Arma 3
★ Aircraft Shelter Addon
18 Comments
its Dutch [PORN] 19 May @ 3:11am 
I will make fix for exile today i could not test it
SilentF0x  [author] 18 May @ 3:05pm 
Thanks for the information! I restored the old version because the new added versions are without any function at the moment.

I will add this line of code in the new update and i hope everbody can use the mod without the EXILE mod for missions or on other game modes.
C. Eagle 18 May @ 2:59pm 
you didnt need to add the exile mod as a dependency.
You can set it up to be a soft dependency (the parts that require exile will only load/work when exile is loaded):

skipWhenMissingDependencies = 1;

// If this is 1, if any of requiredAddons[] entry is missing in your game the entire config will be ignored and return no error (but in rpt) so useful to make a compat Mod (Since Arma 3 2.14)
ANZACSAS Steven 16 May @ 7:51am 
Would be cool if we could use this in terrains.
ANZACSAS Steven 16 May @ 7:49am 
.:steamthumbsup:
its Dutch [PORN] 16 May @ 7:42am 
yeah steve works is in editor
ANZACSAS Steven 16 May @ 5:45am 
Have you tried this in terrain builder? does it work in a wrp map/terrain file?
its Dutch [PORN] 15 May @ 11:40am 
can i add this to my server modpack all credits to you ofcourse?
SilentF0x  [author] 14 Oct, 2024 @ 9:11am 
I tested the mod and its working fine for me.
Got access to Config Viewer and Functions Viewer... Maybe the issue is on your end.
[ACPL] Jon 14 Oct, 2024 @ 8:06am 
This little mod breaks access to Config Viewer and Functions Viewer

And possibly a number of other, more minor \ mod-related things
[PPP]Animal 2 Mar, 2023 @ 8:24am 
I could do another showing aircraft entering the hangar with auto doors aswell if you like
[PPP]Animal 2 Mar, 2023 @ 8:23am 
Please do.
SilentF0x  [author] 2 Mar, 2023 @ 7:31am 
Looks cool!
I am going to add the video link to the description, if its ok.
[PPP]Animal 1 Mar, 2023 @ 6:58pm 
Hey SilentFOx. You should check out your gates in action. I programmed them to open when friendly near, close when enemy near, and programmed AI to wait for them to open rather than drive into them. Very cool. Thanks for the MOD. Here is the video of them in action. https://youtu.be/D5_gyAFdXPY
SilentF0x  [author] 14 Feb, 2023 @ 1:03pm 
You need the animationSource Door_1, Door_2, Door_3 and Door_4. Maybe you need only the Door_1 AnimationSource to get everything working.
[PPP]Animal 14 Feb, 2023 @ 12:55pm 
NVM, i got it. was trying 0 to open it. dahhh. lol so this still works for new gate also. defense animatesource ["door1", 0] to close and defense animatesource ["door1", 7.5] to open
[PPP]Animal 14 Feb, 2023 @ 12:47pm 
Also, i love how you have it so you can access the controls of the door even while in a vehicle from about 25m away.
[PPP]Animal 14 Feb, 2023 @ 12:43pm 
Sweet Mod bud. I am trying to automate them with scripts for base doors. I have the OLD one working, (opens when friendly is near and closes when they are not, will not open if enemy is near) I use this to open it "gate1 animatesource ['door1', 5]" but what would i do to get the new one to open and shut with script? Thanks.