Popular Post JJ Cakes Posted May 11, 2020 Popular Post Share Posted May 11, 2020 I did some hacking on Wibbler's Helicopter Transport scenario to include helicopters from popular mods so you can get some flight time in non-vanilla helicopters. I left the Ghosthawk and Hummingbird in from vanilla since those are staples of EU1 and added more choppahs. Figured I might as well share with Ahoy and feel free to move this if I posted in the wrong spot. This is now hosted on the Steam Workshop: Old link, don't use: https://steamcommunity.com/sharedfiles/filedetails/?id=2796584765 NEW LINK USE THIS: https://steamcommunity.com/sharedfiles/filedetails/?id=2801907041 Or just search for "AhoyWorld Helicopter" on Steam. What mods do I need? CBA_A3 3CB BAF Vehicles RHSUSAF RHSAFRF RHSSAF RHSGREF What helicopters are there? Vanilla: Ghosthawk Hummingbird Blackfish X'ian Mowhawk Huron Taru Hellcat Orca Kajman From mods: CH 53-E HT48 Ka-60 Merlin HC4 24 MH-6M Littlebird Mi24-P Hind Mi-8MTV-3 UH-1Y UH-60M Wildcat AH1 Transport What else changed? Pilot is no longer in vanilla gear Spawned fireteam are US Army desert camo and are team leader, AR, AR assist & rifleman instead of all riflemen (plus a bit of a skills bump) Added around 30 new LZ's. Who do I complain to if there's bugs or features I want? If there's a helicopter you really want to practice with and it's in one of those mods but not in the scenario, hit me up here or on Discord and I'll see what I can do. possiblyEOD, Schubz, ttagiteu and 8 others 8 3 Link to comment Share on other sites More sharing options...
RiverWolf Posted May 17, 2020 Share Posted May 17, 2020 Nice JJ! Link to comment Share on other sites More sharing options...
JJ Cakes Posted January 16, 2022 Author Share Posted January 16, 2022 Just bumping this if anyone wants a scenario where they can practice with helos from mods. Damo3D, Schubz, possiblyEOD and 1 other 3 1 Link to comment Share on other sites More sharing options...
Damo3D Posted February 12, 2022 Share Posted February 12, 2022 Had a blast with this, literally 1 in 10 landings weren't Fireballs. Thanks for expanding and sharing @JJ Cakes. Would you consider adding the blackfish at some point as its VTOL? RiverWolf and MidnightRunner 1 1 Link to comment Share on other sites More sharing options...
Gustis40g Posted February 12, 2022 Share Posted February 12, 2022 7 hours ago, Damo3D said: Would you consider adding the blackfish at some point as its VTOL? If you're going to add the Blackfish you're gonna have to add my lovely little abomination the Xi'an as well. RiverWolf 1 Link to comment Share on other sites More sharing options...
JJ Cakes Posted February 13, 2022 Author Share Posted February 13, 2022 I'll add both those in! Damo3D 1 Link to comment Share on other sites More sharing options...
JJ Cakes Posted February 15, 2022 Author Share Posted February 15, 2022 Updated version available here: https://drive.google.com/file/d/1Y05RpQpgMDPIYJC0FfPg7DqVHgejj6M6/view?usp=sharing Change log: * Added Vanilla Blackfish and X'ian VTOLs. They're by the big runway so you have room to do rolling takeoffs/landings. * Fixed HT48 so it is repairable and respawns on destruction * Added around 30 new LZs. (Did this awhile ago, never released.) Reminder: If you start this as a multiplayer scenario there is a "PARAMETERS" option in the upper right corner where you can adjust things like time-of-day, chance of AA, chance of hot LZ, size of LZ and smoke/chemlights. Damo3D 1 Link to comment Share on other sites More sharing options...
JJ Cakes Posted February 15, 2022 Author Share Posted February 15, 2022 To-Do: I'm going to add in the rest of the vanilla helicopters available on I&A3 because why not? Here's what's missing, let me know if I missed anything: Mohawk Huron Taru (Assuming I can equip troop pod in editor) Hellcat Orca Kajman RiverWolf 1 Link to comment Share on other sites More sharing options...
JJ Cakes Posted February 22, 2022 Author Share Posted February 22, 2022 Check the main post, the scenario has been hosted on Steam and those 6 vanilla choppers have been added to the scenario. Let me know if any of them are bugged. And by "bugged" I mean they can't be repaired using the scrollwheel option or they don't respawn if you crash them. (I didn't try and fix the bugs in the original scenario) Damo3D and Bomer 2 Link to comment Share on other sites More sharing options...
JJ Cakes Posted February 22, 2022 Author Share Posted February 22, 2022 Oh, if Core Staff has a problem with me associating this scenario with AhoyWorld let me know and I'll happily change the description on Steam. Link to comment Share on other sites More sharing options...
MidnightRunner Posted February 22, 2022 Share Posted February 22, 2022 No issues, thanks for making this Link to comment Share on other sites More sharing options...
Schubz Posted April 8, 2022 Share Posted April 8, 2022 After extracting/inserting 3 to 4 LZ`s no more LZ's come up. Played it 5 times with different choppers so far with the same outcome. Sometimes got an infantry man on board who shouldn't be there. MP version with default settings Link to comment Share on other sites More sharing options...
JJ Cakes Posted April 8, 2022 Author Share Posted April 8, 2022 I added more LZs and I wonder if I broke something. But it's not uncommon with the original mission where it will just stop creating new LZs but it usually takes more than 3 to 4 times before that happens. I'll take a look and see if I can figure it out. (Spoiler: I'm no Whigi) Schubz and Art3misZA 1 1 Link to comment Share on other sites More sharing options...
JJ Cakes Posted April 12, 2022 Author Share Posted April 12, 2022 OK, I can totally recreate this, and I put some debug in the SQF file that spawns the new LZ and it's like it's not being called. I'm probably going to need to call in the scripting gods for help because nothing in the code looks weird. Damo3D 1 Link to comment Share on other sites More sharing options...
JJ Cakes Posted April 13, 2022 Author Share Posted April 13, 2022 OK, if anyone better at scripting than me (everyone) cares to help, this is what I've found out: In Eden, if you double click on the pilot, you'll see that there's 103 LZ's in the call to initPlayer.sqf which ends up in _lzCount and that matches the count of all the LZ's I've put down. In createObj.sqf I was debugging using "hint" lzLoc, and when the scenario quits working, I get no debug for that variable. That's called from landingComplete.sqf and I don't see anywhere it would exit without calling createObj.sqf. I get the message "Landing Complete" from landingComplete.sqf, but I don't get the hint for lzLoc, it's like it's not getting called. I did this launching the scenario in multiplayer, and I turned off hot LZ's and AA threat and the scenario bugs out after 2 or 3 landings. Obviously you'll need to unpack the PBO if you want to help with this, and sorry for sucking at Arma SQF. Link to comment Share on other sites More sharing options...
Bomer Posted April 18, 2022 Share Posted April 18, 2022 For convenience here's the modset as described in the workshop post AW Wibbler.html Link to comment Share on other sites More sharing options...
Bomer Posted April 18, 2022 Share Posted April 18, 2022 Perhaps a Ammo vehicle would also be a good idea. Link to comment Share on other sites More sharing options...
JJ Cakes Posted April 19, 2022 Author Share Posted April 19, 2022 Important Read!!! I somehow messed up and created a new scenario and ended up deleting the previous one on Steam, so the new subscribe link is in the first post. You can unsubscribe from the old one and subscribe to the new version. I think the scenario is "fixed", I noticed that the AI were hopping back in the chopper shortly after insert which I think was screwing up the mission and this was happening in both single and multiplayer. I tried setting "allowGetIn" to false on all the AI but same thing. So now they get deleted on successful insertion. I didn't touch that code, but yeah, Arma. As per @Bomer I added an ammo truck at the main AO. If @Schubz would be so kind, would you give this latest iteration a try? Damo3D, Bomer and Schubz 1 2 Link to comment Share on other sites More sharing options...
Bomer Posted April 20, 2022 Share Posted April 20, 2022 Did some testing. the objectives keep coming. No new AI after that first group gets removed though. but at least it works! Link to comment Share on other sites More sharing options...
JJ Cakes Posted April 20, 2022 Author Share Posted April 20, 2022 Oh, I didn't notice that somehow. That might be a clue as to what is borked with the original mission. Midnight sent me some crazy SQF debugging video by Dred Miller and I'm working on getting my setup working with that. You can connect Microsoft Code to a running instance of Arma using a couple Arma mods. Here's the link for anyone interested: Schubz 1 Link to comment Share on other sites More sharing options...
Schubz Posted April 21, 2022 Share Posted April 21, 2022 On 4/19/2022 at 2:44 AM, JJ Cakes said: If @Schubz would be so kind, would you give this latest iteration a try? Wilco this weekend, thanks for the fix. Link to comment Share on other sites More sharing options...
JJ Cakes Posted April 24, 2022 Author Share Posted April 24, 2022 OK, tried a bunch of fixes for the AI getting out of the helo to no avail, so they still get deleted. Added a new parameter "View Distance" so if you launch in MP you don't have to deal with the "Fog of war". Still issues (Damo thanks for your help) for people who subscribed to the previous mission and can't update (Steam bullshittery?) and am looking into it. Damo3D 1 Link to comment Share on other sites More sharing options...
JJ Cakes Posted April 24, 2022 Author Share Posted April 24, 2022 There's a new version of the mission on Steam, I tried some suggestions by Whigital and Midnight to keep the cargo from getting back in the helicopter but no luck so they still get deleted on landing. Added a new parameter to MP "View Distance" so you can get rid of the limited view distance haze in MP. Link to comment Share on other sites More sharing options...
Schubz Posted April 24, 2022 Share Posted April 24, 2022 Ok, tested it. LZ spawning looks fixed. But Passengers not spawning after 1st to 2nd landing LZ's. Flew alone from LZ to LZ. (which is kinda ok actually...) 4 hours ago, JJ Cakes said: new version of the mission on Steam, I tried some suggestions by Whigital and Midnight to keep the cargo from getting back in the helicopter but no luck so they still get deleted on landing. Did you update the link to mission in first post? (have problems updating my own missions currently) Nice new LZ's btw, love these... Link to comment Share on other sites More sharing options...
JJ Cakes Posted April 25, 2022 Author Share Posted April 25, 2022 Yeah, I updated the mission in the first post but for people who downloaded the first one something weird is going on because Steam deleted the first one so there's no way to unsubscribe from it. So now I have that to deal with. I think I might know what was wrong with the first iteration of the mission but it requires refactoring some code to fix it which I've started on. And thanks for the feedback Shubz! Link to comment Share on other sites More sharing options...
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