Arma 3
Functional Carrier
55 Comments
[KC] Terrasidio 27 May @ 4:13am 
coooooool
AvengedSevenfold52 9 Apr @ 12:27pm 
stuck in respawn menu
Mad Testicle 17 Jun, 2024 @ 6:01pm 
not working, it gets stuck at the respawn menu
Elth 15 Mar, 2023 @ 8:01am 
why isnt there a drivable aircraft carrier mod? its been 5 years.
Twerk Team Commander 28 Jan, 2023 @ 5:13pm 
not able to start the scenario, just get a black screen that says cant connect to positioning system, and respawn doesnt work
|PRG| Unkl  [author] 3 Dec, 2022 @ 4:09pm 
@SamG85
Yeah they didn't have a futuristic aircraft carrier in the 60's. This makes sense.

@Lime
Go to the top deck via the ladder an the "addAction" signs to get to the controls for the Flight Deck Commander (if you are the Flight Deck Commander).

@Reaper360Golem
Dunno. Maybe I built this in a way that the only inventory you had was dependent on what role you are playing. I did build this using ACE and later wished I hadn't. But despite best wishes, I'm not going to be able to support it anymore.
Zinxs 1 Oct, 2022 @ 4:34pm 
i understand that this mod is abit old but when i load it up it acts like i don't have a map in my inventory so i cant start the scenario. Any fix?
Lime [✚] 20 Oct, 2021 @ 6:50pm 
How do you bring up aircraft to the deck?
SamG85 13 May, 2021 @ 7:08am 
can i implement this with the SOG prairie fire dlc?
|PRG| Unkl  [author] 2 Apr, 2021 @ 4:40pm 
Also - to Stomzilla the reason you can't connect to the positioning system is because you don't have a map. The arsenal should provide one.
|PRG| Unkl  [author] 2 Apr, 2021 @ 4:23pm 
I believe that RHSUSAF was required due to the aircraft the scripts will spawn. If you remove those classnames it should work. I understand there are issues with some players not being able to spawn jets. But are you spawning in as the Deck Commander? Only the Deck Commander was really supposed to be able to spawn jets.

Anywho, I don't have a lot of interest in keeping this updated - but if it becomes useful to me and I do update it I will post here. It would be changed to be 100% vanilla with no mods required what so ever.
Topbutton6 27 Mar, 2021 @ 1:29pm 
can't click respawn button, or anything its broken
Burbank 15 Mar, 2021 @ 4:33pm 
Does this actually require RHSUSAF or can I use it without needing it?
ollie 14 Apr, 2020 @ 2:55am 
No way to spawn any jets,Think this is broken, needs more work.
Stormzilla 9 Apr, 2020 @ 9:02pm 
so when i try opening the mission the game dosent let me spawn in and it says can not connect to the possitioning system i dont know if i did anything wrong but i really want to try it out because it looks so cool and something that just come with arma 3
|PRG| Unkl  [author] 27 Mar, 2020 @ 3:42am 
Once day I will get back to this and do a version without ACE and fix a few bugs that have shown up. Like the ladder on the back of the carrier worked but now you end up back in the water. However, it could take some time. This is not something for a beginning mission maker I will admit ;)
Ha1cy0nMeowo ⁧⁧🍂 25 Mar, 2020 @ 6:01am 
Great work,could u tell me how to remove ace from any requirements? i just have a steamWork with this problem.thanks in advance.
medhathobo 25 Feb, 2020 @ 1:50pm 
Works fine for me
Victo 25 Dec, 2019 @ 6:51am 
btw this mod isnt downloading for me. I want a refix on this mod. That would be great
Mallekip 16 Dec, 2019 @ 5:40am 
Hi there,
Need to agree with the previous comments: scenario is broken.
Played it with (and without) the required addons. Result is the same: when starting mission, instant jump to respawn map screen, but cannot select anything. Eventually Arma 3 crashes. Hope you find the time to fix this. It looks like a great idea!
Victo 28 Nov, 2019 @ 4:35pm 
So does the thing auctlly work
Imperator_ 24 Aug, 2019 @ 11:05pm 
How do i put it into a mission
ILGMARS 10 May, 2019 @ 2:21am 
Great work!
|PRG| Unkl  [author] 29 Mar, 2019 @ 4:53am 
The AI behaviour on take off or landings on the deck are not affected by these scripts. And yes, this was written with MP in mind. When this scenario loads there is a respawn location created on the carrier via the script and then you should be able to choose it once you go past the briefing screen. I will check this version to see if an error snuck in.
DJHonore 27 Mar, 2019 @ 8:59pm 
I don't know if I'm the only one that encountered this issue, but when i try to play the scenario, i am instantly stuck on the respawn screen
کC_Ne٥ 27 Mar, 2019 @ 2:35am 
This sounds very interesting. I painfully noticed again that the ai cannot taxi and takeoff again after successfully landing on the USS freedom. Is that something your scripts do as well, or is it only aimed at multiplayer with all roles being fullfilled by real players?
cho__sept 12 Mar, 2019 @ 12:27pm 
sa me met echec du positionnement de joueur
|PRG| Unkl  [author] 11 Mar, 2019 @ 3:09am 
So you probably noticed if you used this on a multiplayer or dedicated server that the FARP "Repair All" action menu item did not appear. I did one more update to fix this issue yesterday. Appologies for not having tested that earlier. One of those things I meant to do ...then thought I'd already done. That should be it for updates for a while.
SPACE SHARKS 8 Mar, 2019 @ 1:05am 
@30mm - the idea you have is provided by another mod, ITC Land Systems . That should add the features you're after and more.
|PRG| Unkl  [author] 6 Mar, 2019 @ 8:52pm 
@30mm - sounds like the idea for another mod alright. Outside of my interest. I removed Data Link from the guns on the carrier because the players gotta do something lol. But, I can see that being useful in some missions indeed.

@everyone - small update dropped - removed ACE, fixed some bad documentation, added Deck Commander to any logged in admin or host. See change log.
30mm 6 Mar, 2019 @ 10:30am 
In real life, a combination of missile based and gun based close in weapon systems is able to intercept almost any kind of ordnance that is flying towards the protected object or area at high speeds. The only exceptions are extremely fast and at the same time small objects like bullets and shells that are being fired directly - not indirectly like artillery and mortar shells.
30mm 6 Mar, 2019 @ 10:29am 
I've got a challange for you :)

- Make all the missile based CIWS being able to intercept incoming radar seeking missiles (HARM), artillery missiles (MLRS) and cruise missiles.
- Make alll the the gun based CIWS able to intercept the above mentioned (once they get in range) as well as any kind of incoming AGM/ATGM (both air launched and surface launched), RPG, bomb, artillery shell or mortar shell.

People say that's extremely difficult to do and a lot of work and I absolutely believe them.
But anyone who is able to finally implement a 100% realistic CIWS feature will be seen as *God of Modding* by a lot of people out there. :)
HermineBZH 6 Mar, 2019 @ 8:30am 
salut Tg, super mod, mais j'ai quelques soucis avec ace, peux tu me dire comment as tu fais pour faire les zones de spawn avec les vehicules? la zone de commandement et ravitailler les drones? stp
|PRG| Unkl  [author] 4 Mar, 2019 @ 5:02pm 
@theWatchman007 - good observation and yes the documentation included with this version didn't get updated. I moved all scripts into the scripts folder at the last minute and didn't update the documentation in the readme file. It is updated on the link above and I will be doing an update soon on this entire project that will address that very issue. Thank you a bunch for that note! I did rush the last stage of releasing this as it has been almost a year since I decided to do it. At some point you just gotta share it and get it out. I hope many read your post until the update!
Aussiecoffeebean 4 Mar, 2019 @ 4:45pm 
Firstly Unkl thank you for your work on this mod. Link most helpful. Mission for steam however not the location described here ie. 107410\remote. It is in Documents/Arma3-Other profiles/username/saved/steamMPmission ie. Also commander script won't work in demo mission because line of script is in the "scripts" folder. They should move initDeckCommander.sqf to "FunctionalCarrier" folderr or add "scripts" to line of code. For example handle = []execVM "FunctionalCarrier\Scripts\initDeckCommander.sqf"; Cheers, look forward to further development here. cdhhunter, you don't spawn on an island although you may see that within the editor. It is just a placement location. All the code will spawn you onto the ship.
|PRG| Unkl  [author] 3 Mar, 2019 @ 6:22pm 
Diveyez, I added you and feel free. I created this to have some more fun on the carrier and to share. I'll have you on PM now ;)
diveyez 3 Mar, 2019 @ 5:00pm 
Tactcal Gamer Unkl, I added you. Please send me a message once accepted. I have begun to add my code to yours to bring the extra functions of my Nimitz carrier Tactical Operations Command Center to your FC. It includes Satellite Recon, Helmet Cams of Operators, among many other features. Its too bad ACEx sitting is broken. Would be nice for the immersion.
diveyez 3 Mar, 2019 @ 4:55pm 
Unkl, I would like to speak to you about this project. I run a SEAL team group and I did something VERY SIMILAR to the Nimitz. I would like to bring my features to your project for everyone to have and use. Are you open to this?
BuddsHanzoSword 3 Mar, 2019 @ 4:14pm 
"That Patrotic American" says "Can you make the mod simpler to use and add the mod to Zeus"? When I read this I asked myself, are you some kind of idiot? But then I realized I already answered my own question when I noticed the misspelled word in your username. Either way this dude works his ass off to create a functional aircraft carrier object, if you don't have the wherewithal to operate an object like this then maybe you have no business using it in the first place.
Oshawott 3 Mar, 2019 @ 5:38am 
Why do i spawn on an island
Showdown Samurai Sam 3 Mar, 2019 @ 3:55am 
could we have a version of this that does not need ace?
|PRG| Unkl  [author] 3 Mar, 2019 @ 2:10am 
@Playstation 2 - if you don't have an init.sqf you can create it and add the text. Just create a text file in your main mission folder then rename it to init.sqf, then paste in the code from the link above for it.
|PRG| Unkl  [author] 3 Mar, 2019 @ 2:08am 
This script was created for mission makers to be able to add to their missions without adding additional requirements. So making it into a mod would defeat my purpose. In addition, there are a host of issues with moving the carrier as Zeus so this is not intended for that.

If you are a mission creator, this will allow you to place the carrier in one click, copy the Functional Carrier folder into your mission, then add the lines to your init.sqf and volia.

Update is planned to remove all ACE requirement and detect if RHS is available to determine a list of vehicles and which artillery to place on the deck. Also to add automatic Deck Commander to logged in admins. I don't have a time line for the update since I just decided to do it.
The Bold Attack 2 Mar, 2019 @ 9:26pm 
Can you make the mod simpler to use and add the mod to zeus
DJHonore 2 Mar, 2019 @ 9:10pm 
For some reason I'm subscribed but it won't download?
Orphan Crippler 2 Mar, 2019 @ 1:55pm 
I'm so confused on what to do with the scripts and all that and i cant find the "init.sqf" file. So confused
|PRG| Unkl  [author] 2 Mar, 2019 @ 9:55am 
If you just grab the files from the link above (there is a zip download from Google drive) then you don't need ACE to add it to your mission.
Psyfer 2 Mar, 2019 @ 9:04am 
Is there a non-ACE version of this?
|PRG| Unkl  [author] 2 Mar, 2019 @ 1:46am 
Updated the description to included how to find the mission once you have it downloaded. This is not a mod - but is a playable mission which you can take the script out of and use. You can also download these files in zip format by following the link in the description.
James Mattis CDT Marine Corps 1 Mar, 2019 @ 8:12pm 
is it just a place on the map thing?