I've seen the carrier on the ground in a server once, so I'd like to get it out on the sea via the debug console, but so far looking for information on it is quite hard. // Work around for missing carrier data not being broadcast as expected What commands are used to spawn the aircraft carrier in a public zeus server?
USS_FREEDOM_CARRIER setVariable ["bis_carrierParts",_nearbyCarrierParts]; _x addCuratorEditableObjects [allMissionObjects "all",false]; // Broadcast Carrier ID over network } forEach allCurators;if (isServer) then { _x setCuratorCoef ["edit", 0]; waitUntil { ! _x setCuratorCoef ["delete", 0]; _carrier call BIS_fnc_Carrier01PosUpdate;Not: Bu SADECE spam, reklam ve sorunlu (taciz, kavga ya da terbiyesizlik içeren) gönderileri raporlamak için kullanılmalıdır. private _partClasses = _carrierPartsArray apply {_x select 0};
So I'm looking to make some Zeus missions involving launching aircraft off carriers as well as amphibious vehicles.
The overall experience of flying a jet aircraft in Arma 3 has been improved with the help of audio enhancements, tweaked controls, and several new scripted solutions such as ejection seat emergency procedures. © Valve Corporation. [] spawn { 1. USS_FREEDOM_CARRIER setVariable ["bis_carrierParts",_nearbyCarrierParts]; (isNull (missionNamespace getVariable ["USS_FREEDOM_CARRIER",objNull])) }; // Clients wait for carrier 1. _x setCuratorCoef ["place", 0]; [USS_FREEDOM_CARRIER] spawn { sleep 1; _this call BIS_fnc_Carrier01Init}; private _carrierPartsArray = (configFile >> "CfgVehicles" >> typeOf USS_FREEDOM_CARRIER >> "multiStructureParts") call BIS_fnc_getCfgDataArray; _x addCuratorAddons activatedAddons; Spawn Carrier from Zeus - ArmA MCC r22 update. }; _x setCuratorCoef ["group", 0]; One can use MCC to spawn either Community Upgrade Project or in short CUP LHD, or the BI Aircraft Carrier USS freedom. [_carrier] call BIS_fnc_Carrier01PosUpdate;
_x allowCuratorLogicIgnoreAreas true; ["Carrier %1 was empty.
_carrier call BIS_fnc_Carrier01PosUpdate;Nota: Deve-se usar isto APENAS para denunciar spam, publicidade e posts problemáticos (que contenham assédio, lutas ou ofensas). private _nearbyCarrierParts = nearestObjects [USS_FREEDOM_CARRIER,_partClasses,500];
I can spawn human characters on top of the Aircraft carrier, but everytime I put a jet or helicopter on top of the carrier in the editor they always spawn underneath the carrier underwater . } forEach _nearbyCarrierParts; private _carrier = createVehicle ["Land_Carrier_01_base_F",[17818,27104,0],[],0,"None"]; The aircraft carrier is not available on the Bohemia Interactive Public Zeus Servers as an empty asset in the Zeus menu. _x allowCuratorLogicIgnoreAreas true; missionNamespace setVariable ["USS_FREEDOM_CARRIER",_carrier]; publicVariable "USS_FREEDOM_CARRIER"; ",str "bis_carrierParts"] call BIS_fnc_logFormatServer; _carrier = "Land_Carrier_01_base_F" createVehicle [0,0,0]; . ",str "bis_carrierParts",USS_FREEDOM_CARRIER getVariable ["bis_carrierParts", []]] call BIS_fnc_logFormatServer; private _partClasses = _carrierPartsArray apply {_x select 0}; You're mixing a local variable and a global one. _x setCuratorCoef ["group", 0]; Aircraft Carrier "USS Freedom" (CVN-83)* The USS Freedom is the second ship of its class. So, I joined a public zeus server and typed both of these in here- private _carrierPart = _x; { In Editor, place a carrier, place a player on it, go to preview mode. 1. _carrier setPosWorld [17818,27104,2]; private _carrier = createVehicle ["Land_Carrier_01_base_F",[17818,27104,0],[],0,"None"]; You noticing you making a big job out of nothing? _x setCuratorCoef ["delete", 0]; { So, I joined a public zeus server and typed both of these in here- _x setCuratorCoef ["place", 0]; _carrier setDir 270; _carrierPartsArray set [_index,_carrierPart]; _x setCuratorCoef ["edit", 0]; // Spawn Carrier on Server _carrier setDir 270; This thread is archived. _x setCuratorCoef ["synchronize", 0];
There are two new modules that the mission maker can work with. private _carrierPartsArray = (configFile >> "CfgVehicles" >> typeOf USS_FREEDOM_CARRIER >> "multiStructureParts") call BIS_fnc_getCfgDataArray; ["Carrier %1 was empty. } forEach allCurators;if (isServer) then { Alright, so I was able to get the Carrier to spawn in using { Tüm ticari markalar, ABD ve diğer ülkelerde ilgili sahiplerinin mülkiyetindedir. Todos os direitos reservados. Now contains %2. . }; Stig. private _nearbyCarrierParts = nearestObjects [USS_FREEDOM_CARRIER,_partClasses,500];
} else { // Clients wait for carrier _x addCuratorEditableObjects [allMissionObjects "all",false]; _x setCuratorCoef ["destroy", 0]; Apparently empty ships like the Destroyer start underwater too [modedit]Please edit your own posts instead of posting twice in a row. [_carrier] call BIS_fnc_Carrier01PosUpdate; ",str "bis_carrierParts"] call BIS_fnc_logFormatServer; Now contains %2.
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