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deltagamer

ChinookPack - Mod Release

Should I add ATGM to the ACH-47F or keep it to rockets and miniguns for the pilot?   22 members have voted

  1. 1. Should I add ATGM to the ACH-47F or keep it to rockets and miniguns for the pilot?

    • Yes use ATGM!
      8
    • No don't use ATGM!
      9

Please sign in or register to vote in this poll.

164 posts in this topic

Chinook Pack





Features

Troop capacity of 35 players

Changeable Camouflages

Static Line Parachute drops

Deployable Medical Stretchers

Usable Co-Pilot FLIR Pod

Changeable Multi-Function Displays

Working Crew Positions

Hide-able Components

Removable Cargo Hatch

Removable Pilot doors

Open-able Crew Door

Ability to add decals

Ability to Raise, Lower and Level rear ramp

Pilots and Co-Pilots can drop smoke from cockpit

Different variants of each Helicopter

ACE3 and AGM Support

AGM fastrope support

Vanilla Sling Loading compatibility

Vanilla Virtual Garage compatibility

Vanilla Firing From Vehicles compatibility

Whats Planned

Holo Optics for M134 Guns

Smoke Drop ability for M240 Rear Gunner

Possibly adding the ability to walk around the interior whilst flying

Gunship version (Still unsure about this)

Credits

3CommandoBrigade

WarLord554

Aplion

TCBRUNCH

Ahles3

CptDavo

konyo

evrik

andy1

soldierman

geraldbolso1899

SyNcRoNiCzZ

ImperialAlex

Theebu

Lifetap

Thanks to everyone above they have helped me out a lot!

Also please let me know if I forgot to credit you.

Current ChangeLog

== v1.7.5.5 ==

- Removed Static Parachute Feature

- Removed Parachute files and Config

Previous ChangeLogs

== v1.7.5.2 ==

- Changed parachute inheritance to parachuteBase

- Adjusted backpack spawn position when deployed

== v1.7.5.1 ==

- Removed Redundant static_line_eject script

- Fixed Rpt Colour spam with useraction

- Added Documentation of Adv Features

== v1.7.5 ==

-- These are mainly changes for the BAF models

- Readded 5x Lods (Ramp and M240 versions)

- Added Removable Cockpit doors (Ramp and M240 versions)

- Added the ability for Pilot/Co-Pilot to drop smoke from cockpit (Ramp and M240 versions)

- Added Pilot/Co-Pilot only can open the rear ramp

- Added openable Cargo hole (Ramp and M240 versions)

- Added Deployable stretchers (Ramp version)

- Added slingload camera (Multi-functional Camera) (Ramp and M240 versions)

- Added exhaust to the engines (Ramp and M240 versions)

- Added Interior lighting via collision lights (Ramp and M240 versions)

- Added the ability to carry 35 infantry (Ramp and M240 versions)

- Added Crew chief position (Ramp and M240 versions)

- Added Ramp Crew (Ramp version)

- Added Flir pods (Ramp and M240 versions)

- Added Static Line Parachute (T10 Parachute)

- Added Static line script (Ramp and Unarmed versions (thanks to Alexander (ImperialAlex)))

- Added Support for Legacy Classnames (will be removed soon)

- Added changeable textures (only for BAF helis currently)

- Black Camo (thanks to SyNcRoNiCzZ)

- Grey Camo (thanks to SyNcRoNiCzZ)

- Desert Camo (thanks to CptDavo)

- OD Green Camo (US)

- Green Camo (BAF)

- Added Hide-able components in the Virtual Garage (only for BAF helis currently)

- Hide-able Winch

- Hide-able BAF Countermeasure Equipment

- Hide-able US Army Decal

- Fixed Gun smoke/ejection of the m134s (Ramp and M240 versions)

- Fixed m240 compatibility issue with other mods (no longer empty on spawn)

(tested on 3cb - Unsure what mod caused the issue)

- Fixed Collision lights (Ramp and M240 versions)

- Fixed Spotlight (Ramp and M240 versions)

- Fixed M240 Sounds

- Changed position of roadway lod (Ramp and Unarmed versions)

- Changed Flir MFD to thermal

- Changed Winch to proxied version

- Changed Stretchers to proxied version

- Changed Pilot Doors to proxied version

- Changed Classnames (update your mission classnames)

- Changed Co-Pilot inherit classname

- Changed Useraction priority

- Changed license to arma-public-license-share-alike (APL-SA)

- Reduced the file size greatly

- Minor bug fixes

- Cleaned up config and files of the mod (easier for modders - expect sources soon)

- Seating scripts should be multiplayer compatible now (thanks to Alexander (ImperialAlex))

- Removed unnecessary files

- Registered Ofpec Tag

- Now on GitHub

== Full ChangeLog is included in the download file ==

Vehicles & Classnames

//BAF Chinooks//

"DEGA_BAF_CH47F_Unarmed" - RAF CH-47F HC2 (Unarmed)

"DEGA_BAF_CH47F_M134" - RAF CH-47F HC2 (Ramp)

"DEGA_BAF_CH47F_M134_M240" - RAF CH-47F HC2 (M240)

//USA Chinooks//

"DEGA_US_CH47F_Unarmed" - US CH-47F (Unarmed)

"DEGA_US_CH47F_M134" - US CH-47F (Ramp)

"DEGA_US_CH47F_M134_M240" - US CH-47F (M240)

For Mission Makers

(to-do)

Documentation

AGM Fastroping

In order to use the Advanced Gameplay Modification's Fastrope feature you must be below

27 meters in terrain altitude and open the Self-Interaction menu whilst in any seat inside

the Chinook. You should now see 'Deploy Rope' once deployed re-open the menu and now select

'Fastrope'

Chinooks Rear Ramp

In order to use the rear ramp of the Chinook you must now either be a pilot or co-pilot.

The reason behind this choice is because of players screwing around with the ramp in

public servers - Tested on 3CB with feedback from pilot members.

Crew-Chief Features

In order to use any of these features you must firstly make sure you are in the correct

seat. To access the Crew-Chiefs position you can either enter it from the Crew Door or

by entering the Ramp Crew position and scroll wheeling to switch to the Crew-Chief.

Abilities:

1:- Open Cargo Hatch - This locks all the seats that are on the floor of the Chinook and

opens the hell hole. Currently no features regarding the hell hole.

2:- Fold Seats - This locks all the seats that are on the red chairs and folds them. This then

adds the ability to the Crew-Chief to Deploy Stretchers that will unfold the stretchers

and allow them to be used.

3:- Remove Pilot Doors - This removes the front side doors of the cockpit allowing the

Pilot and Co-pilot to drop smoke from the cockpit and see better in first person mode.

In return it makes the Pilots vulnerable to gunfire.

Static Line Parachutes

In order to use the static line parachutes you must consider the following:

1:- The Helicopters terrain altitude must be above 140 Meters.

2:- The Rear Ramp must also be either open or level

3:- The Player must be in any of the Cargo seats (this includes ffv crew positions)

If done correctly all players in the cargo seat will see a Blue action near the bottom of

the action menu called 'Static Line Paradrop' This will eject the player with a T10 Parachute

and safely land them keeping all of their gear and any backpacks they had equipped.

Known Issues

Hiddenselections need to be added to the following parts of the BAF models:

-FLIR Pod

-BAF Countermeasure Equipment

-Front Aerials

-Winch

-Interior

Need to look at redoing the UV map for the Winch

American Chinooks needs an overhaul

Bone/points rpt errors with the models

Images

L5dx5bA.jpg xWtOdFj.jpg

BdYf6aN.jpg cfVc55q.jpg

More Images

Downloads

v1.7.5.5

CC6Kg1W.png

sFEbEUu.png

news_download_a3_3.png

Extra Links

ChinookPack Sources

ChinookPack - Armaholic Forums

Steam Workshop Foums - ChinookPack General Discussions

All ChinookPack Binarized Releases Below v1.7.5 (File Size - 1.95GB)

Licence

APL-SA.png

For special license agreements contact me personally through pm.

Dev Note:





Please respect my wishes and always contact me before you use this mods sources in your own personal modification.

Always credit everyone involved/listed in the credits of this mod when you are editing and re-releasing this mod.

Refrain from posting any unofficial downloads on this thread. All releases here will be authored by myself.

And finally if you have any questions feel free to message me on the forums or post here.

Cheers!



Edited by deltagamer

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Looks good!

Can you also walk inside while the heli is flying? It would be totally awesome. You could lay down at the ramp with an M249 and supress some enemys while you are taking off.

(Or launch some Javelins or AA Missiles if your backblas-area is free :D )

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^ That's not possible within the Arma engine mate, objects don't have their own gravity.

Looks good mate! :)

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I can remember seeing a script somewhere on the forums that lets you walk inside the vehicle whilst flying, I cant remember if it was released or not, it may be something I will have to look into.

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Release frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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@Foxhound Thanks! really glad it was released on armaholic :bounce3:

@Numrollen I have him in my friends list so I'll ask him later on about working together on future chinooks :)

Edited by deltagamer

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Update - I'm working on the ACH47F and what it will be armed with is 4x Side gunners with m134 and 1x rear gunner with m134, I'm unsure if i should go with a littlebird design with 4x miniguns and 2x rocket pod forward facing or the apache design with 2x rocket pod 2x atgm launcher and 2x minigun forward facing. Anyone got any suggestions?

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How do you walk about it it?

---------- Post added at 16:34 ---------- Previous post was at 16:33 ----------

Oh NM

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It only works for the unarmed version and the ramp version, you need to enter the pilot seat firstly and lower the ramp, you can then exit the pilot seat and walk about in the rear however this will not work when flying, only when it has landed. Let me know if you have any more problems.

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This is awesome. Could you put the get out position in the helo? That way you have to run out of the helo? Love it bro

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New mod v1.0 available at withSIX. Download now by clicking:

@chinookpack.png

@ Deltagamer;

Soon you will be able to manage the promo pages of your content on our web platform and publish new content yourself.

To do so, please hit 'this is me' button on the page while logged in and you will get connected to your work.

For now you can send new content or releases our way through withsix.wetransfer.com or add your notification at getsatisfaction.withsix.com.

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@doom_sharpe I'll see what I can do :)

@Sonsalt6 Great! Its good to see it available on playWithSix. :D

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See now I'm absolutely torn between this mod and the SOAR chooks... can't both mods just get together and have a baby or something?

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@hades198 sadly that won't happen konyo has other plans that I'm sure will make a lot of people happy, I know I'am! :)

Update - I will be releasing a hotfix for the mod tonight, ill list the errors in the change log soon :yay:

Edited by deltagamer

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Hey congrats on the release! You've done outstanding so far. Keep pushing yourself ;)

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Hey congrats on the release! You've done outstanding so far. Keep pushing yourself ;)

Thanks a lot bud! check your pm :)

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So I hear you guys like SF variants

0bUtbYC.jpg

C7Sqk4C.jpg

Edited by deltagamer

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I've released a small update for the mod. Check the first page for info on the changes. :)

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Release frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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I love this mod. You realise that there are a serious number of british units with a massive stiffy right now...

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Nice to see a Chinook pack in development. Definitely looking forward to the ACH variant, keen to see how you pull that beast off. Have you considered a variant with 50.cal M2's just for additional an variant?

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Nice to see a Chinook pack in development. Definitely looking forward to the ACH variant, keen to see how you pull that beast off. Have you considered a variant with 50.cal M2's just for additional an variant?

I was unsure if I should add some variants with different weapons for the side gunners, I may do that later on but for the now I'm just working on the SF version adding in a fuel probe etc until I can decide on how I want to do the pilot controlled weapons for the ACH47F.

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