This is still a preview release, it is the first testbed for the new module functionality. The changes from version 06: o updated interior and comm board textures by BloodOfTheScribe o removed Zodiac models from boat station, removing error on start up o removed xtra crew completely from pbo, use FUTARM maritime units by BloodOfTheScribe instead o removed initialization of built-in Nimitz scripts (NimitzScripts = false) o added new SP and MP test missions for 'allModules', illustrating the module concept by example o moved the different modules in a common pbo, reducing number of files The biggest change was probably an internal one: JDog has kindly given me access to the unbinarized models. With this help we hopefully can convert the Nimitz to be fully Arma3 compatible one day. On the roadmap for the next release are o fixing bugs in modules o adding IFLOLS module o easy to use high level modules (Nimitz Flight Deck, Nimitz Hangar, Nimitz Briefing, Nimitz Ambiance, Nimitz Towing) o update of sample missions o removal of original boat station and fuel station scripts, replaced by modules o finding two config.cpp errors upon binarization o new documentation The planned date for the next release is two weeks from now, 11th November 2013. CREDITS [SPOILER] JDog - Nimitz for Arma2 piedebeouf - new lights and starting the initiative for conversion Sealife - pointing to the missing crew John_Spartan - consulting and arrest script Phantom - upgraded elevator script rundll - permission to use his towing script in Arma3 Sierra - new deck textures armyinf - testing BloodOfTheScribe - new interior textures TeTeT - some scripts [/SPOILER] KNOWN ISSUES [SPOILER][CODE] - placing the ambiance module without towing will produce an error and towing will not work - the aft textures of the carrier go to low quality very fast - textures at the flight deck where the wires are located go to high resolution very late - UAV does not like the carrier flight deck - catapult action can be permanent, will teleport you to that catapult if within 200 meters - the carrier does not move - there can only be one Nimitz on the map, at least working - sometimes the plane will suddenly explode when moved into the catapult position - the plane will take some damage when landing - for towing only the F-18 is supported right now, other arma3 vehicles may follow - towing does not work on dedicated server - the weapons elevator does not work on dedicated server - clipping errors where the sub models of the Nimitz connect - you can fall through invisible cracks - in 3d person view you can see through walls [/CODE][/SPOILER] CHANGELOG [SPOILER][CODE] 2013-10-22 Removed zodiac - res\carrier_3.p3d - removed built-in zodiacs 2013-10-21 Updated textures - replaced interior and comm board textures by those from BloodOfTheScribe 2013-10-19 Crew and init - xtracrew - removed the Nimitz crew for Arma2, better use FUTARM maritime pack - scr\init.sqf - set NimitzScripts to false to see if modules work 2013-10-17 Initialization - scr\init.sqf - add NimitzScripts global, if set to false no built-in scripts are run - scr\elevator.sqf - reverted to 05 version, planes and ugv sometimes launch to outer space 2013-10-16 rvmats - mats\lockers.rvmat, mats\metal.rvmat - new rvmat files, but no difference in looks? 2013-10-14 Textures - tex\ - added modified deck textures from piedebeouf - config.cpp - changed spawn height of Zodiac to old value again - scr\elevator.sqf - new version with smoother transitions, by Phantom - scr\sys_catapult_2.sqf - work around for teleporting to catapult 2013-10-12 Fix missing bmp.p3d and debug script - config.cpp - Add empty.p3d as model config to carrier spawner - Add empty turret section - Change crew to B_crew_F - res\empty.p3d - Added - scr\sys_catapult.sqf - make nimCat?Use a public variable for debugging and mp compatibility - scr\init.sqf - make nimHang1 public variable so weapons elevator works in mp 2013-10-09 Lights and overview - client_deckChecks.sqf - Added maps for Altis and Stratis (piedebouf) - config.cpp - Added piedebouf lights to the carrier - init.sqf - Initializes some globals 2013-10-08/2 Cleanup - client_deckChecks.sqf, init.sqf - Removed CBA_fnc_debug 2013-10-08 Work on towing - dll_tow\bbox.sqf, dll_tow\tow.sqf - Changed RoadCone to RoadCone_F for debugging - dll_tow\config.sf - Added entries for UGV and F/A-18E and F - dll_tow\tow.sqf - Removed nil = call 2013-10-06 Work on duplicated actions - client_deckChecks.sqf - add check for kindof plane before adding any action - add check for actionId before launch action 2013-10-05 Some changes for running Nimitz on a dedicated server - client_deckChecks.sqf - Added initialization for 'NimitzPlanes', when mission does not define it - Changed exitWith{} to waitUntil as the first seems to break on dedicated server - Script does no longer run on dedicated server - hasActions and Cat_Action in objects is a public variable now - wait until player is alive before script is run - probably does not work either, as player is undefined during multiplayer here according to BIS wiki - init.sqf - make nimCableReady a public variable - client_sounds.sqf, arrest2.sqf, arrestRemovehandler.sqf, arrestAddHandler - do not run on dedicated server - sys_ordnance.sqf - use variable 'nimTractors' for tractor detection, remove call to nearestObjects - sys_ordnance_fill.sqf, elevator.sqf - try to change tractor type to UGV 2013-10-03 / 3 Fix Zodiacs - config.cpp - Changed spawn height of Zodiac to align with floor - Removed destroying Zodiac after recovery, can be reused again - Changed "boat" to "nimBoat" 2013-10-03 / 2 Fix Zodiacs - config.cpp - Changed "Zodiac" to "B_Boat_Transport_01_F" - Introduced new global variable "boat" to make zodiac deployment and recovery possible again - scr/zodiacBoard.sqf, scr/zodiacDismount.sqf, scr/zodiacDown.sqf, - Removed use of nearestObject, use new global "boat" - scr/zodiacUp.sqf - use "vehicle player" instad of nearestObject, unclear how this affects multiplayer 2013-10-03 Fix catapults - scr/fx_steamShot.sqf - Changed _particle again to smoke.p3d - scr/fx_steamCharge.sqf - Changed _particle as in fx_steamShot.sqf - scr/client_deckChecks.sqf - Changed nearestObjects for planes to vehicle player for performance and also reliability. nearestObjects does not work perfectly anymore - Added actions to vehicles in NimitzPlanes unconditionally - Breaks the automatic addition of these actions when doing more than one sortie - config.cpp - Changed font from bitstream to puristaLight 2013-10-02 Start conversion for arma3 - Removed xtra_crew/config.bin as the base class is no longer available - config.cpp - Changed CfgFactionClass to NATO - Changed faction in JDG_carrier_Spawner to BLU_F - Removed model ca\misc\empty - Added coefSpeedInside (2) and windSockExist (0) to JDG_carrier_nimspots - scr/init.sqf - Changed HeliHEmpty to Land_HelipadEmpty_F - scr/client_deckChecks.sqf - Initialized deckCheck ("") - Initialized global variables for catapults (nimCat?FX) - scr/fx_steamShot.sqf - Considered making first check for ObjNull instead of 0 - Changed _particle to a3 particle model - Changed jet to local _jet in while loop - scr/client_sounds.sqf - Changed meaningless comparison to assignment [/CODE][/SPOILER]