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Found 146 results

  1. So I play Arma 3 on my Mac and love flying Helis, so I am interested in getting head tracking to work for me, even though options are sadly very limited on Mac. While OpenTrack is kind of available for Mac, I could not get it to build myself and prebuilt applications do not seem to work for Mac. (Available outputs are only FlightGear, UDP over Network, Virtual Joystick (Does not work) and X-Plane). I am not able to get any of those to interact with Arma 3 in any way. Because of this my only real option seems to be making my own custom solution. While I can get the actual head tracking figured out, my main issue is the interaction in Arma. I see three main approaches, however I still have questions on all of them: 1. Try to make some kind of existing head-tracking protocol work with my own custom solution and make it work on Mac. This seems basically impossible, firstly because I cannot find any information on how headtracking-applications actually communicate with Arma and secondly because these solutions are most likely Windows specific. Does anyone here have any pointers as to where I could find more information about head tracking protocols? 2. Make a Arma 3 Mod for a custom head tracking interface. While I do have experience making Missions and Scripting for that purpose, I have no experience in making mods. Are there any resources on or easyish ways to manipulate the payer view? How does interaction to the outside work? 3. Simulate Joysticks. This seems like the easiest solution, the actual Joystick part should be fairly easy. The main question with this is whether it is possible to make joysticks independently control the view of a player, ideally both rotation and translation? I would be very happy if I could get any answers or tips on any single one of my questions. Please also feel free to reply even if your answer might be windows specific. Any help would be welcome.
  2. Project Redline is a mod team that came together to create new, mostly vehicle related mods for Arma Reforger. Initially formed to assemble and curate the first Helicopter in Reforger, the team has begun branching out into other areas of Reforger modding. We will use this thread to update all of our mods, progress pics, and change logs. Currently released mods: Project Redline - CORE. CORE is a dependency of all Project Redline Mods. We include in CORE assets and scripts that are shared between multiple projects. Scripts and assets within CORE can also be used by others to create their own mods by using CORE as a dependency. Changelog: Project Redline - MH60 Black Hawk The Blackhawk is the backbone of the US military's air mobile operations. Currently Project Redline offers an MH-60 Army variant along with reskins for Navy, Coast Guard, PMC, and Fire Rescue. There are armed (M134 or M240) variants as well as unarmed cargo variants available. The Blackhawk mod is still in active development, and will continue to improve as the base helicopter module is matured. Changelog: Project Redline - MD500 Littlebird This MD 500 helicopter is a civilian vehicle modeled after the military OH-6. Using the Take On Helicopters model, we have updated certain aspects while porting the model to work with the Enfusion engine. What came out of that process is a unique vehicle for Arma Reforger. A nimble rotary wing aircraft that's able to pack a punch. The Littlebird variants in the mod pack are capable of firing both Hydra rockets, and thousands of rounds per minute out of it's twin M134 miniguns. As with the original Take On Helicopters version, we include more than a dozen skins, with more to come. With seating anywhere from 2 to 8, the MD500 works as a perfect scout or transport helicopter. As with the other rotary wing aircraft from Project Redline, expect the mod to only get better as the base simulation model matures along with Reforger. Changelog: Project Redline - Mi-24v Hind The first Russian rotary wing aircraft for Reforger. Project Redline is proud to release our Mi-24V Hind helicopter. This armored combat helicopter serves multiple roles as it not only brings ample weapons to the table, but can also transport a team to the front. With room in the cargo compartment for 6 soldiers along with 2 door gunners, the Hind can fill any role your scenario may require. Armed with up to 4 rocket pods, and a front mounted 12.7mm Yak-B Gatling gun, the Hind is more than capable of dealing with threats.
  3. Title explains, what I try to achieve - thing like this. Shooting straight ahead seems to work (tested with code from BI CAS module used for planes, also works with forceWeaponFire), worse with targeting at ground targets - here I encountered few issues. Heli ignores/will not change direction/pitch/aiming at doWatch/doTarget with or without target reveal (apllied to the heli, heli's gunner and/or driver), target may be allied or hostile unit, whatever. It doesn't even turn minigun turret at the target. Ignores also setFormDir. Said CAS module uses also spawned laser target object. But as soon I spawn it, heli starts to spin around: BTW Similar thing happens after using BIS_fnc_fire (action "UseMagazine" way), but some shots are fired then. Also doSuppressiveFire seems not work with the heli (pity, would be optimal for my need). If applied with position or object, heli will not shoot at it, instead will start doing flybys, like in normal attack pattern until reach some position or indefinitely. I would like to avoid using enforced ways, like setDir, addTorque or setVelocityTransformation, rather to base on AI than fighting with it. Still it may be unavoidable, since to shoot from fixed weaponry at ground level target, heli needs to dive a bit, which without invisible "helping hand" means flying forward (could be countered with setVelocity). Anyway, tested setVelocityTransformation, with partial success. This code: makes the heli turning in right direction, but the turn is too wide (why?). This from the other hand does the trick: but faster, than in 2 seconds and after few more seconds heli starts very rapidly change its vector, like crazy (why?). I have no experience with setVelocityTransformation, so I might misuse it somehow. (_gun/v1 is the heli, _tPos) - target position. I would appreciate any insight.
  4. Found out that there was a new Arma game out -- having 2,000 hours in Arma 2, 3 DayZ, etc, the first thing I did was get into a chopper. Imagine my surprise when the chopper tilted not just the opposite way of where I'd moved my mouse vertically, but horizontally as well. Okay, it happens. I know that Arma always has 5,000 different fully customizable controls, so I begin moving through the menus. ... where are the inverted flight control options? I can't find them anywhere. There's no way that inverted flight controls weren't included in a sim game, right? ... right?
  5. Combat Helicopter Transport Missions - Collection on steam https://steamcommunity.com/workshop/filedetails/?id=2905502852
  6. Hi folks. First time opening a topic here. I successfully managed to import a helicopter with some help. Now my problem is the shadows casted when the rotor blur motion appears. It looks like the triangles from the proxies cast weird shadows alongside weird elongated ones. In the proxy models there are no shadow lods and i gave the lodnoshadow 1 property to the resolution lods of them. Even tried in thicking and unthicking the "enable shadows" property within the proxy models selecton in object builder, but no success is reached. Here is a pic of the issue https://imgur.com/a/zOJvtgl
  7. http:// Enhanced Advanced Helicopter Flight Model mod for Arma 3 by ANZACSAS Steve. - An enhanced flight model mod for helicopters with an emphasis on modelling torque and ground effect. - More challenging flight characteristics. - Sim level tolerances for RPM and rotor stress. - Take on Helicopters Sim level. - Works for the following helicopters - UH-80,MD500,CH-29. - May work for addons based off these units/classes. - Signed and has server key. - Works in SP/MP. - Can be used by client only. - Enjoy. 🙂 Link - https://steamcommunity.com/sharedfiles/filedetails/?id=1923464093
  8. I can't figure out what's going on here, and it's basically making it impossible to learn to fly(or not kill myself if I just go for it outside of training) in ARMA3, as soon as it happens. Normal View View after dying a few times Above screenshots are all in "VR Training: Helicopter - Weapon Systems" Below are in "VR Training: Helicopter - Basics" Before the issue happens After the issue happens (Note the cockpit texture resolution. You can actually see that in the first images too, just noticed; the geometry textures or whatever ARMA3 renders the knobs on the panels in the cockpit with also go away.) I've got the following DLC: Jets, Helicopters, Karts, Marksmen, Apex, laws of War, Malden, Zeus, Tac-Ops Mission Pack, Tanks, Contact, Art of War Charity Pack I have uninstalled Contact and still have the issue. I have one mod installed: Antistasi I've disabled Antistasi and still have the issue. My Helicopter flight model is Standard. I'm using Keyboard+Mouse. Windows 11, Geforce RTX 2060. Driver version: 532.03 (latest, updating hasn't mattered) I do have dual monitors and run in fullscreen on one. Most settings are on high/ultra. 1920x1080. This seems to happen from simply dying a few(unclear on more specific circumstances or how many times) times, and nothing recovers it beyond restarting the entire game.
  9. TGP Simple Cockpit Slew Control the Camera Pilot cameras, AI gunner turrets, and connected UAV turrets can be controlled from the cockpit view via simple controls: Hold key and use mouse to slew. Keybind to slew camera to HMD target or Waypoint (Shift-click, Group, or ACE MicroDAGR). Toggle stabilization. Keys for Turret zoom Vision mode can be changed with Panel Mode or Vision Mode (Vehicle) HOTAS Compatible Keybinds Take Control - avoid having the scroll menu change Collision Lights CCIP Track Track unguided bomb CCIP (roughly). Calculations are a bit off, most accurate at 35-40 degree pitch up loft/toss trajectory. For other bombing profiles, use Gun Elevation Up/Down to adjust camera. Pilot Camera Zoom control is being requested on the Feature Tracker GitHub Steam Workshop
  10. Custom load rigging and attaching of helicopter sling loads. Features Set lifting points for objects not configured for sling loading Lift vehicle wrecks Use Forward and Aft cargo hooks on Huron, Mohawk, and RHS and CUP Chinook and Super Stallion, Global Mobilization CH-53G, TFC RCAF CH-147F, Unsung Redux -46 -47 -53, Mi-6 Hook and more Sling load with VTOLs: Blackfish, Xi'an, CUP MV-22, DEGA V-22, FVL V-85 Attach multiple cargo objects to a single cargo hook Use multiple cargo hooks to secure a Dual-point load Adjust length of cargo sling legs Experience more reliable MP sling loading thanks to localizing cargo to helicopter Please comment with other helis/vtols that need to be made compatible. Steam Workshop Requires ACE GitHub Basic Usage Get a Cargo Sling item from the nearest helicopter or the Arsenal. Go up to a cargo object and use the ACE actions under Rig for Sling Load to prepare the load. Once the sling is rigged up, you will be holding the Apex Fitting (the part that goes in the cargo hook). If you drop it, you can pick it up again. Holding the apex fitting, get it near a cargo hook, and use Attach Cargo to hook on. In the helicopter, crew may use ACE action or CBA keybind to Release Cargo. Advanced Usage After the cargo is rigged up to either a cargo sling or a helicopter, use Adjust Rigging to adjust the length of the sling legs, either all together, or singly. If you hold the Apex Fitting and try to move further from the cargo than the ropes allow, you will drop the Apex Fitting. When hooking up a single cargo to multiple cargo hooks, the slings after the first one won't appear connected to the cargo! Don't worry, they will connect to the helicopter once you Attach Cargo. Enable rigging on almost anything! _cargo setVariable ["slr_slingload_isRiggingEnabled", true, true]; Script custom sling points on your cargo. _cargo setVariable ["slr_slingload_liftPoints", [[x1,y1,z1], [x2,y2,z2]...], true];
  11. Hello everyone! I'm trying to set up my mouse to control the cyclic for flying helicopters but I am having some trouble. I want "mouse up" to be cyclic forward and so on, but when I drag and drop "mouse up" I keep getting a red error that reads "Duplicate: Cyclic aft". I have cleared out ALL, I repeat ALL of the controls and I keep getting this error. Whatever I assign with the mouse I get a duplicate error. I have even gone into all of the other categories and cleared out ALL of the mouse controls (even ground vehicles, infantry, view) to try and fix this error and nothing works. How do I fly helicopters in this game with the mouse? I kinda want my money back at this point.
  12. Hello, I am trying to start my mission with an init.sqf that is a black screen with text that then fades out. This works fine if I put my player on the ground and click play but when started in a helicopter seat, the init.sqf doesn't work. How would I use this and start in the helicopter seat? Thanks in advance, I'm somewhat new to all this so I'm assuming it's something small I'm just overlooking. my init.sqf - titleCut ["", "BLACK FADED", 999]; [] Spawn { titleText ["This line here should take you about five seconds to read.","PLAIN DOWN"]; titleFadeOut 7; sleep 5; titleText ["This line should take five seconds as well, if you read slowly.","PLAIN"]; titleFadeOut 7; sleep 5; titleText ["This line however is important. It should take you ten seconds to read it. That's how much time you have to read this line completely.","PLAIN DOWN"]; titleFadeOut 12; sleep 10; titleText ["You don't have as much time with this line, but it is still quite lengthy and ever so informative.","PLAIN"]; titleFadeOut 9; sleep 7; titleText ["But this line.\n\nThis line will make you pause. This line will give you time to...\n\nthink.","PLAIN"]; titleFadeOut 12; sleep 10; // Info text [str ("Not so far away..."), str("Not so long ago..."), str(date select 1) + "." + str(date select 2) + "." + str(date select 0)] spawn BIS_fnc_infoText; sleep 3; "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [6]; "dynamicBlur" ppEffectCommit 0; "dynamicBlur" ppEffectAdjust [0.0]; "dynamicBlur" ppEffectCommit 5; titleCut ["", "BLACK IN", 5]; };
  13. Hello! im trying to make a script that spawns 1-3 helicopters on a random location on a map and they starts to patroling. what i have so far is this : _vehicle = createVehicle [ "B_Heli_Light_01_F", player getPos[ 100, getDir player ], [], 0, "FLY" ]; createVehicleCrew _vehicle; this is spawning it in the air but i cant seem to find anything that makes it spawn random, this makes it spawn over the player head. i know that BIS_fnc_randomPos exists but cant seem to get it to work. i also need the script to add " [group _unit, getPos _unit, 1000] call BIS_fnc_taskPatrol; " to the helicopters init field to make it start patroling. and maybe if we are pushing it, maybe having to loiter a little around each waypoint i feel like i got almost all the pieces to the puzzle but have lost my glasses so i cant put it together... i hope you guys can help.
  14. Hi all i have this script i use to spawn a heli, and it land at my location like planed But how do i make so that a trigger fires when i get inside the heli. i have tried with COND: BOB in P3REndHeli. also COND: BOB in EndHeli. but no joy, anyone got some ideas. Cheers Play3r private _P3REndHeli = createVehicle ["B_Heli_Transport_03_F", getMarkerPos "HeliSpawn", [], 0, "FLY"]; createVehicleCrew _P3REndHeli; _P3REndHeli setVehicleVarName "EndHeli"; systemChat str _P3REndHeli; private _LandingPad = "Land_HelipadEmpty_F" createVehicle position player; _waypointPickup = group driver _P3REndHeli addWaypoint [position _LandingPad,0]; _waypointPickup setWaypointType "SCRIPTED"; _waypointPickup setWaypointScript "A3\functions_f\waypoints\fn_wpLand.sqf";
  15. Take back the oil drilling location that is currently captured by ISIS forces. This should be a quick operation. They will not see it coming. I wanted to create a scenario that would be fun to play once or twice and without minimal frustrations. It's not the hardest mission if you time the attack correctly. You have to start the operation with radio Alpha. You will hear a radio message and a feed when they are moving in. You have time to choose the M14 rifle with scope instead of the HK416 you start with. Some more goodies can be accessed at the supply crate near the spawn. Have fun! The Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2799008687 All my scenarios are made with gear and weapon packs to make them stand out and increase the fun factor. Previous scenario (In And Out - Night Operation): https://steamcommunity.com/sharedfiles/filedetails/?id=2797835392
  16. I've been fighting with this script for a couple of days now, I've searched every resource I can find and I can't figure out why the "HOOK" AND "UNHOOK" waypoints won't work. Unfortunately the waypoints sections of the wiki are oddly empty on any information regarding these two waypoints. The idea of the script was so that instead of having all kinds of vehicles at the beginning of my mission I could save some frame rate have players request a vehicle and it would be lifted and dropped off at designated locations. I did get it working where the helo would fly to the area and just drop the vehicle from the standard 100 meter flight height, but it just looks terrible and would always drop about 100 meters or so before it actually got to the marker. So what I really need is to figure out how to either get the helicopter to go exactly to the waypoint and not decide 100 meters away is close enough, or to actually get the "HOOK"/"UNHOOK" way points to work the way they do in the Eden editor. AL_FNC_REQARMYJEEP = { private ["_JEEP","_LIFTER","_LIFTERGROUP", "_POS1", "_POS2", "POS3"]; //sleep 20; _JEEP = createVehicle ["I_C_Offroad_02_unarmed_F",[(getMarkerPos "ARMYliftable" select 0),(getMarkerPos "ARMYliftable" select 1),(getMarkerPos "ARMYliftable" select 2)],[],0,"Can_Collide"]; [_JEEP,["Olive",1],["hideLeftDoor",1,"hideRightDoor",1,"hideFenders",1,"hideHeadSupportRear",1,"hideSpareWheel",1]] call BIS_fnc_initVehicle; //SLING LOAD HELO AND WAYPOINTS. _LIFTER = createVehicle ["B_Heli_Transport_03_F",[(getMarkerPos "ARMYlifter" select 0),(getMarkerPos "ARMYlifter" select 1),(getMarkerPos "ARMYlifter" select 2)+100],[],0,"FLY"]; [_LIFTER,["Green",1],["Minigun",0.333333,"Minigun2",0.333333,"AddCargoHook_COver",0]] call BIS_fnc_initVehicle; createVehicleCrew _LIFTER; _Sling = _LIFTER setSlingLoad _JEEP; AJEEPLIFTER = _LIFTER; AJEEPLIFTERGROUP = GROUP (DRIVER AJEEPLIFTER); _POS1 = (getMarkerPos "ARMYDELIVERLIFTED"); _POS2 = (getMarkerPos "ARMYDELETELIFTED"); _POS3 = (getMarkerPos "PREPARETOLAND"); _WP0 = AJEEPLIFTERGROUP ADDWAYPOINT [_POS3, 0]; _WP0 setWPPos [(getMarkerPos "PREPARETOLAND" SELECT 0),(getMarkerPos "PREPARETOLAND" SELECT 1), (getMarkerPos "PREPARETOLAND" select 2)]; _WP0 setWaypointType "MOVE"; _WP0 setWaypointSpeed "NORMAL"; _WP0 setWaypointBehaviour "CARELESS"; _WP0 setWaypointCombatMode "GREEN"; _wp0 setWaypointStatements ["true", "AJEEPLIFTER flyInHeight 12;"]; _WP1 = AJEEPLIFTERGROUP addWaypoint [_POS1,1]; _WP1 setWPPos [(getMarkerPos "ARMYDELIVERLIFTED" SELECT 0),(getMarkerPos "ARMYDELIVERLIFTED" SELECT 1),(getMarkerPos "ARMYDELIVERLIFTED" select 2)]; _WP1 waypointAttachObject ARMYDELIVERLIFTED; _wp1 setWaypointType "UNHOOK"; _WP1 setWaypointSpeed "LIMITED"; _WP1 setWaypointBehaviour "CARELESS"; _WP1 setWaypointCombatMode "GREEN"; _wp1 setWaypointTimeout [20, 20, 20]; _wp1 setWaypointStatements ["true", "_Sling1 = AJEEPLIFTER setSlingLoad objNull;"]; _wp2 = AJEEPLIFTERGROUP addWaypoint [(getMarkerPos "ARMYdeletelifted"),0]; _wp2 setWaypointType "MOVE"; _WP2 setWaypointBehaviour "CARELESS"; _WP2 setWaypointCombatMode "GREEN"; _wp2 setWaypointStatements ["true", "{deleteVehicle _x;}forEach crew AJEEPLIFTER;deleteVehicle AJEEPLIFTER;"]; }; I gave up on hook and used set slingload to have the jeep just automatically hook to the bottom of the helicopter, but then the unhook wouldn't work. I've fought with trying to get the helicopter to just "MOVE" to the location and then fly in height, but it refuses to go to the exact location of the markers, then it will lower heights at _wp1 it goes pretty much anywhere it wants around my markers but never on my markers. it always stops somewhere around 100 meters short or too far. so when I setslingload objnull it drops too far away from where its supposed to be delivered. I can't wrap my head around why placed in the editor waypoints work just fine, but when I try to script it everything just falls apart. Any help would be GREATLY appreciated.
  17. Does it work in multiplayer? Yes, MultiPlayer and SinglePlayer. What does this script/function do? This script requests a standard vehicle (unarmed) airdrop for moving purposes on player position. If there is enough space on the airdrop plane, it parachutes 2 vehicles. Supported factions and vehicles BLUFOR NATO (Blackfish NATO Apex Expansion, this place can only fit 1 Hunter or 2 Prowlers as unarmed vehicles) BLU_F BLU_T_F BLU_W_F → 1 Hunter or 2 Prowlers (random) BLUFOR RHS FACTIONS (cargo comes in a C-130 of RHS USAF mod) rhs_faction_usarmy_d rhs_faction_usmc_d rhs_faction_usarmy_wd rhs_faction_usmc_wd → 2 Unarmed Humvee INDEPENDENT (Blackfish NATO Apex Expansion) IND_F IND_E_F → 1 Strider OPFOR CSAT (Y-32 Xi'an Apex Expansion, this plane it only fits one vehicle) OPF_F OPF_T_F OPF_R_F → 1 Qilin (unarmed) OPFOR RHS FACTIONS (cargo comes in a Blackfish NATO Apex Expansion as there is no RHS AFRF plane for cargo (Y-32 Xi'an did not fit GAZ vehicle)) rhs_faction_msv rhs_faction_vdv → 1 GAZ (unarmed, green) How do I call the script? [player] execVM "vehicleDrop.sqf"; vehicleDrop.sqf //Uncomment following if used as function //_unit = param[0]; //Uncomment following if used as script _unit = _this select 0; _unitPos = position _unit; _randomTransportPos = [[_unitPos select 0, _unitPos select 1, 800], 3000, random 360] call BIS_fnc_relPos; _sideUnit = side _unit; _factionUnit = faction _unit; _vehicleType = 0; _transportType = "B_T_VTOL_01_vehicle_F"; switch(_factionUnit) do { //Vanilla units case "BLU_F": { _vehicleType = ["B_MRAP_01_F","B_LSV_01_unarmed_F"] call BIS_fnc_selectRandom; }; case "BLU_T_F"; case "BLU_W_F": { _vehicleType = ["B_T_MRAP_01_F","B_T_LSV_01_unarmed_F"] call BIS_fnc_selectRandom; }; case "OPF_F": { _vehicleType = "O_LSV_02_unarmed_F"; _transportType = "O_T_VTOL_02_vehicle_dynamicLoadout_F"; }; case "OPF_T_F"; case "OPF_R_F": { _vehicleType = "O_T_LSV_02_unarmed_F"; _transportType = "O_T_VTOL_02_vehicle_dynamicLoadout_F"; }; case "IND_F ": { _vehicleType = "I_MRAP_03_F"; }; case "IND_E_F": { _vehicleType = "I_E_Van_02_vehicle_F"; }; //RHS units case "rhs_faction_usarmy_d"; case "rhs_faction_usmc_d": { _vehicleType = "rhsusf_m1043_d"; _transportType = "RHS_C130J_Cargo"; }; case "rhs_faction_usarmy_wd"; case "rhs_faction_usmc_wd": { _vehicleType = "rhsusf_m1043_w"; _transportType = "RHS_C130J_Cargo"; }; case "rhs_faction_msv"; case "rhs_faction_vdv": { _vehicleType = "rhs_tigr_msv"; }; }; //Creating transport for cargo drop _transportArray = [_randomTransportPos, random 360, _transportType, _sideUnit] call BIS_fnc_spawnVehicle; _transportVeh = _transportArray select 0; _transportGrp = _transportArray select 2; //Support call _unit sideChat format["Crossroad this is %1 requesting vehicle drop at grid %2. Over.", name _unit, mapGridPosition _unitPos]; sleep 5; [_sideUnit, "HQ"] sideChat format["Solid copy %1, Buzzard it's 1 click out. ETA 1 minute.", name _unit]; //Spawning cargo and loading _cargoVehicle = _vehicleType createVehicle [0,0,1000]; _transportVeh setVehicleCargo _cargoVehicle; _cargoVehicle2 = _vehicleType createVehicle [20,20,1000]; if ((_transportVeh canVehicleCargo _cargoVehicle2) select 1) then { _transportVeh setVehicleCargo _cargoVehicle2; } else { deleteVehicle _cargoVehicle2; }; //Setting waypoints _waypoint = _transportGrp addWaypoint [_unitPos, 0]; _waypoint setWaypointBehaviour "CARELESS"; _waypoint setWaypointCombatMode "NOCHANGE"; _waypoint setWaypointSpeed "FULL"; _waypoint setWaypointType "MOVE"; _waypoint setWaypointStatements ["_transportVeh flyInHeight 200",""]; //Go to drop zone _transportGrp setCurrentWaypoint [_transportGrp, 0]; waitUntil { (_transportVeh distance _unitPos) < 200 }; //Drop cargo _transportVeh sideChat "Buzzard is making the drop. Code is purple, Good luck guys."; _transportVeh setVehicleCargo objNull; _transportVeh setVehicleCargo objNull; //Go away _waypoint2 = _transportGrp addWaypoint [[0,0,1000], 1]; _waypoint2 setWaypointBehaviour "CARELESS"; _waypoint2 setWaypointCombatMode "NOCHANGE"; _waypoint2 setWaypointSpeed "FULL"; _waypoint2 setWaypointType "MOVE"; _waypoint2 setWaypointStatements ["true",""]; _transportGrp setCurrentWaypoint [_transportGrp, 1]; waitUntil { (getPosATL _cargoVehicle) select 2 < 10 }; Signal = "SmokeShellPurple" createVehicle position _cargoVehicle; Signal = "SmokeShellPurple" createVehicle position _cargoVehicle2; sleep 30; //Cleanup {deleteVehicle _x} forEach (crew _transportVeh) + [_transportVeh];
  18. VPHUD stands for Virtual Pilot Head-Up Display What is VPHUD? Have you ever felt the need to look at the aircraft fixed gauges, because it had no HUD? Have you ever crashed your aircraft because you were distracted looking at such gauges? Have you ever wished the Advanced Flight Model GUI existed in the Standard Flight Model? If that's your case then I'm glad to tell you that VPHUD seeks to solve all those problems and wishes you ever had before. VPHUD is a seamless addon that adds two virtual gauges to all aircraft that do not have native HUD support. An Artificial Horizon to help you understand when your airplane is upside down, or if you're landing your helicopter perfectly leveled. A Vertical Speed Indicator to give you crucial information if the landing you're attempting to make it too harsh for your aircraft to handle. Some other misc information is also available such as altitude, throttle, and speed. How does it work? As mentioned before, the addon works seamlessly without the need for any configuration. All you have to do is get in an aircraft as a pilot, and the VPHUD will pop up immediately. At the left will show up the Vertical Speed Indicator and at the right the Artificial Horizon. But that's not all, you can change VPHUD's settings in addons options. What settings can I change? Change VPHUD scale and positioning. Change the System of Units between Imperial System and Metric System. Change the way altitude is measured between Sea Level and Ground Level. Enable a virtual crosshair and change its color and shape. You can even use the crosshair only if you don't care about the gauges. Enable a throttle indicator for airplanes or collective indicator for helicopters in the advanced flight model. How to aim the crosshair? You can change crosshair to whatever shape you want, however, I find V shape the most versatile. When NOT zoomed in the player aims with the V's top (default view), when zooming in the player aims with the bottom end of the V (right click zoom). Issues Altitude bar sometimes getting behind the Vertical Speed Indicator is expected behavior. Pitch is not perfectly accurate. Aside from that, none that I'm aware of. Let me know if you find any. Planned Improvements Gauges size scaling algorithm needs improvement. Virtual Flight Path Vector. Some way to reset settings as a last resort. Another VPHUD styling that replicates real aircraft HUDs. Meanwhile, this may interest you. Licensing No Redistribution - You may not publicly redistribute VPHUD without my consent. As such public modpacks/mod compilations are not authorized. The ONLY EXCEPTIONS are communities/clans that may PRIVATELY share VPHUD on their own PRIVATE repositories for PRIVATE IN-HOUSE use without noticing me. (I'll personally take care of distributing and keeping updated VPHUD on the most popular Arma public repositories. If you wish for VPHUD to be available on a public repository that is not yet available please contact me.) Attribution - You may create your own derivative works as long as you credit me for the original work on which your derivative work is based, but not in any way that suggests that I endorse you or your derivative work. Noncommercial - You may not use VPHUD for any commercial purposes whatsoever. Share Alike - Your derivative work must also be open for derivative works and not be used for commercial purposes as well (both Arma derivatives and non-Arma derivatives). You may opt to openly allow your derivative work to be publicly distributed. Download Repositories Steam Workshop Direct Download Feedback and suggestions are always welcome! Thank you. Contribute to the mod at GitHub.
  19. While flying a helicopter, my character is placed in the wrong position, which means the camera's also in the wrong position as well. This is the same for all helicopters. For the little bird in particular, my character acts as if it's "dead" when it's not. I believe that this issue is not related to files or hardware since I use a streaming platform (GeForce Now) to play. The issue is also not due to a mod. Here's a YouTube clip and screenshot of my pilot in the little bird to give you some visualization. https://youtu.be/Fpi_LnIKlsc
  20. AW101 Merlin for Arma 3. Download: Steam Features: •Advanced Flight Model •Garage Custom •Walkable Interiors •All parts animated •Interior lights •Detailed cockpit •Sling-Loading Variants: •AW 101 TTH Italian Navy; •VH-71 Kestrel Marine One; •Merlin HC3 BAF and AAF; •Merlin HC3 Armed for BAF and AAF; •CH-101 Civilian variant; •AW 101 VIP Luxury Civilian variant; Future Variants: •CH-149 Cormorant Search and rescue •EH-101A AEW variant •HH-101A CSAR variant •MH-101A Amphibious Support Helicopter (ASH) variant Credit joker006 BIS - Arma 2/Take On Helicopters sample model, texture. License / Disclaimer: You are permitted to install and use this software for personal entertainment purposes only. This add-on is meant for ARMA 3 game platform by Bohemia Interactive only. Any commercial or military use is strictly forbidden without permission from the author. Its strictly forbidden to use on any monetized server This addon for Arma 3 is released under APL The authors of this addon give no warranty DO NOT UPLOAD TO STEAM WORKSHOP: NO Steam Workshop reuploads. We will remove any re-uploaded content. If you don't know there is a tool that crawls the Steam Workshop and matches files so even if you upload it for "Private/clan use" we will find it and we will issue a DMCA Take down request. Instead, Just create a Collection and save us all the trouble. Screenshot:
  21. FILE CFS 1.01 (Dropbox, APL-SA license) INTRODUCTION CFS script attempts to guide pointed helicopter along his waypoints using very low altitude similar to contour flight. CFS's control is paused as helicopter approaches current waypoint and resumed, when new waypoint become current. Testing run footage Parameters description: Helicopter - a chopper to be controlled. Desired speed - speed in m/s, that heli will try to maintain most of the time. Default: max config speed. The faster, the more risky flight. Desired altitude - AGL ceiling in meters: controlled heli will strive to maintain that height above the ground as much, as possible. Default: 10. Values below 10 not recommended. Overfly buffer - additional buffer in meters added to calculated minimal height necessary to fly over an obstacle (map object etc.). Default: 2. Values below 2 not recommended. Obstacle detection mode - setting for obstacles detection method. 0 - less CPU hungry, pays attention only to the map objects, ignores editor-placed objects and very few exceptions amongst map objects too (example: Tanoa's sea bridge roadway). 1 - detects non-map objects as well, may cause a bit more bumpy ride, than necessary and recognize as an obstacle also objects, that should be ignored, can be more CPU-hungry. Default: 0 (recommended unless insuffice in certain scenarios). Obstacle detection range - a multiplier of obstacles detection radius. Default: 1, which translates to the bigger of the two: (heli full length + 10) OR 20 meters. Too big radius will eat FPS fast, too low will tend to ignore big objects, that still can be collided with. Emergency pull up - if this is enabled and code would detect, that heli gets dangerously close to the ground, emergency "pull up!" vertical velocity will be added, which often (not always) may help to avoid collision. In such situation it will override sharpness setting. Default: true. Sharpness factor - the lower value, the more smoothed flight, but also more sluggish reactions which increase collision risk. Default: 0.2. Values 0.1-0.2 are risky. Values below 0.1 not recommended. Maximum: 1 (safest, but least elegant). Values above 1 or below 0 may cause weird behavior. Debug mode - added 3D visualisation markers and some numerical data on the screen. Default: false. KNOWN ISSUES & LIMITATIONS CFS was tested with few helicopters (Ghost Hawk, Hummingbird and Huron) and settings along various, demanding paths, but further tests with various settings/on different terrains may still reveal exceptions, where collisions may occur. Although I did, what I could to make it looking as natural, as possible, do not expect fully realistic flight model here. It's simplified, scripted makeshift. CFS will fail, if given map object has its shape bigger, than bounding box. One example found: sea bridges elements (pillars) on Tanoa - manual correction for them included. CFS will not try to pass obstacles sideways nor will try to guide the helicopter below any obstacle even, if possible (high bridges etc.). It will always try to overfly the obstacle instead. CFS guides the helicopter towards current waypoint along the straight line, there's no path preplanning to use terrain, avoid hilltops etc. The code is run per frame to make it fluid and reliable, so it may cause some FPS drops especially over areas with many objects, like forests etc. CODE Initialization: _handle = [heli1] spawn RYD_TI_TimidIcarus;//simple _handle = [heli1,83.3,10,2,1,1,false,0.2,true] spawn RYD_TI_TimidIcarus;//advanced //[helicopter,desired speed (m/s), desired altitude AGL (m), obstacle overfly buffer (m), obstacle detect mode (0/1), obstacle detect range (m), emergency pull up, smoothness factor, debug mode] Ending: removeMissionEventHandler ["EachFrame", RYD_TI_EFEH]; Source:
  22. I have recently gotten myself into Arma 3 and I only fly helicopters, I am using the Thrustmaster TCA Sidestick which is basically a T16000M but with Airbus stuff. I am using the integrated slider for the collective(analog). I noticed am only flying level like 150kmh with max throttle and if I push the nose down I will lose altitude. But when I am holding shift which is binded to the collective, I can fly a lot faster without losing the altitude. I do not want to hold shift when flying. Is there a work around?
  23. *** Fixed *** I changed this: _wp1 = _heliGroup addWaypoint [_heliLz,0]; to this: _wp1 = _heliGroup addWaypoint [_heliLz,-1]; Totally missed it in the biki *************** Hi, I'm new to scripting in Arma and I have been trying to create a script to spawn a helicopter, load it with other group and unload them in a position. The problem comes when their landing zones are close and they start to fight between each other for them, however I have tried to do it with the eden editor and if you attach each waypoint to each helipad they seem to respect it. I have tried to attach the waypoint to the helipad with waypointAttachObject but I don't get the same result. I have also read in the forum that the helicopter AI claims the lz when flying over them but even if I assign them routes without hovering other landing zones there is no change. The code: (it's supposed to be executed in a dedicated server) This is what happens when I execute the script: And here you can see how one of the helis didn't like his assigned lz Here is the behaviour with the eden created waypoints:
  24. KP Support Missions Gametype: Ground Support Players: 1 - 16 Modes: SP, COOP, PVP Available maps: Altis Vanilla - NATO vs CSAT RHS - US Army vs Russian VDV Malden Vanilla - NATO vs CSAT RHS - US Army vs Russian VDV Takistan Vanilla - NATO vs CSAT RHS - US Army vs Russian VDV Tanoa Vanilla - NATO vs CSAT RHS - US Marines vs Russian VDV Description: In this mission, game mode "ground support", the players take the roles of helicopter pilots tasked with supporting ground units. The playing field includes the two bases of each factions, as well as a total of 10 sectors. From these faction bases ground units are always on their way to independently seize control of those 10 active sectors. The players are there to support the groups by answering requests for transport, air support or medical evacuation. These orders are dynamically generated during the game, which means that no round compared to another is completely equal. This is accompanied by immersive radio traffic. The mission ends as soon as one side has no more tickets remaining. These are reduced when helicopters crash or the opponent controls at least 6 sectors. In the event of a helicopter crash, the player can respawn at their respective base, where after some time the helicopters reappear. The base also provides landing sites to repair, refuel or rearm the helicopter during the mission. Players are actually restricted to their role as pilots and can only leave the vehicle within their own base, for example, to switch to another helicopter. This also means that players themselves cannot take any sectors. Each side also has a Jet in their base. This won't respawn, so it's a high valuable asset with which you can interrupt the enemy supply lines. You can adjust parameters in the lobby for the daytime, weather, tickets count and view distance. There are 3 kinds of infantry troops which will ask for support: Ghost (4 soldiers) Nomad (8 soldiers) Hydra (16 soldiers) Download: GitHub Workshop: Altis Vanilla Altis RHS Malden Vanilla Malden RHS Takistan Vanilla Takistan RHS Tanoa Vanilla Tanoa RHS Discord
  25. Hey, I recently watched the Seal Team series. At the end of Season 2, Episode 21, they were evacuated by helicopter. But not normal. they were hanging on a rope. Have a look at it from minute 2:05: https://youtu.be/Sq6iQxhXtkQ is something like that in Arma too? In vanilla or with mods? Because that would be epic!
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