Announcement

Collapse
No announcement yet.

Functional Carrier - Instant Working Aircraft Carrier for A3

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • [GUIDE] Functional Carrier - Instant Working Aircraft Carrier for A3

    FUNCTIONAL CARRIER
    script by |TG189| Unkl
    functionalCarrier-MAP.jpg







    What is Functional Carrier?
    All you need to do is place the aircraft carrier in your mission and name it. Then you copy the lines from this mission's init.sqf into your missions init.sqf and set a few variables to turn features on or off. Then you simply copy a line of code into the init of each player you want to be able to act as Deck Commanders.

    What is a Deck Commander?
    A Deck Commander has the ability to bring up vehicles from the lower decks. Planes, land vehicles, boats, helicopters....all can be brought up. Deck Commanders can also re-stow any vehicles that were created using this method.

    Add to init of playable unit to create as Deck Commander:
    Code:
    handle = []execVM "FunctionalCarrier\scripts\initDeckCommander.sqf";
    In a larger operation, a Deck Commander would be responsible to manage the activities on the Deck and assign teams space and time to get their vehicles loaded up and on the way.

    What are the other optional features?
    An RHS m119 artillery gun can be placed on the deck. The aircraft carrier can automatically have AA guns placed around it (this is a total pain in the editor). Medical vehicles can be used as respawn points or not. A repair, refuel and rearm point can be enabled on the carrier for such activities without the extra role play required to do it "manually".

    What about Data Link?
    In the functionalcarrier\scripts\client\fn_vehicleLists.s qf file each vehicle classname also has an assignment of either 0 or 1. Setting the value to 1 for a classname will enable it to be able to transmit enemy positions via Data Link as is known to that vehicles sensors. It will also then receive.
    Here is the code you need in your init.sqf:
    Code:
    /******* FUNCTIONAL CARRIER SCRIPT *************************************************************************************
    Copy these lines to your init.sqf file and replace "freedom_new" with the name you put on your carrier in the editor
    ****REQUIRES an object placed out of the way on flat ground and clear of obstacles named "safeVehicleSpawnPoint" for
    ****vehicles to be spawned at then moved from
    ****VERY IMPORTANT - do not place any "sleep" or "waitUntil" before this code executes!!!
    
    CONTROL OF WHO HAS DECK COMMANDER
    Set all players to have with the variable below - or - copy the code in the next line in specific player unit inits in the editor:
    handle = []execVM "FunctionalCarrier\scripts\initDeckCommander.sqf";
    *************************************************************/
    
    //SET THE NAME OF THE CARRIER YOU PLACED IN THE EDITOR
    //set the line below to be = to the name you assign the aircraft carrier in the editor
    ac = freedom_new;
    
    //OPTIONAL FEATURES TURN ON OR OFF WITH TRUE/FALSE
    artilleryOnDeck = TRUE;                 //will place RHS m119 gun on the deck
    carrierHasAA = TRUE;                     //will place AA guns on the carrier (will turn dataLink off so they are not over powered)
    allPlayersAreDeckCommanders = FALSE;    //will allow all players to spawn in any assets and removed them from the deck
    useRespawnVehicles = TRUE;                 //will make medical vehicles repawn positions
    farpOnDeck = TRUE;                         //will place a Forward Ammunition and Repair Point on the deck for reloads, refuel and repairs
    
    
    //*******************************************************DO NOT EDIT BELOW HERE****************************************************
    
    if (isServer) then {[]execVM "FunctionalCarrier\scripts\initFunctionalCarrierServer.sqf"; publicVariable "useRespawnVehicles";};
    if (allPlayersAreDeckCommanders) then {
      if (hasInterface) then {[]execVM "FunctionalCarrier\scripts\initDeckCommander.sqf";};
    };
    []execVM "FunctionalCarrier\scripts\FCbriefing.sqf";
    //*********************************END OF FUNCTIONAL CARRIER SCRIPT*******************************************************
    Add the following to the cfgFunctions in description.ext:
    Code:
    class CfgFunctions
    {
        #include "FunctionalCarrier\scripts\cfgfunctions.hpp"    
    }
    Copy this entire "FunctionalCarrier" folder from this mission into your mission:
    FunctionalCarrier-Folder.JPG


    Here is a link to the files in Zip format:
    DOWNLOAD FUNCTIONAL CARRIER


    Here is a link to the Steam Workshop version which is a fully functioning mission:
    FUNCTIONAL CARRIER ON STEAM WORKSHOP
    Last edited by Unkl; 03-03-2019, 08:28 PM.
    |TG189| Unkl
    ArmA 3 Admin
    189th Infantry Brigade Member
    SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
    "Tactics in action can not exist if there is no action." - Scout

  • #2
    Functional Carrier
    Credits

    Original idea from building Operation Pelops Field where we did a joint operation with Rusty In Places. [RIP] Crunch suggested I use scripting commands to place objects on the carrier so we could move it around.

    The vehicle respawn addAction system is adapted from work by hedgehog from his previous Enemy Assault adaptations. I used what used to be the "money" system to create a toggle for adding data link to the vehicles that will spawn on the carrier. This was much more adaptable and editable for mission makers rather than creating a custom ui.

    The Forward Ammunition and Repair Point (FARP) script is a work mostly by Roque_THE_GAMER with some bits and original script by myself which was based off of early work by several others. It is a complete new work and honestly the way it functions now to include the init parameters and editor attributes is all due to Roque.
    |TG189| Unkl
    ArmA 3 Admin
    189th Infantry Brigade Member
    SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
    "Tactics in action can not exist if there is no action." - Scout

    Comment


    • #3
      More eye candy...
      functionalCarrier-bridgeMap.jpg
      functionalCarrier-farp.jpg
      |TG189| Unkl
      ArmA 3 Admin
      189th Infantry Brigade Member
      SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
      "Tactics in action can not exist if there is no action." - Scout

      Comment


      • #4
        How about some more pics:
        functionalCarrier-moveBetweenLevels.jpg
        functionalCarrier-spawnVics.jpg
        |TG189| Unkl
        ArmA 3 Admin
        189th Infantry Brigade Member
        SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
        "Tactics in action can not exist if there is no action." - Scout

        Comment


        • #5
          And finally ...... the BOATS!
          functionalCarrier-boatDeck.jpg
          |TG189| Unkl
          ArmA 3 Admin
          189th Infantry Brigade Member
          SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
          "Tactics in action can not exist if there is no action." - Scout

          Comment


          • #6
            Updated Steam Workshop and Zipped Files on Google Drive.

            CHANGE LOG
            Code:
            Functional Carrier Version 1.1
            DONE - clean up documentation as I missed some changes when I put the script init files in the scripts folder **handle = []execVM "FunctionalCarrier\SCRIPTS\initDeckCommander.sqf";**
            DONE - remove the ACE requirement from the mission
            DONE - double check that the pier ladder I used on the aft is a vanilla asset (it was)
            DONE - add in the smallest ammo trucks to available vehicles so they can be used to change dynamic loadouts on attack assets
            DONE - add Deck Commander to any unit that returns true on "serverCommandAvailable #lock" - this is logged in admins or server hosts only - no voted admins
            CANCELLED - simplify the init.sqf code so it is easier for novice mission makers to use (cancelled because maybe this will help learn - you gotta bang your head against the wall to get through sometimes ;)
            |TG189| Unkl
            ArmA 3 Admin
            189th Infantry Brigade Member
            SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
            "Tactics in action can not exist if there is no action." - Scout

            Comment

            Connect

            Collapse

            TeamSpeak 3 Server

            Collapse

            Twitter Feed

            Collapse

            Working...
            X