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Hello all. I'm trying to set up a simple Zeus template mission using the Nimitz as a base. I'm having issues with player and vehicle respawn. Player Respawn: I'm using the respawn module and have set the following parameters. My problem is players respawn under the carrier at ocean level. If I sync the players to the respawn module, they respawn where they die despite having the "respawn on custom position" selected. I've also tried setting an invisible heli pad as a respawn point but to no avail. What am I doing wrong? Vehicle Respawn: Vehicles respawn on their original position as they are supposed to however they start with their engine on as if I spawned them in the air even thought they are empty. Settings and screencap of the problem below. Any help is appreciated. Thanks. :)
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*First mission published* SCENARIO: The USS Nimitz got attacked by russian forces, they have captured the ship. We have to take it back! There will be decent but quickly set up defences. We can fly a helicopter in there but the landing spot i tiny and hot. there will be AA on the deck so we can't get too high. We can also go in by boat. Mod collection for easy download/install: http://steamcommunity.com/sharedfiles/filedetails/?id=683763598 DOWNLOAD 1 (dropbox): https://goo.gl/ZSeRyV DOWNLOAD 2 (stackstorage): https://goo.gl/8AYkSL Issues/Bugs: Some AI glitch into walls wich will have to be killed (ask a zeus if required) Some AI will end up in the water wich will have to be killed to complete the main objective. Some random AI will get on the main island and head towards the FOB. (WARNING:) This might include the side objectives. Credits: FAR Revive v1.5 By Farooq NRE Earplugs v1.02 By NemesisRE rvg?! and TheStainlessSteelRat from UKGZ for helping me out alot! Mission Editing By JoramD
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I figured I'd post this in these forums since many people are looking for a place to dump feedback without going to Armaholic, though I'd also appreciate it if you provided possible solutions to issues since I know about most of the carrier's problems, I just have no way to fix them. Keep in mind I did not create this, I only ported it with the help of Franze and USMCRP. Hawks and DaSquade deserve the original credit for this baby. The Nimitz-class supercarrier in ArmA. A stationary platform capable of launching and recovering aircraft, as well as re-arming and refuelling them. At this stage we have not been able to implement some features yet, but we know the ArmA community is dying for one of these babies so we've gone ahead and released the first beta. We hope you enjoy it. It currently features a fully transversable flight deck, working catapults, re-arming and refueling capabilities, and the flight deck tower has been designated as a "rearm" unit for the Hornet, allowing players who use the add on to activate the GUI load out system on the flight deck. Download Beta 1 Here Known issues: - The Nimitz deck, for whatever reason, is unstable when placed in some areas. Holes in the deck are everywhere and the planes spawn in mid air. This is usually corrected by simply moving the Nimitz a few meters in the editor or alternatively rotating it. When you find a place where the Nimitz is stable, it is guaranteed to always be stable at that location. - The radar's rotation sometimes goes a bit crazy and rotates unrealistically. Minor cosmetic issue. - The catapult system is hard to trigger, you have to look down at the deck when you're in position and have to be in a pixel perfect location. - The arrestor cable system is VERY tricky to use to land planes such as the harrier, a-10, or SU. Franze's F/A-18 works fine since it has a built-in arrestor system. - The tower's MLOD is kind of messed up. Some walls can be walked through and some floors have holes in them. Something I'd like to fix but I don't know how. You can still walk through the tower, just be careful in some areas. Doors are hard to open though. - Objects on the carrier have to be spawned 20m in the air using the command "this setPos [getPos this select 0, getPos this select 1, 20]" in the unit's init field. Unavoidable, I believe, and it is to be expected. - The AA guns on the carrier are not yet working. Relatively minor, but I don't have the knowledge to do it and Franze is busy with his own things. Credits: Original OFP Add-On Model: DaSquade and Hawks ArmA Port/Testing: USMCRP, Franze, and Tykell Textures: Unknown. Please let me know who you are if you did the new textures for the port. Thanks: - 15th MEU - Franze for his awesome Hornet and all of his help making this add-on playable - DaSquade and Hawks for making such an awesome add on and allowing me to continue their work - USMCRP for his great work at porting a working copy of the Nimitz into ArmA and allowing me to privately work on it
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Been a long time in the making, honestly I feel this should go in addons/mods, but last script pack I saw go up there got bashed pretty good for not being here, so here it goes Here is the description taken from the readme enclosed TownHide version 1.1 By Special Ed Single Player Only The town hide script system, which enables literally 30 towns to be populated with 'man' type vehicles which the scripts will completely hide/show depending on player group units (inluding player) distance to these towns. The scripts support hiding and showing even static mg gunners, watch tower units, spotlight manners, etc - also supports saving waypoint plans. Unit names are stored as globals, and group names are stored as well. Whats the point here? Ever felt like most of us, that good ol Sahrani is mostly a dead island in most missions, and going much farther than populating a few towns equals unplayable lag ? How about being able to heavily populate every city on the map, and be able to play at high frame rates still, theres the point To allow the island to come alive, and still be able to play the game with good fps. This has been quite a complex system to setup, and it does work. The lag reduction is amazing when it comes to multiple towns being populated that the scripts run on. At least basic scripting knowledge is required. There is a small amount of work to be done by the user of this to be able to allow the scripts to run on static units, i.e. - machine gunner operators, tower guards, stationary guards, etc. Documentation reveals specifics. Any units can be declared 'exempt' from hiding in a town, and a town can be locked to be shown for any period of time, then unlocked as well. Just on the example mission provided separate from the template, there are 3 towns moderately populated, before the scripts ran on it, I got around 60 fps, after the scripts ran and hid the towns, fps increased to almost 70 - thats a 10 fps increase for just three towns hidden, imagine the difference if it were 10, or even 20 towns - it could go from being about 5 fps without this system, to 50 fps with it, for real. Here are some pics of the example mission provided 1 2 3 4 5 This is a taste of what it does. Now here is the stuff this script doesent do, either due to added complexity, impossibility, or both? This script system currently does not support custom loadouts This script system currently does not hold ammo counts, and each town hidden then shown will replenish ammo to full for units,to store ammo counts this would add quite a few more array positions to each units stored array, and certainly would increase complexity of the already complex hide/show scripts, right now its enough that it all works, maybe another version may include this, right now, it doesent. This script system does not hold faces of units and restores them to originals - aye, there is no command in arma to 'GetFace', the only way to store a face is by first setting a face to a certain type, and then holding, and passing that facial setting number to the script - a complex, possibly even impossible addition I care not to attempt at this time. Download location size = tiiiny TownHideV1.1 Although I have tested this, and tested, and tested too much, I am only one person, and please feel free to post any issues that come up - I cannot find any, but would not be surprised to see something I missed neither. This script system was put together over a period of about 2 months, specifically for Kolgujev Conflict Arma mission, due to the fact the mission populates 15 towns, heavily, across the map, and I realized this would be something the community may be able to use as well. Lastly Read the Readme Read the Readme Even if you are like me, and hate readme's and love to just 'toy with it',at least before you actually start messing with using the scripts/etc, read the readme