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#1 Posted at 2011-07-17 19:04        
     
You can do as a simplified control helicopters?
On a standard without a joystick to fly is impossible.
Maybe one can make some sort of script to the attack helicopter does not drift in the direction?
2 Or is there some sort of option in the config file is responsible for handling?


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#2 Posted at 2011-07-17 19:18        
     
You should try the tutorial for flying the helicopters. And if you're getting annoyed at the helo drifting away try using the "Auto hover" function, it works like a charm.

Also is this a addon request or something you made?

And by the way, welcome to armaholic :-)


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#3 Posted at 2011-07-17 19:30        
     
Flying helicopters in ArmA 2 Operation Arrowhead is even easier with keyboard/mouse than it is with a joystick.

Q = up/more power
Z = down/less power
W = tilt forward (speed up)
S = tilt backward (slow down)
A/D = roll
X/C = pivot

Just do movements slowly and controlled and you should be good. It sure does take a lot of practice, but it's easy once you get it learned. :)

I don't believe there would be a way to change how you control helicopters via an addon however.


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#4 Posted at 2011-07-17 19:56        
     
I therefore run on the keyboard.
When I type the height and begin to bring to a ground target sight then it blows away and I can not even like him. Even the pedals do not work in OFP ColdWar was no normal control helicopter flew drifts smoothly and seamlessly.


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#5 Posted at 2011-07-17 20:00        
     
Yes, flying and gunning at the same time is extremely difficult. Usually you'll have another player or AI as your gunner.


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#6 Posted at 2011-07-17 20:21        
     
On mi8 shooter controls the main weapon.

Added 12 hours 25 minutes later:

class Mi17_base: Helicopter
 {
  displayName = "$STR_DN_MI8";
  destrType = "DestructWreck";
  vehicleClass = "Air";
  model = "\ca\air\Mi_8MT";
  picture = "\ca\air\data\ico\mi17_hip_mg_CA.paa";
  Icon = "\ca\air\data\map_ico\icomap_mi17_mg_CA.paa";
  mapSize = 25;
  accuracy = 0.5;
  cost = 3000000;
  armor = 25;
  damageResistance = 0.00172;
  backRotorSpeed = -3;
  transportMaxBackpacks = 10;
  soundGetIn[] = {"ca\sounds\Air\Mi17\ext\ext-Mi17-getin-01",1,1};
  soundGetOut[] = {"ca\sounds\Air\Mi17\ext\ext-Mi17-getout-01",1,1,50};
  soundDammage[] = {"ca\sounds\Air\Mi17\int\alarm_loop1",0.001,1};
  soundEngineOnInt[] = {"ca\sounds\Air\Mi17\int\int-Mi17-start-1a",0.562341,1};
  soundEngineOnExt[] = {"ca\sounds\Air\Mi17\ext\ext-Mi17-start-01a",0.794328,1,800};
  soundEngineOffInt[] = {"ca\sounds\Air\Mi17\int\int-Mi17-stop-1a",0.562341,1};
  soundEngineOffExt[] = {"ca\sounds\Air\Mi17\ext\ext-Mi17-stop-01a",0.794328,1,800};
  class Sounds
  {
   class Engine
   {
    sound[] = {"ca\sounds\air\Mi17\ext\ext-sovietheli-engine-6",5.62341,1,900};
    frequency = "rotorSpeed";
    volume = "camPos*((rotorSpeed-0.72)*4)";
   };
   class RotorLowOut
   {
    sound[] = {"ca\sounds\air\Mi17\ext\ext-Mi17-rotor-low-2",1.77828,1,1400};
    frequency = "rotorSpeed";
    volume = "camPos*(0 max (rotorSpeed-0.1))";
    cone[] = {1.6,3.14,2,0.95};
   };
   class RotorHighOut
   {
    sound[] = {"ca\sounds\air\Mi17\ext\ext-Mi17-rotor-high-2",3.16228,1,1700};
    frequency = "rotorSpeed";
    volume = "camPos*10*(0 max (rotorThrust-0.9))";
    cone[] = {1.6,3.14,2,0.95};
   };
   class EngineIn
   {
    sound[] = {"ca\sounds\air\Mi17\int\int-sovietheli-engine-3",1,1};
    frequency = "rotorSpeed";
    volume = "(1-camPos)*((rotorSpeed-0.75)*4)";
   };
   class RotorLowIn
   {
    sound[] = {"ca\sounds\air\Mi17\int\int-Mi17-rotor-low-2",1.77828,1};
    frequency = "rotorSpeed";
    volume = "(1-camPos)*(0 max (rotorSpeed-0.1))";
   };
   class RotorHighIn
   {
    sound[] = {"ca\sounds\air\Mi17\int\int-Mi17-rotor-high-2",1.77828,1};
    frequency = "rotorSpeed";
    volume = "(1-camPos)*3*(rotorThrust-0.9)";
   };
  };
  maxSpeed = 240;
  driverAction = "Mi8_Pilot";
  cargoIsCoDriver[] = {1,0};
  cargoAction[] = {"Mi8_Cargo","Mi17_Cargo02"};
  driverCompartments = "Compartment1";
  cargoCompartments[] = {"Compartment2"};
  enableSweep = 0;
  weapons[] = {};
  magazines[] = {};
  transportSoldier = 16;
  transportAmmo = 0;
  supplyRadius = 2.5;
  type = 2;
  threat[] = {0.6,0.1,0.4};
  enableManualFire = 0;
  class Turrets: Turrets
  {
   class MainTurret: MainTurret
   {
    body = "mainTurret";
    gun = "mainGun";
    minElev = -80;
    maxElev = 25;
    initElev = -80;
    minTurn = 30;
    maxTurn = 150;
    initTurn = 90;
    soundServo[] = {"",0.01,1};
    stabilizedInAxes = "StabilizedInAxesNone";
    gunBeg = "muzzle_1";
    gunEnd = "chamber_1";
    weapons[] = {"PKT"};
    magazines[] = {"100Rnd_762x54_PK","100Rnd_762x54_PK","100Rnd_762x54_PK","100Rnd_762x54_PK","100Rnd_762x54_PK","100Rnd_762x54_PK","100Rnd_762x54_PK","100Rnd_762x54_PK","100Rnd_762x54_PK","100Rnd_762x54_PK","100Rnd_762x54_PK","100Rnd_762x54_PK"};
    gunnerName = "$STR_POSITION_CREWCHIEF";
    gunnerOpticsModel = "\ca\weapons\optika_empty";
    gunnerAction = "Mi8_Gunner";
    gunnerInAction = "Mi8_Gunner";
    gunnerCompartments = "Compartment2";
    class ViewOptics
    {
     initAngleX = 0;
     minAngleX = -30;
     maxAngleX = 30;
     initAngleY = 0;
     minAngleY = -100;
     maxAngleY = 100;
     initFov = 0.7;
     minFov = 0.25;
     maxFov = 1.1;
    };
    memoryPointGun = "muzzle_1";
    memoryPointGunnerOptics = "gunnerview";
   };
   class BackTurret: MainTurret
   {
    proxyIndex = 2;
    body = "Turret_2";
    gun = "Gun_2";
    gunnerName = "$STR_POSITION_REARGUNNER";
    weapons[] = {"PKT_2"};
    stabilizedInAxes = "StabilizedInAxesNone";
    animationSourceBody = "Turret_2";
    animationSourceGun = "Gun_2";
    minElev = -80;
    maxElev = 25;
    initElev = -80;
    minTurn = -185;
    maxTurn = -45;
    initTurn = -155;
    gunBeg = "muzzle_2";
    gunEnd = "chamber_2";
    gunnerAction = "Mi8_Gunner";
    gunnerInAction = "Mi8_Gunner";
    gunnerCompartments = "Compartment2";
    memoryPointGun = "muzzle_2";
    memoryPointGunnerOptics = "gunnerview2";
    selectionFireAnim = "zasleh2";
    primaryGunner = 0;
    commanding = -2;
   };
  };
  class Reflectors
  {
   class Left
   {
    color[] = {0.8,0.8,1,1};
    ambient[] = {0.07,0.07,0.07,1};
    position = "L svetlo";
    direction = "konec L svetla";
    hitpoint = "L svetlo";
    selection = "L svetlo";
    size = 1;
    brightness = 1;
   };
   class Right
   {
    color[] = {0.8,0.8,1,1};
    ambient[] = {0.07,0.07,0.07,1};
    position = "P svetlo";
    direction = "konec P svetla";
    hitpoint = "P svetlo";
    selection = "P svetlo";
    size = 1;
    brightness = 1;
   };
  };
  aggregateReflectors[] = {
   { "Left","Right" }};
  dammageHalf[] = {};
  dammageFull[] = {};
  class Damage
  {
   tex[] = {};
   mat[] = {"ca\air\Data\mi8_body_amt.rvmat","ca\air\Data\mi8_body_amt_damage.rvmat","ca\air\Data\mi8_body_amt_destruct.rvmat","ca\air\Data\mi8_det_g.rvmat","ca\air\Data\mi8_det_g_damage.rvmat","ca\air\Data\mi8_det_g_destruct.rvmat","ca\air\Data\mi8_glass.rvmat","ca\air\Data\mi8_glass_damage.rvmat","ca\air\Data\mi8_glass_damage.rvmat","ca\air\Data\mi8_glass_in.rvmat","ca\air\Data\mi8_glass_in_damage.rvmat","ca\air\Data\mi8_glass_in_damage.rvmat","ca\air\Data\mi8_inter.rvmat","ca\air\Data\mi8_inter_damage.rvmat","ca\air\Data\mi8_inter_destruct.rvmat","ca\weapons\data\pkm.rvmat","ca\weapons\data\pkm.rvmat","ca\weapons\data\pkm_destruct.rvmat","ca\air\Data\mi8_body_mtv.rvmat","ca\air\Data\mi8_body_mtv_damage.rvmat","ca\air\Data\mi8_body_mtv_destruct.rvmat"};
  };
  hiddenSelections[] = {"Camo1","Camo2","Camo3","Camo4"};
  class AnimationSources: AnimationSources
  {
   class ReloadAnim
   {
    source = "reload";
    weapon = "PKT";
   };
   class ReloadMagazine
   {
    source = "reloadmagazine";
    weapon = "PKT";
   };
   class Revolving
   {
    source = "revolving";
    weapon = "PKT";
   };
   class ReloadAnim_2
   {
    source = "reload";
    weapon = "PKT_2";
   };
   class ReloadMagazine_2
   {
    source = "reloadmagazine";
    weapon = "PKT_2";
   };
   class Revolving_2
   {
    source = "revolving";
    weapon = "PKT_2";
   };
  };
  class Library
  {
   libTextDesc = "$STR_LIB_MI17";
  };
 };    
Here is the config or mi8 mi17. Here only armor weapons and sounds.
No agility, and more.
By this configuration turns out that all decks have to fly the same but there ah64 maneuverable mi17.

This post was edited by Foxhound (2011-07-18 20:36, ago)


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#7 Posted at 2011-07-18 19:53        
     
......Couldn't you just hit "Manual Fire"?