infantry commands such as healing, garrisoning & clearing building, rearming, .... - Vehicle commands such as engine on and off, horn and eject with parachute. - Waypoint system with the ability to assign multiple waypoints to your squad members. - Weapon accessories (silencers, flashlights, ...) - Unsticking units. and .... Read more about the mod: https://forums.bistudio.com/forums/topic/153621-ww-aimenu-complimentary-commands/ Unfortunately, when Windwalking left the community some of the features ended up broken, and due to the community rule forbidding people from taking over and/or changing an author's work without their permission, nobody has stepped up to bring this mod back to life. Until now. I decided to bring this mod back to life in a way that respects the community rule and the author's work. Namely, "patching" the original mod by adding features and fixing broken ones. As a result, you will need the original mod installed for my mod to work. You can activate the menu by pressing Y .If you use the "Y" key for Zeus or anything else you can either change the keybinding for those features (I personally use "Ctrl+Y" for Zeus) or change the keybinding for the menu by navigating to: "OPTIONS > CONTROLS > CONFIGURE ADDONS > (dropdown menu) All-In-One Command Menu". I've also included a userconfig file where you can add support for your mods (if they are not supported already). Currently you can add support for: Resupply vehicles, AT soldiers (used in the rearming script) and the Handgun suppressors. Note that you might need to enable "file patching" for the config file to work (either add the -filepatching commandline or enable it in the launcher parameters). This mod is compatible with other commanding mods (such as C2). Although I don't recommend using both for issuing the same command at the same time (e.g when you use C2 to order your units to mount a vehicle, don't use the same command in this mod, as it may cause conflicts and unforeseen consequences) I also recommend this mod as it makes issuing regular and frequent commands a lot easier: (you may need to change the default keys used by the mod, keys 1, 2, 3 , 4, as these keys are used for switching weapons) Advanced Command System (ACS) All features were tested using the vanilla ARMA vehicles/weapons (including all DLCs up to the time of release), and work as intended. However some features (the most important of which being weapon accessories) may not work in other mods (such as RHS or CUP). Edit: As of version 0.50 Beta most features should work with other mods without issues. If they don't please post your feedback in this thread. Here's a quick overview of what is changed: Unchanged: Fixed/Modified/Removed: Added: Screenshots: Notes: Special thanks to: - @Windwalking for his awesome mod. - @Muzzleflash for helping me with showing objects on the map and also teaching me a lot about scripting. He's one of the best guys on this forum. - @mad_cheese for allowing me to use the "Bounding Box" function used in his legendary mod, C2. - and everyone else who kindly answered all my questions on the forum. Disclaimer: I can't guarantee this mod is completely harmless. Please back up your ARMA 3 directory located in the "Documents" folder (C:\Users\YOUR_PC_NAME\Documents\) prior to using this mod (especially the file *.vars.Arma3Profile and the "saved" folder because they are the only files that may be affected). Multiplayer support is in alpha state and not fully tested yet. Dear Moderators, The current release still uses the scripts from the original version. Also, to avoid some conflicts, I had to rename the global variables. If you think this mod is still not in compliance with forum rules please let me know to come up with a solution (you can PM me or post it here). By installing this patch, the original mod will be disabled (If you want me to leave it enabled please leave a feedback and I'll re-enable it). Download Link (Current Version: v1.2.1): GitHub (always up-to-date) DropBox Armaholic (updates with a slight delay) How to Install: Future Plans: Changelog: Requirements: CBA: http://www.armaholic.com/page.php?id=18767 WW AI Menu by Windwalking: http://www.armaholic.com/page.php?id=22380 Since v1.0.0, WW AI Menu mod is not required anymore. It's because some users reported they had trouble setting up WW AI Menu (mostly because of FilePatching used in WW AI Menu, which complicated things), so I decided not to make it necessary to have this mod. A couple of such reports:
  5. I really need some help here guys, this script has been keeping me up for the last 6 days and nothing seems to make it work correctly when called by Clients connected the my Hosted Server (No errors thou): The first part when executed on the server (host player) works perfectly, I left it in inside the If (isServer) as a reference to the simplest version that works for the server. Then under the If (!isServer) is the reworked script that I made for the clients. Lots of options that I tried are now with // just as reference to what I tried with no success.
  6. Work in the simple flight model the landing gears/wheels ?
  7. I just got info that F/A-181 Land to carrier Arrest Max Allowed Speed = 275kmh When Jet DLC first release, the landing speed for a correct AoA with full flaps landing config is around 210kmh, but after one or two updates, the landing speed changed to 275kmh ┬▒ 5kmh (in game data says 265kmh on speed = 275kmh AoA too high (too slow) = 270kmh or below AoA too low (too fast) = 280kmh or higher So, with the wire snap speed at 275+, and a correct landing speed at 275kmh ┬▒ 5kmh, you will have a big chance of getting a wire snap even landing in a perfect way, which I tested it for a long time and have years of carrier landing experience in ArmA3. Can any devs answer this question: Is the setting intended or just someone forget to change the data? Before update: After update:
  8. Hello guys, hope you're having a good day. Throttle turns to 100% when wheels touch the ground You can't land without turning off the engine You can't start the engine and be ready for take off, you have to turn on the engine when you want to fly away Alright so I came across this huge problem, whenever I try to land the Y-32 Xi'an the throttle goes to 100%... When I start the engine the throttle goes to 100% as well... Now this wouldn't be a problem if it was possible to turn it down before they come to full power, however it doesn't respond to throttle controls until the wheels are off the ground. This means that I can't turn on the engine and stand on the ground and wait to transport etc. Anyways incase you don't understand what I'm talking about I created a video about the problem:
  9. YanYatCheng

    Jets - ILS

    It's been a long time, as i know, no one fix this issue that brings unrealistic game play to ArmA3 jet game-play: wrong ILS, Instrumental Landing System. The ILS in real life works like this: which use...blah blah blah... and have a 3 degree glide slope, which is around ~600m/s for vertical speed. But the one in ArmA is having a ILS glide-slope that is more than 5 degrees: A steep glide-slope may, or will cause a critical and deadly damage to the landing gear, which will cause a crash on final. Having a right ILS is critical to all jet pilots when landing at bad weather, or even night, or even having short range graphic generation which will completely make them blind on a normal ILS approach or a extended base leg. I hope this will bring attentions to the developer and correct this mistake. At last, I would like to thank all developers and mod makers for their hard work towards the coming Jet DLC. Here's the ONLY glide slope that i found right in ArmA3 (i dunno why...):