This is another preview release of the Nimitz for arma3. There were only minor changes in the model affecting texturing. This release is however quite important as it marks the end of the development releases, the next release after this will be made available in January 2014. The current two week update cycle will move to a once per month cycle. The most notable changes in this release are the re-introduced sounds and fixing some textures halfway. Unfortunately some of the textures are still a bit off due to their settings in the model - if you know how to fix this and apply the correct uvmap settings, please let me know. There is also one extra mission that is slightly more involved, placing AI controlled traffic on the carrier. Also Rory_pamphilon's Top Gun mission version 0.60 can be found in the MPMissions folder. The changes from version 09: o sounds are played from scripts again for JBD, catapult launch, wire trap, wire snap o additional missions, including Rory_pamphilon's Top Gun 0.60 o additional documentation o reduced some texture problems (entry room island, exterior of the boat room) The roadmap for version 11: o fixing bugs o vehicle respawn support (was postponed from v10) o new textures for the interiour (was postponed from v10) 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 and documentation BloodOfTheScribe - new interior textures asbojay - new hull and deck textures soldier2390 - new hull textures, including secondary textures rory_pamphilon - top gun mission TeTeT - some scripts [/SPOILER] KNOWN ISSUES [SPOILER] - sound volumes might be off, feedback is welcome - some textures have diagonal distortions - due to the deprecation of global variables, the built-in hook and wire animation of the F/A-18 v 1.50 does no longer work. See the work around section. - the towing module has debug output enabled by default, please disable it manually - sometimes you spawn in the water with the onShip and Flightdeck/Briefing/Hangar module - placing the ambiance module without towing will produce an error and towing will not work - the carrier does not move - 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 - unless the towed vehicle is local to the towing player - clipping errors where the sub models of the Nimitz connect - you can fall through invisible cracks - in 3d view you can see through walls [/SPOILER] WORK AROUND [SPOILER] The wire animation of the built-in hook script of the F/A-18 v 1.50 does no longer work. This can be countered by adding the following code to the Nimitz init line: nimCar3 = ["nimCar3", this] call TTT_fnc_global;nimCar4 = ["nimCar4", this] call TTT_fnc_global; Background: the global variables were all removed to allow for multiple carriers on map. The TTT_fnc_global retrieves the former global variable from the object and the above code adds it again as global variable. Unfortunately the F/A-18 wire animation will only work with one carrier then. [/SPOILER] Changelog [SPOILER] 2013-11-30 sound - config.cpp - increase JBD sound by ten 2013-11-17 public variable - scr\init.sqf - make TTT_NimitzCarriers a public variable 2013-11-16 New textures - tex\ - new island textures by AsboJay 2013-11-09 Remove globals - scr\init.sqf - remove all references to globals and store them in the _nim object, e.g. the carrier itself 2013-11-07 New textures - tex\ - new hull and deck textures, made from tga via texview2 2013-11-04 Start converting globals - scr\init.sqf - add test variable to nimitz object 2013-11-02 Public variable - scr\init.sqf - make JDG_steamFX a public variable 2013-10-27 New textures - tex\ - new textures sent by soldier2390 and asbojay 2013-10-26 Fix config.cpp error -config.cpp - rscTitle don't seem to have ReadAndWrite access anymore 2013-10-23 Missing semicolon - config.cpp - added missing semicolon for eventhandler 2013-10-22 Removed zodiac - res\carrier_3.p3d - removed built-in zodiacs lightning:Nimitz-0.93arma3.10 spindler$ lightning:Nimitz-0.93arma3.10 spindler$ cat Changelog 2013-11-30 sound - config.cpp - increase JBD sound by ten 2013-11-17 public variable - scr\init.sqf - make TTT_NimitzCarriers a public variable 2013-11-16 New textures - tex\ - new island textures by AsboJay 2013-11-09 Remove globals - scr\init.sqf - remove all references to globals and store them in the _nim object, e.g. the carrier itself 2013-11-07 New textures - tex\ - new hull and deck textures, made from tga via texview2 2013-11-04 Start converting globals - scr\init.sqf - add test variable to nimitz object 2013-11-02 Public variable - scr\init.sqf - make JDG_steamFX a public variable 2013-10-27 New textures - tex\ - new textures sent by soldier2390 and asbojay 2013-10-26 Fix config.cpp error -config.cpp - rscTitle don't seem to have ReadAndWrite access anymore 2013-10-23 Missing semicolon - config.cpp - added missing semicolon for eventhandler 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 [/SPOILER]