Arma 3
Hermes Airlift Services Mod v1.96
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Update: 17 Apr, 2019 @ 6:37am

v1.7
===
- Code reviewed and improved in regard of updating 0-8 helicopter lists and adding new helicopters and units mid game
(details in the manual, p. 11, "Additional advanced settings").

- Added systemChat message at init displaying in SP/on server running HAS version. 

Update: 17 Mar, 2019 @ 8:03am

v1.6
===
- Added ability to customize flight path via shift+LMB and alt+LMB at chosen moments.
- added user config variable RYD_HAS_CruisingSpeed.
- added adaptative targeting for not guided weaponry during CAS to improve fire accuracy.
- fixed code error visible on screen at entering transport helicopter along with all further issues caused by this one.
- various fixes around CAS and other.

Update: 24 Feb, 2019 @ 3:06am

v1.5
====
- CAS support with custom attack behavior, used may be appointed for HAS helicopters that are armed with any missiles or rockets.

- Units from FFV positions should be fast roped properly on dedi.

- Units with "canCall" false will no longer trigger transport task by entering the heli (such unit entering heli will be
ignored).

- AI units after fast roping will now take some random positions few meters around to avoid next unit landing on previous unit's head.

- also on dedi AIs should now after several seconds properly follow player TL's lead again.

- Improved fast roping looks in sinfgleplayer (fast roped units should now go down rather along the ropes, than vertically to the main heli axis).
- Bikey included.

Update: 19 Jan, 2019 @ 6:00am

v1.4
====

- defining units, helis and prepared boxes (if any) in the script version by default similar way, as in module: via syncing them with RYD_HAS_Base Game Logic (old way still possible too if proper variables defined by the user);

- if set on server: unit1 setVariable ["RYD_HAS_canCall",false]; unit1 losts access to HAS calls. Use: unit1 setVariable ["RYD_HAS_canCall",true]; To give actions back. Can be switched back and forth any time;

- from now on custom rope attachement points defined per each heli separatelly (helis have to be named in EDEN for that, see the manual or userConfig.sqf for details);

- at destination choice two variants for choosing target location: touchdown, for traditional landing, and fast rope. Fast rope switch in userConfig removed;

- added RYD_HAS_SafetyMargin = 10; user config variable. Value set here is added to the heli size when calculated radius for flat and empty area search at landing zone (where fast rope or RTB not used). 10 is reasonable minimum. The higher - the safer LZ as for collisions with map objects. The lesser - bigger collision risk, but also bigger landing accuracy (closer to the spot chosen by user). If 0 - only heli diagonal model radius will be used as search radius. If set with negative number like -100, final search radius is 0, thus collision checks ignored, but landing most accurate;

- fixed a bug with no destination choice actions appearing, if task was triggered by the unit entering the chopper at base, while player unit wasn't the first in the array (with current, syncing method order in the array AFAIK is same, as order of unit placement in EDEN - first placed unit will be the first etc.);

- caller can now redirect the chopper during the transport if initially was't chosen "RTB" option via re-using destination choice actions;

- minor code improvements;

- manual updated accordingly.

Update: 13 Jan, 2019 @ 8:46am

v1.3
====

Changelog:
=========
- Improved MP compatibility (client side players/dedicated server)

- Optional usage of 0-8 supports menu instead of most of mouse actions, except for destination choice actions

- 0-8 variant includes manual choice of the heli to use for the call (always, via submenu)

- Task prioritization for the helis in the mouse actions variant. Two variables: "RYD_HAS_TransportPriority" and
"RYD_HAS_SupplyPriority". To determine, which heli should be used for given task in the first place, regardless of
the distance, and also which heli shouldn't be used for given task at all. The higher value, the higher priority of
usage, negative value excluded from the task completely. Application for example via heli's init field: this
setVariable ["RYD_HAS_TransportPriority",1];//the heli gets priority 1 for troops transport (will be used before any
heli of 0 priority)

- Predefined boxes to be delivered before spawned boxes. Script version - boxes/objects added into:
RYD_HAS_SupplyDrop_Prepared = [box1,box2];//holds optional prepared boxes as supply to be dropped, that will
be used before default, spawned boxes. Module version - same method or synced with module objects of
"ReammoBox_F" kind or any synced with module object tagged for example via init field: this setVariable
["RYD_HAS_ThisIsBox",true];

- Alternative landing (experimental, will enforce autodisembark at destination, if not RTB or fast roping, faster
descent). Variable: RYD_HAS_AlternativeLanding = true;//scripted solution instead of vanilla getin/getout landings
at pickup and disembark spots

- Respawn compatibility (player should get back HAS actions after respawn)

- RYD_HAS_IgnoreAbilityCheck = true;//if true, in mouse actions variant there will be no check, if heli is able to lift
given container before accepting the task.

- Workaround for not unreliable slingload unhook issue on dedi
- Several code fixes
- New Video added
- New PDF Manual created

Update: 1 Jan, 2019 @ 5:03am

Release version 1.2 - (Prior versions v1.0 & v1.1 were script )