• Announcements

    • Jervant

      Bohemia Store Steam Redeem   06/24/17

      We started experiencing problems with the Steam redeem from our Store on Friday June 23rd.   For anyone that got affected by this, please go to your store account, after you select the product you purchased, you should see your steam key with a link to a how to article to activate it manually through Steam.   We apologize for the inconvenience.
TeTeT

Preview release: Nimitz for Arma3 (0.98)

797 posts in this topic

With JDog's kind permission here comes a preview release of the Nimitz in Arma3.

Please download the mod from:
http://www.armaholic.com/page.php?id=23049

 

[Update 2017-01-21] 

Jacky created a tutorial and documentation video on the Nimitz that explains the carrier operations:

 

The curent version is 0.98 and available on Armaholic (soon), Steam Workshop (soon), and PWS.

 

CREDITS

 


o Odyseus for an all new model and approach to the carrier!
o sjones for sounds and testing
o Mr. Ewok for the sound vehicle
o Yanko for the weight on take-off script
o Arindfle for the approach script for AI
o Pennywize for testing
o TheSn4k3 for testing
o Moon_chilD for testing
o Janus for testing
o Lordprimate for testing
o Nimitz skype chat for various tests and suggestions

Honourable mentions and further contributors

JDog - Nimitz for Arma2
piedebeouf - new lights and starting the initiative for conversion
Sealife - pointing to the missing crew
John_Spartan - consulting and arrest script
Phantom - upgraded elevator script
rundll - permission to use his towing script in Arma3
Sierra - new deck textures
armyinf - testing and documentation
BloodOfTheScribe - new interior textures
asbojay - new hull and deck textures
soldier2390 - new hull textures, including secondary textures
rory_pamphilon - top gun mission
TeTeT - some scripts



KNOWN ISSUES

 

Textures:
o new textures at times stretched, especially in hallways
o texture missing at elevator 3
o JBD 4 still has old textures
o not all carrier areas freshly textured, hangar 4 for example
o missing ceiling texture in hangar 4, small room
General:
o carrier not assembled correctly when place too far off map
o water access platform not working well yet, weird texture
o high possibility to glitch through floor at Nimitz information poster
o towing module for Nimitz still needed for ambiance module
o shooter animation not mirrored on cat 4
o see through wall glitch in hallways
o rescue module boats are quite far from carrier
o wires on some planes get drawn up in the air
o flight operations still very experimental
Aircraft:
o vanilla arma3 planes don't work to well with the carrier
o UAVs don't work at all with the carrier
Elevator:
o weapons elevator at times not functional going up
o weapons elevator can be quite deadly



WORK AROUND

 

On some places the carrier seems to work better than on others. If you get glitches, especially in the hangar falling through the floor, try to move the carrier a bit or change direction and see if it works better.

The carrier flightdeck is usually between 17 and 17.5 meters. During testing it was found that placing vehicles slightly higher (18 meters) and giving them a downward velocity in init worked well. A line to use in init is:
this setVelocity [0,0,-0.5];
This does not apply to the man class.



Changelog

 

2017-02-19 scripts

        - remove leading \ from playSound3D sounds

2016-10-25 scripts

        - use attachTo for air defenses in Eden

2016-10-22 scripts

- replace say3D with playSound3D

- reduce approach in touchdown

- properly initialize disable PP effects

- add canTow check to ambiance

- add CUP tractor support for ambiance, partially broken still

- make ttt_fnc_global more robust

2016-10-17 model, scripts

- option to disable cat launch post processing effects

- change geo, road and physx lod in carrier_1, carrier_14

- change air defense mem points in nimspots

- add setVectorUp to air defense

2016-10-16 bridge, scripts, air defenses, model

- inverted some textures

- add setPos to air defenses

- add setVelocity to air defense

- change geo lod in carrier_1

- create heavy baseplate on each air defense model

- change air defense mem points in nimspots

2016-10-11 model

- add mem point cameraMast for videos

2016-10-08 scripts, air defense

- do not use attachTo for air defenses, causes a memory leak

- removed CUP functions due to name conflict

- increased speed of aa defense turrets

- fix wires

2016-09-21 nimtech_aa

- Added proper MainGun selection to Phalanx mem points

2016-09-19 model, scripts

- Restricted air defense turning on Nimitz

- Made mk29 sparrow launch sound louder

- Enlarged medical room, new subsection

- Added another map board to briefing room (index 9)

- Remove cba debug output from IFLOLS

- Added joe_beds

2016-09-18 scripts

- Increase brake speed of wires

- Use remoteExec to show smoke on every client

2016-09-16 nimitzfunctions, scripts

- Fix placement of Eden objects at correct height

- Add tractors to ambiance

2016-09-15 nimtech-aa

- Add weight to Mk29 sea sparrow launcher

- Add fire geo to Phalanx and RIM-116

2016-09-11 model, nimtech

- Patched hangar door in hangar4

- Removed ceiling from weapons room

- Added named selections to weapons room

- Re-enabled weapons elevator

- Added Jacky.paa for locker sign

2016-09-09 model, config

- Remove odd object from bridge

- Invert map of Altis on bridge

- Show Chernarus map on map room

- Add zodiac proxy to boat room

- Remove scripted zodiac from boat room

2016-09-05 config

- add Eden attribute for briefing room

- add Tanoa map

2016-09-04 model

- enlarge medical room hangar5

- remove pipes from hangar3

- add roadway and geo lod to gangway hangar3

- remove blocking geo lod hangar2

2016-09-02 model, scripts

- restore old lower hangar

- remove debugging output

- put IFLOLS 50 cm higher

2016-08-26 config, scripts

- add builtin and ambiance Eden properties

2016-08-23 scripts

- add fn_syncLoop, encapsulating the auto sync of planes and men

- introduce ttt_builtinSleep to alter sleep duration for auto sync

2016-08-21 config

- add joe_nauticalbridge as dependency

2016-08-13 model

- re-work geo lod for hangar_1

- remove components for geometric occluders

- widen entrace between hangar7 and 8

2016-08-08 model, nimtech

- add attendant=1 to med objects in nimtech for ACE compatibility

- add geometric occluders to hull_0 to 3

- apply rvmat to fuel station

- fix p3d of hull 0

2016-08-07 model

- added more internal lights

- removed the fake sound vehicle and embedded engine sound in Nimitz

    - add wire3pos and wire4pos to carrier_10

- medical station peeked out of the hull, fixed

- added MedStation1 mempoint to hangar_5

2016-08-05 nimtech

- retextured fuel station, by TheSn4k3

2016-08-05 nimtech, config.cpp, model

- clean up JDG_Carrier config.cpp

- split medical assets in individual models

- add refuel and ACE refuel capability to fuel pump

- add nimtech_acecompat pbo as option

- add nimlightsInternal for hangar lights

2016-08-03 tilly

- add wreck removal action to Tilly

2016-08-02 model

- TheSn4k3 added lid to locker when opened

- Megadeth contributed static Tilly crash crane

2016-07-31 model, init

- added air defense init script

- model improvements by Odyseus

- hangar 3 fully textured!

- hangar 4 partially textured

- add ttt_nimtech and ttt_nimtech_aa pbos

2016-07-10 model

- add walkway from fore to weapons room

- fix some textures

2016-07-09 config.cpp, model

- added new rooms but geo lod is in the way

- halfway connected fore front walk to weapons room

- fixed Apex crash, nimspots and nimlights have empty res 0 lod now

2016-06-18 config.cpp, model

- added a 'door' to the hull at the fore, kudos to Megadeth

- added preview image for editor

2016-02-20 config.cpp, models

- add new rooms between weapons room and hangar4

- try to fix elevator 3 missing texture

- try to fix geo lod for animated fence at elevator3

- fix road lod on hangar level, introduce new lods

2016-02-17 config.cpp, model.cfg, nimitzfunctions

- add plane type support to ambiance 3 mdoule

- ability to hide/show feelers

- add parking functions, inspired by Tupolov's CUP scripts

- update fn_lights to be independent from Nimitz variable

- icon updated to solid color for Eden

- adjust JBD4 texture, still needs further fixing

- add animation support for the crane

2016-02-04 config.cpp, nimitzfunctions

- fix switchable lights, but only local

- fix elevators

- add parking scripts

2016-01-31 config.cpp, in built functions

- merge modifications by Leshrack

- compatibility with 3DEN editor

- new init functions, using CfgFunctions

- Nimitz aligner for zeus

- remove old Changelog

- add CUP compatibility scripts

- increase crew distance for cat script, different angle

- add variable _vertSpeed to cat launch

- add supported planes that use lower _vertSpeed for more realistic takeoff

2015-12-02 nimitzfunctions

- introduce remoteSay3D to play sounds everywhere in multiplayer

- hide height measurement vehicle

- add CfgRemoteExec

- add ambiance2 module for configurable plane roles

- add utility functions for ambiance2 module

2015-11-30 mk29 sea sparrow, test engine stand, model.cfg

- add JDG_testEngine to archive, a basic model for a test engine stand for an F-18 engine, model by Foxone

- modify JDG_mk29SeaSparrow to use updated model by TheSn4k3

- more properly set up model.cfg

2015-11-29 nimitzfunctions, model

- jdg_carrier_13 with the water access platform had a texture problem, reverted to old version

- added ladder memory points to jdg_carrier_13 again

- added climb aboard action for jdg_carrier_13

- add lightpoint via remoteExec everywhere

- call syncOnShip only on server from simple module

- remoteExec for JIP for auto sync actions

- add new hangar icon from Janus

- elevators push allVehicles and thingX now

2015-11-04 nimitzfunctions

    - hide light lamp via remoteExec on server
    - variable setting in ambiance module more robust
    - fn_touchdown range for teleporting is a parameter now
    - spawn boat in boat room only on server
    - decrease debug output for rescue
    - re-introduce range for spawning rescue boats
2015-11-03 nimitzfunctions, init.sqf
    - replace ALiVE_profileIgnore with ALiVE_combatSupport in init.sqf
    - remove debug output from elevator script
    - fix flightOps, add requirements check
    - set light to amber, make light more bright
    - replace rescue system with simple boats
2015-11-02 nimitzfunctions
    - only bump objects on elevator, not working for weapons elevator
    - improve flightOps script
    - add light script for internal lamps
2015-11-01
    - add flightOps to ambiance module
    - rename UGVTractor to Tractor in ambiance
    - close, triangulate and sharpen all shadow lods
2015-10-31 nimitzfunctions, model
    - removed pipes through weapons elevator, hangar 1
    - removed geo lod through weapons elevator, hangar 1
    - reversed ladder on carrier 13
    - fixed weapons elevator up script by bumping occupants
2015-10-26 dll_tow, nimitzfunctions, model
    - added ladder to carrier 13, only works downwards
    - fix elevator on dedicated server, using remoteExec
    - basic use of towing on dedicated server, using remoteExec
2015-10-25 init.sqf, model
    - fix geo and road lod of carrier 13 where the water access platform is
    - fix boat room
    - use BIS_fnc_MP to call cat and tailhook sync
2015-10-24 config, towing
    - add JDG_carrier_spawner to units[], so it can be spawned via Zeus
    - added F-14, C-1 Trader and Peral's tractor to towing config
    - added ALIVE_profileIgnore to each object that's spawned in init
2015-02-17 model, textures, sound
    - overhaul of Nimitz, basically new model and texture
    - new sound vehicle for providing engine sound
2015-01-10 model
    - complete new layout, geo, road and res lods combined
    - config.cpp adjusted slightly
2015-01-09 sound, texture and model
    - add new sounds
    - hangar renovation continuing
    - merge geo lods 1 to 7, 9, 13 with carrier and hangar p3ds
2015-01-08 texture and model
    - renovate hangar with LHD objects and textures
    - add new sounds
    - normalitze road lods in geo 1 to 10
2015-01-06 texture and model
    - island restructured
    - new stairs
    - island textures from arma2 LHD
    - new floor levels
    - merge of geo12.p3d and geo_island.p3d with island carrier5.p3d
    - normalize deck height in geo 1, 3, 5, 15, 16
2013-11-30 sound
- config.cpp
- increase JBD sound by ten
2013-11-17 public variable
- scr\init.sqf
- make TTT_NimitzCarriers a public variable
2013-11-16 New textures
- tex\
- new island textures by AsboJay
2013-11-09 Remove globals
- scr\init.sqf
- remove all references to globals and store them in the _nim
object, e.g. the carrier itself
2013-11-07 New textures
- tex\
- new hull and deck textures, made from tga via texview2
2013-11-04 Start converting globals
- scr\init.sqf
- add test variable to nimitz object
2013-11-02 Public variable
- scr\init.sqf
- make JDG_steamFX a public variable
2013-10-27 New textures
- tex\
- new textures sent by soldier2390 and asbojay
2013-10-26 Fix config.cpp error
-config.cpp
- rscTitle don't seem to have ReadAndWrite access anymore
2013-10-23 Missing semicolon
- config.cpp
- added missing semicolon for eventhandler
2013-10-22 Removed zodiac
- res\carrier_3.p3d
- removed built-in zodiacs
lightning:Nimitz-0.93arma3.10 spindler$
lightning:Nimitz-0.93arma3.10 spindler$ cat Changelog
2013-11-30 sound
- config.cpp
- increase JBD sound by ten
2013-11-17 public variable
- scr\init.sqf
- make TTT_NimitzCarriers a public variable
2013-11-16 New textures
- tex\
- new island textures by AsboJay
2013-11-09 Remove globals
- scr\init.sqf
- remove all references to globals and store them in the _nim
object, e.g. the carrier itself
2013-11-07 New textures
- tex\
- new hull and deck textures, made from tga via texview2
2013-11-04 Start converting globals
- scr\init.sqf
- add test variable to nimitz object
2013-11-02 Public variable
- scr\init.sqf
- make JDG_steamFX a public variable
2013-10-27 New textures
- tex\
- new textures sent by soldier2390 and asbojay
2013-10-26 Fix config.cpp error
-config.cpp
- rscTitle don't seem to have ReadAndWrite access anymore
2013-10-23 Missing semicolon
- config.cpp
- added missing semicolon for eventhandler
2013-10-22 Removed zodiac
- res\carrier_3.p3d
- removed built-in zodiacs
2013-10-21 Updated textures
- replaced interior and comm board textures by those from
BloodOfTheScribe
2013-10-19 Crew and init
- xtracrew
- removed the Nimitz crew for Arma2, better use FUTARM
maritime pack
- scr\init.sqf
- set NimitzScripts to false to see if modules work
2013-10-17 Initialization
- scr\init.sqf
- add NimitzScripts global, if set to false no built-in
scripts are run
- scr\elevator.sqf
- reverted to 05 version, planes and ugv sometimes launch to
outer space
2013-10-16 rvmats
- mats\lockers.rvmat, mats\metal.rvmat
- new rvmat files, but no difference in looks?
2013-10-14 Textures
- tex\
- added modified deck textures from piedebeouf
- config.cpp
- changed spawn height of Zodiac to old value again
- scr\elevator.sqf
- new version with smoother transitions, by Phantom
- scr\sys_catapult_2.sqf
- work around for teleporting to catapult
2013-10-12 Fix missing bmp.p3d and debug script
- config.cpp
- Add empty.p3d as model config to carrier spawner
- Add empty turret section
- Change crew to B_crew_F
- res\empty.p3d
- Added
- scr\sys_catapult.sqf
- make nimCat?Use a public variable for debugging and mp
compatibility
- scr\init.sqf
- make nimHang1 public variable so weapons elevator works in
mp
2013-10-09 Lights and overview
- client_deckChecks.sqf
- Added maps for Altis and Stratis (piedebouf)
- config.cpp
- Added piedebouf lights to the carrier
- init.sqf
- Initializes some globals
2013-10-08/2 Cleanup
- client_deckChecks.sqf, init.sqf
- Removed CBA_fnc_debug
2013-10-08 Work on towing
- dll_tow\bbox.sqf, dll_tow\tow.sqf
- Changed RoadCone to RoadCone_F for debugging
- dll_tow\config.sf
- Added entries for UGV and F/A-18E and F
- dll_tow\tow.sqf
- Removed nil = call
2013-10-06 Work on duplicated actions
- client_deckChecks.sqf
- add check for kindof plane before adding any action
- add check for actionId before launch action
2013-10-05 Some changes for running Nimitz on a dedicated server
- client_deckChecks.sqf
- Added initialization for 'NimitzPlanes', when mission does
not define it
- Changed exitWith{} to waitUntil as the first seems to break
on dedicated server
- Script does no longer run on dedicated server
- hasActions and Cat_Action in objects is a public variable now
- wait until player is alive before script is run - probably
does not work either, as player is undefined during
multiplayer here according to BIS wiki
- init.sqf
- make nimCableReady a public variable
- client_sounds.sqf, arrest2.sqf, arrestRemovehandler.sqf,
arrestAddHandler
- do not run on dedicated server
- sys_ordnance.sqf
- use variable 'nimTractors' for tractor detection, remove
call to nearestObjects
- sys_ordnance_fill.sqf, elevator.sqf
- try to change tractor type to UGV
2013-10-03 / 3 Fix Zodiacs
- config.cpp
- Changed spawn height of Zodiac to align with floor
- Removed destroying Zodiac after recovery, can be reused again
- Changed "boat" to "nimBoat"
2013-10-03 / 2 Fix Zodiacs
- config.cpp
- Changed "Zodiac" to "B_Boat_Transport_01_F"
- Introduced new global variable "boat" to make zodiac
deployment and recovery possible again
- scr/zodiacBoard.sqf, scr/zodiacDismount.sqf, scr/zodiacDown.sqf,
- Removed use of nearestObject, use new global "boat"
- scr/zodiacUp.sqf
- use "vehicle player" instad of nearestObject, unclear how
this affects multiplayer
2013-10-03 Fix catapults
- scr/fx_steamShot.sqf
- Changed _particle again to smoke.p3d
- scr/fx_steamCharge.sqf
- Changed _particle as in fx_steamShot.sqf
- scr/client_deckChecks.sqf
- Changed nearestObjects for planes to vehicle player for
performance and also reliability. nearestObjects does not work
perfectly anymore
- Added actions to vehicles in NimitzPlanes unconditionally
- Breaks the automatic addition of these actions when
doing more than one sortie
- config.cpp
- Changed font from bitstream to puristaLight
2013-10-02 Start conversion for arma3
- Removed xtra_crew/config.bin as the base class is no longer
available
- config.cpp
- Changed CfgFactionClass to NATO
- Changed faction in JDG_carrier_Spawner to BLU_F
- Removed model ca\misc\empty
- Added coefSpeedInside (2) and windSockExist (0) to
JDG_carrier_nimspots
- scr/init.sqf
- Changed HeliHEmpty to Land_HelipadEmpty_F
- scr/client_deckChecks.sqf
- Initialized deckCheck ("")
- Initialized global variables for catapults (nimCat?FX)
- scr/fx_steamShot.sqf
- Considered making first check for ObjNull instead of 0
- Changed _particle to a3 particle model
- Changed jet to local _jet in while loop
- scr/client_sounds.sqf
- Changed meaningless comparison to assignment

 

Enjoy,

TeTeT

1 person likes this

Share this post


Link to post
Share on other sites

Where can we find a towing tractor? And do you have any idea, why Johns/Sauls F18 keep exploding on the deck? I don't have to move, it will just explode after a few seconds..

Share this post


Link to post
Share on other sites
Where can we find a towing tractor? And do you have any idea, why Johns/Sauls F18 keep exploding on the deck? I don't have to move, it will just explode after a few seconds..

You can use the UGV as an ad-hoc replacement for towing the F/A-18 by John_Spartan/Saul, check out the sample missions.

On the explosions, how do you place the plane on the carrier? Do you use setPosASL with the deck or hangar height? I haven't encountered any random explosions so far, only once when using the cat.

Share this post


Link to post
Share on other sites

Thank you for your work, It's lovely to have the Nimitz back in A3, even in that conditions :)

Share this post


Link to post
Share on other sites

wow... great !! :)

Ähm, we can't start this beautyfull babe on a dedicated... bmp.p3d !! :(

Share this post


Link to post
Share on other sites
On the explosions, how do you place the plane on the carrier? Do you use setPosASL with the deck or hangar height? I haven't encountered any random explosions so far, only once when using the cat.

Just the way you did, with height 18 on the unit parameter. The FA-18 front wheel "hovers" a bit in the air, but after i shot the plane with one bullet the planes physics "activates" (old A2 trick).

About towing, i only found the test mission with 4 pilots on the ship.

Share this post


Link to post
Share on other sites

On the dedicated server, the process that works for me is quite awful. Maybe it works for you, but mileage may vary:

  1. Create dedi with needed addons including Nimitz
  2. Launch client with same addons
  3. Connect to server
  4. Wait for client to crash / freeze
  5. Kill client
  6. Launch client a second time, connect
  7. Server works (kind of)

But for real, the missing bmp.p3d error needs to be overcome...

T

---------- Post added at 06:08 PM ---------- Previous post was at 06:04 PM ----------

Just the way you did, with height 18 on the unit parameter. The FA-18 front wheel "hovers" a bit in the air, but after i shot the plane with one bullet the planes physics "activates" (old A2 trick).

About towing, i only found the test mission with 4 pilots on the ship.

Try these:

http://www.armaholic.net/chili/addons/vehicles/USS_Nimtz_examplemissions.7z

You can also find them here, I'll update the MP mission this weekend with some more targets:

http://tspindler.de/arma/arma3/nimitz/

T

Edited by TeTeT
add info

Share this post


Link to post
Share on other sites

Hello,

yes the version is still in Alpha . But work on dedicated server , with Mp .

Just this , I test it with my team several hours , and it's work .. some detail to correct . but now you can begin to enjoyed this addon's ...

Work on this in progress...

Just a little tips : put on the 18.10 better that ... it 's depend where you place it ..

Share this post


Link to post
Share on other sites

I don` known why, but I get crashed every time I try to lunch mission with this ship. Mayby it`s becouse of mods? I use quite a lot of them :/ but they shouldn`t do that.

Share this post


Link to post
Share on other sites

hi can you remove this old crew from arma2 it is crashing all the time if open as west and not empty , its very quick fix for you i`m sure ;).

probably why bmp.p3d i think its hardcode to try stop violent crash , it doesnt exits at all just some way to stop game crash (normally) when a p3d is missing

crew = "JDG_Nimitz_Crew_White";

Share this post


Link to post
Share on other sites

Przemro, please add the ship from the empty side for now, that should prevent the crashes, at least when launching with CBA_A3.

Sealife, thanks for the pointer. Somehow I did all the tests with missions from the empty side and didn't catch that.

[Edit] Just did a quick check with using a crew from Arma3, unfortunately there are still crashes when spawned as blufor vehicle.

Edited by TeTeT
new insight

Share this post


Link to post
Share on other sites

Now, how do I make my units respawn on top of the carrier???

Amazing mod, our crew has been playing none stop with this fantastic mod!

Share this post


Link to post
Share on other sites

Diesel5187, take a look at the MP sample mission: I set an empty helipad to the deck height (approximately) and use that; see onPlayerRespawn.sqf. The Functions\vehicle_respawn.sqf file contains [EVO] Dan's vehicle respawn script, works as well out of the box.

The missions can be downloaded here:

http://www.armaholic.net/chili/addons/vehicles/USS_Nimtz_examplemissions.7z

or here:

http://tspindler.de/arma/arma3/nimitz/

T

Share this post


Link to post
Share on other sites

Just WOW! Im new to ARMA so have been looking at things on ARMA 2 (mainly from the 15th meu) and thinking when will the vehicles start coming over.. this has made me smile for about 3 hours this evening as I have been running around playing with everything and finding all the rooms. Great job!

Share this post


Link to post
Share on other sites

Quick update, after a good nights sleep and some fresh coffee I found the mistake that I made that caused the missing bmp.p3d object. Seems that one cannot simply comment out missing model = in the config.cpp and expect it to work ;)

I've also followed Sealife's hint and replaced the crew with B_crew_F. It worked today for me without crashes, so I added a bluforce test mission to the download.

The download is right now at:

http://tspindler.de/arma/arma3/nimitz/Nimitz-0.93arma3.05a1.zip

I named it 05a1 with a1 being alpha 1, as I hope we can fix more stuff in version 05. In the beginning I want to do weekly releases, every Friday, so 05 should come next Friday. After a little while, maybe end of October, mid of November, this should revert to monthly releases.

[Edit] Changelog:

2013-10-12 Fix missing bmp.p3d and debug script
- config.cpp
	- Add empty.p3d as model config to carrier spawner
	- Add empty turret section
	- Change crew to B_crew_F
- res\empty.p3d
	- Added
- scr\sys_catapult.sqf
	- make nimCat?Use a public variable for debugging and mp
	compatibility
- scr\init.sqf
	- make nimHang1 public variable so weapons elevator works in
	mp
2013-10-09 Lights and overview
- client_deckChecks.sqf
	- Added maps for Altis and Stratis (piedebouf)
- config.cpp
	- Added piedebouf lights to the carrier
- init.sqf
	- Initializes some globals
2013-10-08/2 Cleanup
- client_deckChecks.sqf, init.sqf
	- Removed CBA_fnc_debug 
2013-10-08 Work on towing
- dll_tow\bbox.sqf, dll_tow\tow.sqf
	- Changed RoadCone to RoadCone_F for debugging
- dll_tow\config.sf
	- Added entries for UGV and F/A-18E and F
- dll_tow\tow.sqf
	- Removed nil = call
2013-10-06 Work on duplicated actions
- client_deckChecks.sqf
	- add check for kindof plane before adding any action
	- add check for actionId before launch action
2013-10-05 Some changes for running Nimitz on a dedicated server
- client_deckChecks.sqf
	- Added initialization for 'NimitzPlanes', when mission does
	not define it
	- Changed exitWith{} to waitUntil as the first seems to break
	on dedicated server
	- Script does no longer run on dedicated server
	- hasActions and Cat_Action in objects is a public variable now
	- wait until player is alive before script is run - probably
	does not work either, as player is undefined during
	multiplayer here according to BIS wiki
- init.sqf
	- make nimCableReady a public variable
- client_sounds.sqf, arrest2.sqf, arrestRemovehandler.sqf,
arrestAddHandler
	- do not run on dedicated server
- sys_ordnance.sqf
	- use variable 'nimTractors' for tractor detection, remove
	call to nearestObjects
- sys_ordnance_fill.sqf, elevator.sqf
	- try to change tractor type to UGV
2013-10-03 / 3 Fix Zodiacs
- config.cpp
	- Changed spawn height of Zodiac to align with floor
	- Removed destroying Zodiac after recovery, can be reused again
	- Changed "boat" to "nimBoat"
2013-10-03 / 2 Fix Zodiacs
- config.cpp
	- Changed "Zodiac" to "B_Boat_Transport_01_F"
	- Introduced new global variable "boat" to make zodiac
	deployment and recovery possible again
- scr/zodiacBoard.sqf, scr/zodiacDismount.sqf, scr/zodiacDown.sqf,
	- Removed use of nearestObject, use new global "boat"
- scr/zodiacUp.sqf
	- use "vehicle player" instad of nearestObject, unclear how
	this affects multiplayer
2013-10-03 Fix catapults
- scr/fx_steamShot.sqf
	- Changed _particle again to smoke.p3d
- scr/fx_steamCharge.sqf
	- Changed _particle as in fx_steamShot.sqf
- scr/client_deckChecks.sqf
	- Changed nearestObjects for planes to vehicle player for
	performance and also reliability. nearestObjects does not work
	perfectly anymore
	- Added actions to vehicles in NimitzPlanes unconditionally
		- Breaks the automatic addition of these actions when
		doing more than one sortie
- config.cpp
	- Changed font from bitstream to puristaLight
2013-10-02 Start conversion for arma3
- Removed xtra_crew/config.bin as the base class is no longer
available
- config.cpp
	- Changed CfgFactionClass to NATO
	- Changed faction in JDG_carrier_Spawner to BLU_F
	- Removed model ca\misc\empty
	- Added coefSpeedInside (2) and windSockExist (0) to
	JDG_carrier_nimspots
- scr/init.sqf
	- Changed HeliHEmpty to Land_HelipadEmpty_F
- scr/client_deckChecks.sqf
	- Initialized deckCheck ("") 
	- Initialized global variables for catapults (nimCat?FX)
- scr/fx_steamShot.sqf
	- Considered making first check for ObjNull instead of 0
	- Changed _particle to a3 particle model
	- Changed jet to local _jet in while loop
- scr/client_sounds.sqf
	- Changed meaningless comparison to assignment

T

Edited by TeTeT
Added changelog

Share this post


Link to post
Share on other sites

Is the Tailhook supposed to work? Like, without any additional Scripting? If so, i msut be doing something wrong, i always overshoot and crash into the water, no matter how slow i land.

If it's not working, sice this is not yet done, that makes fine sense, i was just wondering about it, since it's not mentionned in the readme as a Known issue.

Share this post


Link to post
Share on other sites

Elena, the tailhook works: The plane must either be spawned on the carrier or be added to the array NimitzPlanes. Have you tried the sample missions? And do you load CBA as well? With the F/A-18 you should have two tailhook entries, use the one in blue.

[Edit] I started to write some documentation for mission makers, please see http://tspindler.de/arma/arma3/nimitz/html/ It's not much but a start.

Edited by TeTeT
add link

Share this post


Link to post
Share on other sites
Diesel5187, take a look at the MP sample mission: I set an empty helipad to the deck height (approximately) and use that; see onPlayerRespawn.sqf. The Functions\vehicle_respawn.sqf file contains [EVO] Dan's vehicle respawn script, works as well out of the box.

The missions can be downloaded here:

http://www.armaholic.net/chili/addons/vehicles/USS_Nimtz_examplemissions.7z

or here:

http://tspindler.de/arma/arma3/nimitz/

T

Your respawn script does work, I have no idea how it does it, but it works. Problem is I am working on a PvP dogfighting map for my crew, in this case, I believe that the mobile respawns from BTC-Revive are a far better option. I'm in the process of testing, i'll let you know how it turns out.

Share this post


Link to post
Share on other sites

I do not understand how to make the F-18 land on the carrier...I got it to launch fine...I even did a few touch and go's without incident...but I cannot get the tailhook to work at all. I do not know how to add anything to an array because as far as I see there is no array...lol and I tried the _jet addEventHandler [“LandedTouchDownâ€, {_this execVM “JDG_carrierscrarrest.sqfâ€}]; but it tells me that there are invalid numbers in the expression.

I am not a programmer...so whats up? Other than that it works fine...I have not had a plane explode on my yet...

Share this post


Link to post
Share on other sites

Would it be possible for the Nimitz to be drive able? That would make this one of the best addons out there!

Share this post


Link to post
Share on other sites

Found a little problem for my PvP dog fighting mission, if I spawn 2 carriers, only the first carrier's catapults and arresting cable will work, the second one will not work.

Also, the Opfor UGVs cannot tow, but I'm pretty sure the issue is you haven't gotten that far.

Any ideas?

Share this post


Link to post
Share on other sites

Rory_pamphilon, thanks for the mission link, I'll check it out. But I'm certainly no Top Gun pilot :)

Abshire, can you try the sample missions (link a few posts above) and see if these work for you? Do you get the blue tailhook entry when approaching from stern?

ProGamer, I'm quite happy that there is at least a static carrier. I have no plans to work on that, as I have some doubts it can be done with the Nimitz.

Diesel5187, the Nimitz does only work once on the map. It uses global variables for its systems and that breaks when placing multiple carriers.

Share this post


Link to post
Share on other sites

Really a nice job on the carrier & F18's after testing this yesterday TeTeT! (Granted, I'm not a Navy kind of guy. ;-)

I'm sure many users of this are really going to want to make the carrier movable, as a static carrier or ship defeats the purpose and makes a land base just as good. I would surmise Bohemia Studios has plans someplace for implementing larger ships at some point.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now