This addon adds numerous naval objects and ships. New harbor/sea ships with faction-based Textures.
New v2.1:
- Large Assault Transport Ship. Features include:
-- Transport for 24 troops (yes, 24 troops!)
-- Scripted launch/recovery for 2 zodiacs
-- Fully animated cargo doors
-- Dual MG mounts
-- Bridge with fully animated gauges
-- Credit to Gnat - Zodiac scripts are based on his FSF scripts! Scripts also commented with credit! Thanks Gnat!
- Assault Ship Wreck Model
- Zodiacs for each faction (4-man version)
Ships:
- Assault Ship (new in v2.1)
- Assault Ship Wreck (new in v2.1)
- Zodiac for standard factions (4-man version) (new in v2.1)
- PBR
- PBR-Transport
- Patrol Boat
- Assault Boat
- Research Vessel
- Minelayer ships
- Escort patrol boats (new in v2.0)
- Sailboat (new in v2.0)
NEW: Boat Flares and Boat Horns (both available via action menu!)
Weapons:
- QuickStrike mines: Air-deployed water mines (new in v2.0)
- SCUBA interdiction grenades: FINALLY, a grenade that works below the water surface! (new in v2.0)
- SCUBA interdiction grenade launchers for use in ASW engagements. (new in v2.0)
- SCUBA interdiction grenade launcher script - allows addition of launcher to any boat/vehicle via scripting. (new in v2.0)
- Depth Charges (new in v2.0)
- Naval mines (medium, large, extra-large)
- Mined beach barricades
- Minefields! (new in v2.0)
Objects:
- "Mines" Warning sign (the BIS object not listed in the default editor)
- "Mines" marker buoy (with flashing light)
- "Diver Down" marker buoy
- "Diver Alpha" marker buoy
New objects are listed in a new category under:
"Empty > Naval Mines and Barricades"
IMPORTANT NOTE: The mines will arm in 120 seconds of INIT. This timer allows safe operation of minelayer activity without blowing up on your own mine. New air-launched mines arm in 30 seconds of INIT!
New nautical mines, mined beach barricades, mine warning sign, and a mine warning marker buoy listed in a new category under:
"Empty > Naval Mines and Barricades"
REQUIREMENTS:
Requires CO/OA 1.56 or better! Tested on CO 1.60.
29 MB download file. v2.1 MLODs are available too!
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CHANGELOG:
=========== Spoiler:
v2.1: 1/23/2013
NEW: Large Assault Transport Ship. Features include transport for 24 troops, scripted launch/recovery for 2 zodiacs, fully animated cargo doors, dual MG mounts, bridge with fully animated gauges. Credit to Gnat - Zodiac scripts are based on his FSF scripts!
NEW: Large Assault Transport Wreck model. Found under "Wrecks"
NEW: Zodiac boats per faction. No longer are factions limited to "just" the CRRC and PBX!
NEW: Boat flares (launched by driver, commander) and boat horns!
FIX: Numerous LOD improvements for different ships.
v2.0: 11/2/2012
NEW: SCUBA interdiction grenades: Grenades that explode underwater. As you know the Arma2 engine doesn't allow underwater grenades. I was able to achieve this by using a proxy model that invokes a script. Underwater grenades have a 5-second fuse during which time they slowly fall to the ocean floor. Grenades will drop around 15-20 feet before detonating (hard to measure exact distances underwater). NOTE: Default sound scheme is no explosion when grenade hits the water. Some sound mods alter this behavior meaning you might hear two explosions - the impact of the grenade on the surface, and the main explosion.
NEW: SCUBA interdiction grenade launchers for Anti-Submarine Warfare (ASW). Loaded by default on the new escort patrol boats.
NEW: SCUBA interdiction grenade launcher script - allows addition of launcher to any boat/vehicle via scripting.
NEW: Depth Charges: Loaded on new escort patrol boats designed specifically to deploy depth charges and combat underwater threats. Can be added to any boat in the editor.
NEW: Escort patrol boats. Armed with depth charges and SCUBA interdiction grenades.
NEW: QuickStrike mines: Converts Mk82/83/84 series bombs to naval mines with a new fuse system. These mines have a 30-second arming delay.
NEW: MDM Russian mines: Air-dropped mines MDM-3 (500kg) and MDM-5 (1500kg). These mines have a 30-second arming delay.
FIX: Missing reload sounds on some guns.
IMPROVED: Model improvements for all ships (motors, awnings, etc).
BETA: Sailboat model (UNFINISHED!) It must use the motor to move. I have not made any wind control scripts and am unsure if this is possible? Intended mainly for display!
v1.3: 5/5/2012
FIX: Various factions had incorrect crew members.
FIX: Boat texture fixes and RVMAT dependencies.
NEW: Naval Mines and Minelayer ships.
NEW: Civilian Research Vessels with scuba diving lights, flags and buoys.
v1.2: 4/2/2012
FIX: Patrol Boat Fire Geom LOD issue with rear gunner. Rear gunner can now be killed.
v1.1: 2/12/2012
IMPROVED: Patrol Boat and Assault Boat Cargo capacity changed to 12. Civ still at 6.
From the readme: ----------------------------------------
Mines
---------------------------------------- Spoiler:
The mines are activated by a trigger attached to the mine "vehicle" at INIT. The trigger has a 120 second arming delay (to prevent damage to a minelayer operation). Medium mine trigger area = 6x6. Large mine trigger area = 9x9. Mines are activated by SHIP objects AND by amphibious (LANDVEHICLE) vehicles. The AI will see the mines but won't try to avoid them, therefore they are a threat to AI!
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Standard Naval mines:
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These mines are submerged approximately 1 meter below the water surface and bobs with the waves:
pook_watermine // medium mine
pook_watermine_large // large mine
These mines are adjustable via animation and intended to be used for deeper deployments (like subs) or higher to stick out above the water surface to simulate floating on the surface. The animated height range is about 5 meters up/down:
pook_watermine_low // medium mine (moored) >> Adjustable height
pook_watermine_large_low // large mine (moored) >> Adjustable height
To adjust the height: set the animation "mine" in the mine's INIT with the following:
this animate ["mine",0.5];
Air-dropped mines dropped by aircraft. All air-dropped mines have a 30 second arming delay! Upon impact they will bob under the surface just like other mines.
Default BIS aircraft now have an "ASW" model in the editor armed with deployable mines for ASW sortie missions.
- Weapons and Magazines:
- QuickStrike Mk62 / Mk63 / Mk64 Mines: Based on Mk82/Mk83/Mk84 bombs respectively.
- After launch, these behave like the other naval mines and spawn "vehicle" mines at their location. These "vehicle" mines are the actual explosive mines with the attached trigger. The triggers on these air-launched mines will arm in 30 seconds! (arming for the standard naval mines is 120 seconds):
Minefields! Available in the editor under the Naval Mines and Barricades section. The minefield "center" will launch a script on INIT to spawn the rest of the mines in the field. This can obviously be scripted by spawning a minefield center in a mission.
Minefields are approximately 100 meters in diameter. There are 2 configurations: "standard" unmarked minefield, and "marked" minefield that has marker buoys around the minefield area.
Marked minefield buoys are anchored in place to prevent bumping them into the minefield area (since they are based on buoys and can move if bumped).
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Depth Charges and Underwater (SCUBA interdiction) grenades
---------------------------------------- Spoiler:
Underwater charges are accomplished via scripting associated with the new grenades' spawn.
The new Escort ships (in v2.0) are armed with Depth Charges and grenades. Both are activated via the crew's Action menu and use scripts to launch the charges.
Shortcut keys:
Depth Charge: GetOver ("V" key on default US keyboard)
SCUBA Grenades: ReloadMagazine ("R" key on default US keyboard)
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Static Beach Barricades and Marker Buoys
---------------------------------------- Spoiler:
The barricades are identical to the existing ones (hedgehog, dragon teeth, and large dragon teeth) with the addition of the mine trigger. They should make beach landings quite interesting!
pook_watermine_marker_buoy // warning buoy with flashing light
pook_diver_alpha_buoy // Scuba diver buoy with International Alpha flag
pook_diver_down_buoy // Scuba diver buoy with Diver Down flag
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Assault Boat:
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Fast boat refitted by certain "insurgent" factions for water and pirate operations. Armed with dual-mounted DSHK front, rear AGS30.
- Cargo capacity 12
- Front turret spotlight
- Available only to certain "insurgent" factions: NAPA, CHDKZ, Takistani Locals, Takistani Militia.
pook_ASSAULT_BOAT_GUE // NAPA - Independent
pook_ASSAULT_BOAT_INS // CHDKZ - East
pook_ASSAULT_BOAT_TKINS // TAK Insurgents - East
pook_ASSAULT_BOAT_TKGUE // TAK Locals - Independent
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Research Vessel:
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Unarmed vessel with diving lights and deployable scuba flag/buoy.
- Cargo capacity 6
- Flags and Buoys deployable by Driver and Commander
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Minelayer (medium mines):
-----------------
Minelayer fitted with 8 deployable medium mines. Mines deployable via action menu by driver or commander. Vehicle must be moving less than 6 kph to deploy mine.
- Cargo capacity 10
- Front DSHK
pook_MINELAYER_RUS // RUS-East
pook_MINELAYER_CDF // CDF-West
pook_MINELAYER_CDF_IND // CDF-Independent
pook_MINELAYER_GUE // NAPA-Independent
pook_MINELAYER_INS // CHDKZ-East
pook_MINELAYER_TKGUE // TAK Locals - Independent
pook_MINELAYER_TKINS // TAK Insugents - East
pook_MINELAYER_TAK // TAK-East
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Minelayer (large mines):
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Minelayer fitted with 4 deployable large mines. Mines deployable via action menu by driver or commander. Vehicle must be moving less than 6 kph to deploy mine.
- Cargo capacity 10
- Front DSHK
pook_MINELAYER_LG_RUS // RUS-East
pook_MINELAYER_LG_CDF // CDF-West
pook_MINELAYER_LG_CDF_IND // CDF-Independent
pook_MINELAYER_LG_GUE // NAPA-Independent
pook_MINELAYER_LG_INS // CHDKZ-East
pook_MINELAYER_LG_TKGUE // TAK Locals - Independent
pook_MINELAYER_LG_TKINS // TAK Insugents - East
pook_MINELAYER_LG_TAK // TAK-East
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Patrol Escort (depth charges):
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Convoy escort ship fitted with depth charges and ASW Mortar. Weapons are deployable via action menu by driver or commander.
- Cargo capacity 10
- Front DSHK
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Large Assault Ship
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Large capacity cargo transport.
- 24 cargo capacity
- Dockable Zodiacs x2... Credit to Gnat - Zodiac scripts are based on his FSF scripts!
- Animated cargo doors
- 2x DSHK or 2x M2, depending on faction
pook_ASSAULT_SHIP_RU // RUS - East
pook_ASSAULT_SHIP_TAK // TAK - East
pook_ASSAULT_SHIP_INS // ChDKZ - East
pook_ASSAULT_SHIP_CDF // CDF - West
pook_ASSAULT_SHIP_ACR // ACR - West
pook_ASSAULT_SHIP_BAF // BAF - West
pook_ASSAULT_SHIP_GUE // NAPA - Independent
pook_ASSAULT_SHIP_CDF_IND // CDF - Independent
pook_assault_ship_wreck // Wreck model (found under "Wrecks")
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Zodiacs (for each faction)
----------------
Uses default BIS model. Created for all factions.
pook_Zodiac_CDF // CDF - West
pook_Zodiac_GER // KSK - West
pook_Zodiac_BAF // BAF - West
pook_Zodiac_ACR // ACR - West
pook_Zodiac_RUS // RUS Spetsnaz - East
pook_Zodiac_TAK // TAK - East
pook_Zodiac_INS // ChDKZ - East
pook_Zodiac_TK_INS // TK Insurgents - East
pook_Zodiac_GUE // NAPA - Independent
pook_Zodiac_CDF_IND // CDF - Independent
pook_Zodiac_TKGUE // TAK Guerilla - Independent
pook_Zodiac_PMC // PMC - Independent
Research Teams
pook_SHIP_CIV_Research // Chernarus-CIV
pook_SHIP_CIV_TK_Research // Takistani-CIV
pook_SHIP_CIV_TK_EURO_Research // Euro-CIV
pook_SHIP_CIV_RUS_Research // Russian-CIV
Mine warning buoy with flashing light (I used a texture swap to make the flashing visible during the day!)
Research Vessel diving lights - underwater diving at night should benefit from this!
Research Vessel in the day with the scuba diver buoys on display. All of them say "Oceanic Research" in either Czech, Russian, or Arabic (according to Bing Translator)
Last edited by hcpookie; Jan 24 2013 at 00:59.
Reason: v2.1 Release!
Nice to see somthing new
Couldent you add a few more cargo seats on the assultboats? 6 seams a bit few wite all that space avaible. Whould probebly make it a bit more usefull if you are abel to load 10+ in the cargo.
I figured the dual-50 turret isn't something the CDF would use.
Also, I didn't want to make the boats a floating bus, since they are technically a "patrol boat" and you can add more boats to the armada as needed for more transport. Perhaps I have misjudged this?