Search the Community

Showing results for tags 'jet'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE DISCUSSION
    • BOHEMIA INTERACTIVE NEWS
    • BOHEMIA INTERACTIVE JOBS
    • BOHEMIA INTERACTIVE GENERAL
  • BI MILITARY GAMES FORUMS
    • ARMA 3
    • ARMA 3 - EDITING
    • ARMA 3 - MAKE ARMA NOT WAR CONTEST
    • PROJECT ARGO
    • ARMA MOBILE OPS
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
    • ARMA 2 & OPERATION ARROWHEAD
    • ARMA 2 & OPERATION ARROWHEAD - EDITING
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS - EDITING
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
  • OTHER BI GAMES FORUMS
    • TAKE ON MARS
    • MINIDAYZ
    • CARRIER COMMAND: GAEA MISSION
    • IRON FRONT: LIBERATION 1944
    • TAKE ON HELICOPTERS
    • TAKE ON HELICOPTERS - EDITING
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC

XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 10 results

  1. 8th Virtual Tactical Fighter Wing --------- Event Information --------- Time Zone: EST Event Dates: Most weekends at 10 PM EST Active Members: 8 ---------- Requirements to Participate ---------- - Some sort of controller that allows for precise control of ailerons, elevators, rudder, and throttle along with buttons for toggle functions. - A Facebook Account - Microphone - Willing to download a large volume of mods - Team Player - Fluent English Speaker -------- Typical Mod List --------- - ACE - All CUP mods - Firewill F-16 - Firewill Air Weapons System - Firewill Pilots and Crew Pack - Fox MIG-23 - Fox MIG-25 - Fox MIG-29 - POOK SAM Pack - TOH South Asia - Sonic Boom - Extra Editor - F16 Real Sound - JSRS 4 Apex - Blastcore Tracers - Blastcore Phoenix - USAF --------- About 8th VTFW ---------- The 8th Virtual Tactical Fighter bridges the gap between arcade flying and simulators. We almost exclusively operate Firewills F-16 series due to its versatility and assortment of mods. We are quite relaxed but do role play to maintain immersion when preforming missions. Originally we started as a group of local airsoft players in Florida who attended a common field called DV8 Airsoft. We decided to make up a fictitious airfield called "Lithia Air Force Base" that uses the tail designation "DV" and the 8th VTFW as seen on the tail. This is a play on DV8 Airsoft of course. These are our custom color schemes generated based on Firewills template. We have three squadrons active for you to join at your preference. Each squadron bears custom tail colors and serves a specific role. 1st Fighter Bomber Squadron [RED TAIL] This squadron focuses on CAS, Interdiction, and Strike type missions. This is the most active squadron since they are used in my combined arms missions with infantry and armor. A 1st FBS F-16C preforming a practice run over Everon. 2nd Fighter Squadron [BLUE TAIL] Air to air engagements such as CAP, Escort, and Sweep missions is focus of this squadron. A 2nd FS F-16C Preforming Escort over Takistan. 3rd Wild Weasel Squadron [YELLOW TAIL] 3rd WWS F-16C flying the long 70km trek on a SEAD mission over TOH South Asia The primary mission of the 3rd WWS is Suppression of Enemy Air Defenses or Destruction of Enemy Air Defenses missions are the role of this squadron. They disable, distract, or destroy SAM sites like the SA-2 while other units preform their mission.
  2. ******************************************************** Sabre's Military Aviation A3 ports of Helijah's FlightGear Aircraft ******************************************************** This is a port of a few of Helijah's FlightGear Planes T-28 , Dassault/Dornier Alphajet, Grumman F9F, Fiat G.91, F6F Hellcat, Polikarpov I16, Ki-61, Lockheed P-38, Northrop P-61, He111, B-17, Ho 229, Do 335, BV-141, MB5, La-5, Me 262, B-25, S.510 ******************************************************** Credits/Thanks to: Helijah for the models and textures http://helijah.free.fr Alwarren for the Blender Toolbox Feint for Track IR extension Hnchmc for scripts Arma 3 port by [Dust]Sabre ******************************************************** Requirements: Sabre's Aircraft Library https://forums.bistudio.com/topic/188494-sabres-aircraft-lib/ ******************************************************** This addon for Arma 3 is released under CC-BY-SA The authors of this addon give no warranty ******************************************************** Downloads:
  3. Hi Guys, my second project and this time for AI aircrafts. Features Developed for AI Aircraft (helicopters and fixed wings) Aircraft patrols between markers and adjusts the height based on setup Possiblity to limit speed In case enemy is noticed during patrol, aircraft engages Intel share from ground units in search distance. Which means if there is ongoing battle air unit will be aware of enemy positions if they are in search distance (adjustable) Adjustable communication delay for intel share Restarting the patrol after aircraft finds no more enemy after an engagement Possibility to have multiple aircraft patrols in a scenario Script can be called from triggers or init.sqf Detecting all enemies inside kill zone. From now on aircrafts will not ignore infantry which do not fire on them. Advanced optics will detect all inside kill zone (adjustable) Return to base (RTB) if fuel is low (20% considered as bingo fuel) RTB based on damage situation (less tolerance to damage during normal flight compared to being in combat) RTB based on ammo. The decision is made based on cannon ammo count. RTB if gunner dies. Refuel, repair and reload ammo at base Target priority rules. Enemy aircrafts are highest value targets. After that comes tanks, armored vehicles, static weapons and infantry. Dense enemy formations have value multiplier which means 10 infantry in close formation is more valuable target than a single Humwee Laser guidence is used if aircraft has any missiles/bombs which can benefit from laser lock. Future Plans Possibility to have multiple bases Known Issue(s) I didn't code anything to improve the aiming of AI pilots. So still vanilla skils and attack methods are in play which means helicopters are also doing fly by to attack and they can hit that accurate. Download Dropbox (version 2) Armaholic (version 2) Usage Details are in readMe.txt inside the zip. Examples about how to add custom code or adjust patrol behaviour are inside AirPatrolEnd.sqf Version History v.2.0 Fixed: Workaround applied due to bug in BIS_fnc_EnemyTargets function which does not consider static weapons as enemy Added: Fixed wing support Added: RTB based on ammunition Added: RTB if gunner is dead Added: Aircraft uses laser for guided bombs Added: Target priority rules v.1.5 Fixed: Possiblity that aircraft stucks at a marker and starts turning around it Added: RTB based on damage Tweaked: Adjustable ServiceTime option removed from script call. Service time is now depending on how much fuel is missing or how much damage is taken Tweaked: AltitudeArray removed from script call. Multi-dimensional array will be used to hold markers and altitude together v.1.0 Initial version Enjoy!
  4. Hi, I've some strange issue with my jet gear animation. It works fine when I preview it in buldozer, but in game when I switch raise/lower gear, I can only hear gear sound and animation doesn't work at all. Screenshots: Config: Model.cfg no rpt errors or in-game, any ideas how to fix it?
  5. I have a trigger that had this on activation: {[_x] execVM "rearm.sqf"} foreach thislist; // Written by Weasel [PXS] - andy@andymoore.ca // This script rearms, refuels, and repairs vehicles. // Vehicles must be less than height 2 (typically landed, if air vehicles) and must remain in the // trigger area for 3 seconds. It then drains all fuel, repairs, rearms, and refuels. // // Setup a trigger area to activate this (F3 in map editor) with the following settings: // // Trigger REPEATEDLY, BLUFOR, PRESENT // Name: Rearmlist // Condition: this; // Activation: {[_x] execVM "rearm.sqf"} foreach thislist; // // Warning: If this trigger area overlaps another trigger area (such as ammo-transport Scripts), sometimes // things don't work as planned. Keep this seperate if you can. _unit = _this select 0; // Don't start the script until the unit is below a height of 2, and make sure they hold that // height for at least 3 seconds. WaitUntil{(getPos _unit select 2)<2}; sleep 3; if((getPos _unit select 2)>2) exitWith{}; WaitUntil{speed _unit < 2}; sleep 3; if(speed _unit > 5) exitWith{}; // Make sure unit is inside one of these lists (trigger areas) if( not (_unit in list rearmlist1)) exitWith{}; _unit setFuel 0; _unit VehicleChat "Repairing..."; sleep 2; _unit setDammage 0; _unit VehicleChat "Rearming..."; sleep 2; _unit setVehicleAmmo 1; _unit VehicleChat "Refueling..."; sleep 2; _unit setFuel 1; _unit VehicleChat "Finished."; if(true) exitWith{}; It works in SP but not on my dedicated server. What can i do?
  6. Hi. I want to have the A10 jet from RHS circle around an area and only attack targets that a unit laser designates for him. I want him to use the GAU8 gatling gun on lasers too, how do i make that happen? Because if i just let him fly around he will attack tanks and vehicles by himself...
  7. Hi. I placed a jet and gave it waypoints etc. Now when it gets shot down i want it to respawn after 30 seconds or so. I want the AI to have a 100% skill level and have it circle close to the center of the map. Any jet will do, a random one out of the 4 would be very good though. I tried a little bit but it didnt work. And i do not want to google for five hours, did it 30 mins and found nothing which is why im asking here. Help would be appreciated!
  8. [] spawn { if (isServer && {isDedicated}) exitWith {}; waitUntil {!isNull player}; private "_jet"; _xEHx = player addEventhandler ["respawn", { _jet = createVehicle [selectRandom ["I_Plane_Fighter_03_AA_F", "O_Plane_CAS_02_F", "B_Plane_CAS_01_F"], getArray (configFile >> "CfgWorlds" >> worldName >> "centerPosition"), [], random 10000, "FLY"]; (_this select 0) moveInDriver _jet; }]; }; This script makes players respawn in jets. But the problem is that the jet spawns at 100m altitude and often spawns nose down and ends up crashing. Is there a way to make the plane spawn at 1000m or so so that it doesnt crash?
  9. The APEX Drakon Finally, after 6 long months of development it's here... Introducing a new Unmanned Aerial System for Arma III. The jet-powered APEX Drakon offers a new way to control the battlefield in a sleek, effective way. Derived from the General Atomics Predator C 'Avenger', the Drakon comes equipped with a slew of incredible weapons and takes no prisoners. Not only was this model built from the ground up by none other than Kiory, this incredible machine comes equipped with a custom loadout editor made from scratch by AWOL, a well known Arma mod creator. Efficiency, design and quality were all key factors in creating this masterpiece. Prologue After a year into Arma's release, I had become frustrated with the vanilla UAV systems. With a game based in 2035, why were we using propeller driven aircraft? Also, why such a weak armament and why are they still extremely buggy? With those frustrations in mind, I set out to fix it myself. Meeting up with Kiory and AWOL, we began work on a new UAV system that would completely change the way UAV's would be viewed in Arma. 6 months later, the Drakon was released. While we still have a long way to go to get it where we want to, this is a step in the right direction. Addon Contents Includes the APEX Drakon .pbo file which comes with a single Drakon and a custom loadout editor built into the mod. FEATURES Jet-powered UAV system Nearly double the speed of vanilla UAV systems 4 external hardpoints and 1 internal bay Custom loadout editor and service menu (To be included in future builds) HELLAD Solid State Laser system Multiple camouflage patterns Stealth and Laser selectable variants Re-built UAV terminal TUTORIAL CREDITS Arma 3 engine: Bohemia Interactive Project lead: Church 3D Artist: Kiory Code/Scripts: AWOL Video Production: Church END USER LICENCE AGREEMENT: DISCLAIMER You are permitted to install and use this software for personal entertainment purposes only. You may not use this add-on (nor any of its parts) in any other add-on or mod (not even partially) nor redistribute or mirror it without Church's prior consent. This add-on is released under Creative Commons License Attribution-NonCommercial-NoDerivs For use with Arma III DONATIONS Our incredible mod team could use your help investing more into this mod! If you'd like, please donate to our cause! DOWNLOAD LINKS HOW TO INSTALL AND USE: Simply extract the @Drakon file from the .zip folder and drop it directly into your Arma directory folder! Once in game you must spawn an ammo support vehicle next to the Drakon in order to access the APEX Support Menu. Enjoy! KNOWN ISSUES Keep in mind the Drakon is still very much in an alpha state. This is our first release and there WILL be bugs. Here are a few we are aware of: The Drakon still uses Arma III's unfavorable UAV system. We know, it's something we want to get away from. The Laser Designator doesn't spawn on the UAV unless you first apply a loadout. The UAV flight model needs to be cleaned up. It currently floats too easily and the stall speed needs to be adjusted. The UAV turret cam works when it is stowed away, allowing you to see inside the drone. This will be fixed in a future patch. For some reason the Drakon doesn't get along with ACE's missile system very well. We're looking into that. For now, avoid using with ACE. There may be many others. These are just the ones we're very aware of. Feel free to PM me with any bugs you find outside of these ones. FOR MAKING WORK WITH ACE Thanks to Bamse for pointing this out. Remove these 6 .pbo files in order to avoid conflict with ACE. ace_javelin.pbo ace_laser.pbo ace_laser.pbo ace_laser_selfdesignate.pbo ace_laserpointer.pbo ace_missileguidance.pbo ace_yardarge450.pbo THANK YOU! PLEASE ENJOY OUR MOD!
  10. For some reason, the HUD is suddenly broken inside a fighter I'm working on. Full CfgVehicles code: class CfgVehicles { class Air; class Plane: Air { class HitPoints; }; class Plane_Base_F: Plane { class AnimationSources; class HitPoints: HitPoints { class HitHull; }; }; class PlaneWreck; class Plane_Fighter_01_base_F: Plane_Base_F { features = "Randomization: No <br />Camo selections: 1 - Body, wings, and gear <br />Script door sources: None <br />Script animations: None <br />Executed scripts: None <br />Firing from vehicles: No <br />Slingload: No <br />Cargo proxy indexes: None"; author = $STR_A3_Night515; DLC = AegisMod; mapSize = 15.5; class SimpleObject { animate[] = {}; hide[] = {}; verticalOffset = 0; }; _generalMacro = "Plane_Fighter_01_base_F"; scope = private; model = "\Air_F_Aegis\Plane_Fighter_01\Plane_Fighter_01_F.p3d"; editorSubcategory = "EdSubcat_Planes"; icon = "\Air_F_Aegis\Plane_Fighter_01\Data\UI\Map_Plane_Fighter_01_CA.paa"; picture = "\Air_F_Aegis\Plane_Fighter_01\Data\UI\Plane_Fighter_01_CA.paa"; destrType = DestructWreck; slingLoadCargoMemoryPoints[] = { "SlingLoadCargo1", "SlingLoadCargo2", "SlingLoadCargo3", "SlingLoadCargo4" }; memoryPointTaskMarker = "TaskMarker_1_pos"; armor = 80; armorStructural = 1; armorLights = 1; epeImpulseDamageCoef = 200; damageResistance = 0.01096; accuracy = 0.4; class Library { libTextDesc = $STR_A3_CfgVehicles_B_Plane_Fighter_01_F_Library0; }; driverAction = pilot_plane_fighter_01; getinAction = pilot_plane_fighter_01_Enter; getoutaction = pilot_plane_fighter_01_Exit; precisegetinout = true; viewDriverShadow = true; viewCargoShadow = true; viewDriverShadowDiff = 0.5; viewDriverShadowAmb = 0.5; LockDetectionSystem = CM_Lock_Radar; incomingMissileDetectionSystem = CM_Missile; class Turrets{}; class TransportItems{}; #include "sounds.hpp" vtol = true; altNoForce = 35000; altFullForce = 13636; maxSpeed = 1900; aileronSensitivity = 1.1; elevatorSensitivity = 0.8; rudderInfluence = 0.4; aileronControlsSensitivityCoef = 3; elevatorControlsSensitivityCoef = 4; rudderControlsSensitivityCoef = 4; elevatorCoef[] = {0.5,0.9,1.1,1.3,1.4,1.5,1.5,1.5,1.5,1.5,1.5,1.5,1.5,1.5,1.5,1.5}; aileronCoef[] = {1,1.75,2.5,2.5,3.5,3.5,3.5,3.5,3.5,3.5,3.5,3.5,3.5,2,1,1}; rudderCoef[] = {0.6,1.0,1.0,0.9,0.8,0.7,0.6}; flapsFrictionCoef = 0.5; angleOfIndicence = 0.05235987; draconicForceXCoef = 8.0; draconicForceYCoef = 2.3; draconicForceZCoef = 1.0; draconicTorqueXCoef = 1.2; draconicTorqueYCoef = 1.0; envelope[] = {0.1,0.5,3,8,9,9,9,6.85,6.5,5.8,4.6,2.8,0}; thrustCoef[] = {1.2,1.6,2,1.9,1.8,1.7,1.6,1.5,1.4, 1.2,1.1,0.9,0.5,0.3,0,0}; acceleration = 300; landingSpeed = 250; landingAoa = "rad 10"; threat[] = {1,1,1}; irScanRangeMin = 3000; irScanRangeMax = 10000; irScanToEyeFactor = 4; laserScanner = 1; showAllTargets = 4; minFireTime = 30; headAimDown = 0.0; cabinOpening = true; brakeDistance = 150; fov = 1.5; dustEffect = HeliDust; waterEffect = HeliWater; driverLeftHandAnimName = "throttle_stick"; driverRightHandAnimName = "flight_stick"; memoryPointsGetInDriver = "GetIn_driver_pos"; memoryPointsGetInDriverDir = "GetIn_driver_dir"; memoryPointLRocket = "Rocket_1"; memoryPointRRocket = "Rocket_2"; memoryPointCM[] = { "FlareLauncher_1_pos", "FlareLauncher_2_pos" }; memoryPointCMDir[] = { "FlareLauncher_1_dir", "FlareLauncher_2_dir" }; memoryPointLDust = "WheelDust_left_pos"; memoryPointRDust = "WheelDust_right_pos"; memoryPointGun = "Usti hlavne"; gunAimDown = 0.0; selectionFireAnim = "zasleh"; gearUpTime = 3; gearDownTime = 3; driveOnComponent[] = { "wheel_1", "wheel_2", "wheel_3" }; numberPhysicalWheels = 3; wheelSteeringSensitivity = 2.5; class Exhausts { class Exhaust_1 { position = "Exhaust_1_pos"; direction = "Exhaust_1_dir"; effect = ExhaustsEffectJet; }; }; class WingVortices { class BodyLeft { effectName = BodyVortices; position = "body_vapour_L_S"; }; class BodyRight { effectName = BodyVortices; position = "body_vapour_R_S"; }; class WingTipLeft { effectName = WingVortices; position = "body_vapour_L_E"; }; class WingTipRight { effectName = WingVortices; position = "body_vapour_R_E"; }; }; class Reflectors { class Gear_1_light { color[] = {0.9,1.0,0.8}; ambient[] = {0.009,0.01,0.008}; intensity = 25000; size = 1; innerAngle = 0; outerAngle = 90; coneFadeCoef = 12; position = "Light_L"; direction = "Light_L_end"; hitpoint = ""; selection = ""; useFlare = true; flareSize = 0.5; flareMaxDistance = 30; class Attenuation { start = false; constant = false; linear = 15; quadratic = 7; hardLimitStart = 75; hardLimitEnd = 100; }; }; }; class AnimationSources: AnimationSources { class AddFalchion { source = user; animPeriod = 0.000001; initPhase = 0; weapon = Missile_AA_04_Plane_CAS_01_F; }; class AddGbu12 { source = user; animPeriod = 0.000001; initPhase = 0; weapon = GBU12BombLauncher; }; class AddZephyr { source = user; animPeriod = 0.000001; initPhase = 0; weapon = missiles_Zephyr; }; class Hatch_1_Bay { source = maxHoldsterValue; animPeriod = 0.6; initPhase = 0; }; class Hatch_2_Bay { source = maxHoldsterValue; animPeriod = 0.6; initPhase = 0; }; class Hatch_3_Bay { source = maxHoldsterValue; animPeriod = 0.6; initPhase = 0; }; class Hatch_4_Bay { source = maxHoldsterValue; animPeriod = 0.6; initPhase = 0; }; class Muzzle_flash { source = ammorandom; weapon = gatling_25mm; }; }; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\Air_F_Aegis\Plane_Fighter_01\Data\Plane_Fighter_01_ext_CO.paa"}; class HitPoints: HitPoints { class HitHull: HitHull { armor = 999; explosionShielding = 10; name = "hull_hit"; passThrough = 0.5; visual = "hull_hit"; radius = 0.01; minimalHit = 0.02; depends = "Total"; material = -1; }; class HitEngine: HitHull { armor = 1.5; explosionShielding = 2; name = "engine_hit"; passThrough = 1; visual = "engine_hit"; radius = 0.48; minimalHit = 0.1; }; class HitAvionics: HitHull { armor = 3; explosionShielding = 1; name = "avionics_hit"; passThrough = 0.2; visual = "avionics_hit"; radius = 0.3; }; class HitFuel: HitHull { armor = 3; explosionShielding = 4; name = "fuel_hit"; passThrough = 0.5; visual = "fuel_hit"; radius = 2.3; minimalHit = 0.1; }; class HitGlass1: HitHull { armor = 1.5; explosionShielding = 3; name = "glass_1"; passThrough = 0; visual = "glass_1"; radius = 0.2; minimalHit = 0.1; }; class HitGlass2: HitHull { armor = 3; explosionShielding = 4; name = "glass_2"; passThrough = 0; visual = "glass_2"; radius = 0.1; minimalHit = 0.1; }; }; class Damage { tex[] = {}; mat[] = { "\Air_F_Aegis\Plane_Fighter_01\Data\Cannon.rvmat", "\Air_F_Aegis\Plane_Fighter_01\Data\Cannon_damage.rvmat", "\Air_F_Aegis\Plane_Fighter_01\Data\Cannon_destruct.rvmat", "\Air_F_Aegis\Plane_Fighter_01\Data\Plane_Fighter_01_ext.rvmat", "\Air_F_Aegis\Plane_Fighter_01\Data\Plane_Fighter_01_ext_damage.rvmat", "\Air_F_Aegis\Plane_Fighter_01\Data\Plane_Fighter_01_ext_destruct.rvmat", "\Air_F_Aegis\Plane_Fighter_01\Data\Plane_Fighter_01_glass.rvmat", "\Air_F_Aegis\Plane_Fighter_01\Data\Plane_Fighter_01_glass_damage.rvmat", "\Air_F_Aegis\Plane_Fighter_01\Data\Plane_Fighter_01_glass_damage.rvmat", "\Air_F_Aegis\Plane_Fighter_01\Data\Plane_Fighter_01_int_glass.rvmat", "\Air_F_Aegis\Plane_Fighter_01\Data\Plane_Fighter_01_int_glass_damage.rvmat", "\Air_F_Aegis\Plane_Fighter_01\Data\Plane_Fighter_01_int_glass_damage.rvmat" }; }; memoryPointDriverOptics = "PilotCamera_pos"; unitInfoType = RscOptics_CAS_01_TGP; class pilotCamera { class OpticsIn { class Wide { opticsDisplayName = "W"; initAngleX = 0; minAngleX = 0; maxAngleX = 0; initAngleY = 0; minAngleY = 0; maxAngleY = 0; initFov = "(30 / 120)"; minFov = "(30 / 120)"; maxFov = "(30 / 120)"; directionStabilized = true; visionMode[] = { Normal, Ti }; thermalMode[] = {0,1}; gunnerOpticsModel = "\A3\Drones_F\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_wide_F.p3d"; opticsPPEffects[] = { OpticsCHAbera2, OpticsBlur2 }; }; class Medium: Wide { opticsDisplayName = "M"; initFov = "(15 / 120)"; minFov = "(15 / 120)"; maxFov = "(15 / 120)"; gunnerOpticsModel = "\A3\Drones_F\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_medium_F.p3d"; }; class Narrow: Wide { opticsDisplayName = "N"; initFov = "(7.5 / 120)"; minFov = "(7.5 / 120)"; maxFov = "(7.5 / 120)"; gunnerOpticsModel = "\A3\Drones_F\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_narrow_F.p3d"; }; showMiniMapInOptics = true; showUAVViewInOptics = false; showSlingLoadManagerInOptics = false; }; minTurn = -130; maxTurn = 130; initTurn = 0; minElev = -10; maxElev = 90; initElev = 0; maxXRotSpeed = 0.3; maxYRotSpeed = 0.3; pilotOpticsShowCursor = true; controllable = true; }; class MFD { class AirplaneHUD { topLeft = "HUD_top_left"; topRight = "HUD_top_right"; bottomLeft = "HUD_bottom_left"; borderLeft = 0; borderRight = 0; borderTop = 0; borderBottom = 0; color[] = {1.0,1.0,1.0,1.0}; helmetMountedDisplay = true; helmetPosition[] = {-0.04,0.03,0.1}; helmetRight[] = {0.08,0,0}; helmetDown[] = {-0,-0.06,0}; #include "cfgHUD.hpp" }; }; class MarkerLights { class PositionRed { color[] = {0.8,0.0,0.0}; ambient[] = {0.08,0.0,0.0}; intensity = 75; name = "PositionLight_red_1_pos"; drawLight = 1; drawLightSize = 0.15; drawLightCenterSize = 0.04; activeLight = 0; blinking = 0; dayLight = 0; useFlare = 0; class Attenuation { start = 0; constant = 0; linear = 25; quadratic = 50; hardLimitStart = 0.75; hardLimitEnd = 1; }; }; class PositionGreen: PositionRed { color[] = {0.0,0.8,0.0}; ambient[] = {0.0,0.08,0.0}; name = "PositionLight_green_1_pos"; }; class CollisionWhite: PositionRed { color[] = {1.0,1.0,1.0}; ambient[] = {0.1,0.1,0.1}; name = "CollisionLight_white_1_pos"; blinking = 1; blinkingPattern[] = {0.1,0.9}; blinkingPatternGuarantee = 0; drawLightSize = 0.2; drawLightCenterSize = 0.04; }; class CollisionWhite2: CollisionWhite { name = "CollisionLight_white_2_pos"; }; }; class RenderTargets { class FLIR { renderTarget = "rendertarget0"; class CameraView1 { pointPosition = "flir_pos"; pointDirection = "flir_dir"; renderQuality = 1; renderVisionMode = 2; fov = 0.3; }; }; }; class TextureSources { class blufor { displayName = $STR_A3_TextureSources_blu0; author = $STR_A3_Night515; textures[] = {"\Air_F_Aegis\Plane_Fighter_01\Data\Plane_Fighter_01_ext_CO.paa"}; }; class dazzle { displayName = $STR_A3_TextureSources_dazzle0; author = $STR_A3_Night515; textures[] = {"\Air_F_Aegis\Plane_Fighter_01\Data\Plane_Fighter_01_ext_BLUFOR_CO.paa"}; }; }; }; class B_Plane_Fighter_01_CAS_F: Plane_Fighter_01_base_F { author = $STR_A3_Night515; _generalMacro = "B_Plane_Fighter_01_CAS_F"; scope = public; scopeCurator = public; displayName = "F-38 Stalker (CAS)"; side = 1; faction = BLU_F; crew = B_pilot_F; typicalCargo[] = {B_pilot_F}; weapons[] = { gatling_25mm, Missile_AA_04_Plane_CAS_01_F, GBU12BombLauncher, CMFlareLauncher }; magazines[] = { 300Rnd_25mm_shells, 2Rnd_Missile_AA_04_plane_fighter_01_F, 2Rnd_GBU12_LGB, 240Rnd_CMFlare_Chaff_Magazine }; class AnimationSources: AnimationSources { class AddFalchion: AddFalchion { initPhase = 1; }; class AddGbu12: AddGbu12 { initPhase = 1; }; }; availableForSupportTypes[] = {CAS_Bombing}; cost = 3000000; }; class B_CTRG_Plane_Fighter_01_CAS_F: Plane_Fighter_01_base_F { author = $STR_A3_Night515; _generalMacro = "B_CTRG_Plane_Fighter_01_CAS_F"; scope = public; scopeCurator = public; displayName = "F-38 Stalker (CAS)"; side = 1; faction = BLU_CTRG_F; crew = B_CTRG_pilot_F; typicalCargo[] = {B_CTRG_pilot_F}; weapons[] = { gatling_25mm, Missile_AA_04_Plane_CAS_01_F, GBU12BombLauncher, CMFlareLauncher }; magazines[] = { 300Rnd_25mm_shells, 2Rnd_Missile_AA_04_plane_fighter_01_F, 2Rnd_GBU12_LGB, 240Rnd_CMFlare_Chaff_Magazine }; class AnimationSources: AnimationSources { class AddFalchion: AddFalchion { initPhase = 1; }; class AddGbu12: AddGbu12 { initPhase = 1; }; }; availableForSupportTypes[] = {CAS_Bombing}; cost = 3000000; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\Air_F_Aegis\Plane_Fighter_01\Data\Plane_Fighter_01_ext_BLUFOR_CO.paa"}; }; class B_Plane_Fighter_01_AA_F: B_Plane_Fighter_01_CAS_F { author = $STR_A3_Night515; forceInGarage = true; _generalMacro = "B_Plane_Fighter_01_AA_F"; displayName = "F-38 Stalker (AA)"; weapons[] = { gatling_25mm, missiles_Zephyr, Missile_AA_04_Plane_CAS_01_F, CMFlareLauncher }; magazines[] = { 300Rnd_25mm_shells, 2Rnd_GAA_missiles, 2Rnd_Missile_AA_04_plane_fighter_01_F, 240Rnd_CMFlare_Chaff_Magazine }; class AnimationSources: AnimationSources { class AddGbu12: AddGbu12 { initPhase = 0; }; class AddZephyr: AddZephyr { initPhase = 1; }; }; availableForSupportTypes[] = {}; }; class B_CTRG_Plane_Fighter_01_AA_F: B_CTRG_Plane_Fighter_01_CAS_F { author = $STR_A3_Night515; _generalMacro = "B_CTRG_Plane_Fighter_01_AA_F"; displayName = "F-38 Stalker (AA)"; weapons[] = { gatling_25mm, missiles_Zephyr, Missile_AA_04_Plane_CAS_01_F, CMFlareLauncher }; magazines[] = { 300Rnd_25mm_shells, 2Rnd_GAA_missiles, 2Rnd_Missile_AA_04_plane_fighter_01_F, 240Rnd_CMFlare_Chaff_Magazine }; class AnimationSources: AnimationSources { class AddGbu12: AddGbu12 { initPhase = 0; }; class AddZephyr: AddZephyr { initPhase = 1; }; }; availableForSupportTypes[] = {}; }; class Plane_Fighter_01_wreck_F: PlaneWreck { author = $STR_A3_Night515; _generalMacro = "Plane_Fighter_01_wreck_F"; scope = protected; scopeCurator = private; class Armory { disabled = true; }; model = "Air_F_Aegis\Plane_Fighter_01\Plane_Fighter_01_wreck_F.p3d"; typicalCargo[] = {}; irTarget = false; transportAmmo = false; transportRepair = false; transportFuel = false; transportSoldier = true; class Eventhandlers{}; }; };