Author: Easy_Redbeard
Author Website:

Requirements: No addons required

Version: 4.0.0

Short description: New abilities and mounted weapons for Vanilla Choppers.

Date: 2014-11-05 22:19


Comments: (6)
Rating:



 



Enhanced Helicopters

by
Easy Redbeard


Description:
Thank you for downloading the Enhanced Helicopters scriptpack. My hope is that, through
player testing and reports, the pack can be improved to squeeze every minute of enjoyment
out of the Arma 3 helicopters - Vanilla or Modded.

Fastroping is not included here, as there are many fine Fastroping scripts out there. Most
are compatible with this pack. My favourite is Zealot's: http://www.armaholic.com/page.php?id=23961&highlight=ZEALOT

There are now enhancements to six helicopters in this pack.

A. Hummingbird/Unarmed Hellcat ACP (Airborne Command Post)
Fast, unarmed helicopters with the ability to deploy target markers/reference markers to aid friendly troops.

i. Deployable Red Smoke canister for target-marking.
ii. Deployable White Flare for night-marking or silhouetting.
iii. Deployable IR Strobe, with attached Laser Marker, allowing strikes by DAGRs/GBUs.
iv. Deployable Green Chemlight, for marking (suggested for SF, low-visibility marking).
v. Flareline Dispenser - 20 Flares, intended to be deployed while flying at 150kph or above, creating a line of bright light to silhouette targets or dazzle the enemy.
vi. Smokescreen Dispenser - 20 White Smoke Shells, intended to be deployed while flying at 150kph or above, creating a line of smoke to silhouette targets or conceal friendlies.
vii. Hotkeys:
INSERT - Deploy Smoke x 1 Yellow
HOME - Deploy Flare x 1 White
PGUP - Deploy IR Strobe
PGDN - Deploy Chemlight
END - Deploy Flareline
DELETE - Deploy Smokescreen
viii. Anti-Missile Decoy Flares - 120 Flares, firing in 24rnd bursts.
ix. Benches removed, total capacity reduced to 4.

B. Hellcat "Gargoyle"
So called because it's ugly as sin, the Gargoyle fits two HMGs and ammo to a stock Hellcat.

i. Two HMGs mounted in cabin, firing left and right. Accuracy is excellent, once you adjust for flight.
ii. HMGs have inbuilt Reload function, simulating extra ammo aboard aircraft.
iii. Capacity reduced to 2 (Pilot and Co-Pilot) + 2 Gunners
KNOWN ISSUES: Guns can be accidentally dismantled; Gunners can become stuck if they try to get out - vaulting (Default 'V') normally fixes this.

C. Armed Mohawk
Giving this heavy transport a bit of firepower for sticky situations.

i. One HMG, facing out right-side cargo door, which is opened.
ii. HMG has inbuilt Reload function, simulating extra ammo aboard aircraft.
KNOWN ISSUE: Gun can be accidentally dismantled; Gunners can become stuck if they try to get out - vaulting (Default 'V') normally fixes this.

D. PMC Armed ACP
A stock Hummingbird with a mounted HMG and altered skin as well as ACP abilities (as above).

i. One HMG, facing out the left-side back door.
ii. PMC Skin (stock BI Ion)
iii. Seats removed for realism, benches left on to provide gunner some protection from ground fire and to make HMG look like it's mounted properly.
KNOWN ISSUE: Gun can be accidentally dismantled; Gunners can become stuck if they try to get out - vaulting (Default 'V') normally fixes this.

E. Armed MH9 (20mm GMG) ACP
Similar to above, except armed with 20mm GMG - *lots of fun*

i. One GMG, facing out the left-side back door.
ii. Seats removed for realism, benches left on to provide gunner some protection from ground fire and to make GMG look like it's mounted properly.
iii. GMG had inbuilt Reload function, simulating extra ammo aboard aircraft.

You will also find a Helicopter Spawn script in the pack, allowing for helis to be spawned at a defined location. All of the above helis are spawned in this way, with all attachments and changes accomplished straight away.

F. Uparmed Huron
The new CH-67 Huron equipped with a Rear Gunner's HMG to make your landings a little safer.


Usage:
Applying Script to Editor-placed Objects

If you wish to have a script apply to a helicopter from the start of the mission, where the heli is already extant, the following should be considered:

i. The Airborne Command Post script - that actually allows helis to drop countermeasures - is started in the init file and does not need to be altered. By default, any heli of type "I_Heli_light_03_unarmed_F" or "B_Heli_Light_01_F" will have the ability. Simply put in your own classname of heli to switch on the abilities for that class of chopper.

To alter the Hummingbird ACP (benches, flares etc.), place a Hummingbird with name editoracp (for example). The script you need is in the \scripts\helispawn folder and is called "editoracp.sqf". In your mission's init file, type (without asterisks) *** []execVM "scripts\helispawn\editoracp.sqf". You do not need to alter the Hellcat physically but might want to have the ACP Manual available - if so, type (ignoring asterisks) *** this addaction ["How to Guide, ACP","scripts\helispawn\acphint.sqf"]; *** in the heli's init field. An example is included in the mission.

ii. The Gargoyle script can be executed by using the "editorgargoyle.sqf" file in \scripts\helispawn. Place an Armed Hellcat with name gargoyle1. Next to it, place a static weapon called gargoylegun1 and another called gargoylegun2. In your mission's init file, type (without asterisks) *** [] execVM "scripts\helispawn\editorgargoyle.sqf"; *** This will setup the Gargoyle. An example is included in the mission.

iii. The Armed Mohawk script...you're getting it now, I hope. Place a Mohawk called mohawk1 and a gun called mohawkgun1 and this time in your init, write *** []execVM "scripts\helispawn\editormohawk.sqf"; *** An example is included in the mission.

iv. From here onward, it should be easy from context as to what you have to do. Experiment, mix things around and let me know what you come up with!

If you want to do multiple helis from the start of the mission, simply copy and paste the script to create a new one and ensure that the init executes the script, that your heli and gun names match those in your script and that you have tested!

Changing Weapons/Deployables
Refer to the BI Wiki for Classnames but, for example, say I wanted GMGs instead of HMGs on my Gargoyle, I replace "B_HMG_01_F" with "B_GMG_01_F". Don't forget the Ammo! Here, replace (again, refer to wiki to check) "500Rnd_127x99_mag_Tracer_Red" with "40Rnd_20mm_g_belt". Don't forget to alter your reload script or create a new one, as necessary.

To alter deployables on the ACP, find the appropriate script, e.g. acpsmoke.sqf, check the wiki for the deployable you want and replace the classname.

4. Skins
Included in the example mission are a couple of example skins that you can use and the scrip to load them up on your airframe. They can be included through the helispawn script (above) or from the start. If you have any requests for skins, PM me on Armaholic.


Notes:
It is still possible to dismantle the GMG and HMGs on these aircraft, leading to unintended falling-out-of-aircraft-going-squish consequences. Working on it.

The strobe the laser target is attached to, does not delete after 300 seconds, as planned. Working on it but seems to be a bug within Arma 3.

Tested SP, MP, Dedicated.


Credits & Thanks:
Joe Maclean, Oli Page for their work on original Gazelle project.
Spook, Fredriksson, Sniper, Nakey et al for historic testing.


Disclaimer:
I'm not responsible for any abberent behaviour on the part of your game. Be warned, if you try to combine the wrong ammo with the wrong weapon, sometimes you can CTD.

This script is open for reinterpretation etc but please take the time to PM Easy_Redbeard on Armaholic, so that I can learn from you!


Change log:
v4.0.0
- Uparmed Huron, HMG to rear
- Tweaks and tidying across the board, should make it easier to understand and implement.
- A readme!

v3.1.2
  • Hotfix for Example Mission and repaired textures.

  • v3.1.1
  • Hotfix for Example Mission and Mohawk Scripts to make them more reliable in MP.

  • v3.1.0
  • Added PMC MH9 and Armed MH9 (20mm GMG).
  • Spelling errors corrected.
  • Readme updated.
  • Added CSAT "Test Dummies" to example mission.
  • Custom skins demonstration heli.

  • v3.0.1
  • Current: Hotfix applied to example mission.

  • v3.0.0
  • Current, removing fastrope ability from Gazelle project (obsolete) and adding Mohawk, Hellcat upgrades.

  • v2.0.1
  • Gazelle 35A

  • v1.2.0
  • Fixed Respawn Issue (Iceman77 Script) Obsolete

  • v1.1.0
  • Added Anti-Missile Decoy Flares





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