Walkable Arleigh Burke Destroyer Template
Welcome to what is (probably) the most complete navy experience you can find on ArmA III. I believe ArmA suffers from a severe lack of boat content, so I have worked on this composition, some scripts, and some of the HAFM vehicle config for just about 6 years off-and-on. I am finally satisfied with my progress enough to release to the community my edited Arleigh Burke from HAFM ships with some extended features, and some fixed bugs that the HAFM team couldn’t diagnose without access to a server box of their own.
This is the HAFM Arleigh Burke made into a nearly fully walkable ship designed to be crewed entirely by players. This composition and its scripts are tested and working in multiplayer servers with 25+ players. This version is made to work with the minimum amount of mods possible, but be aware this project was originally designed around crewing the ship in private communities/units with the ACE mod. I highly recommend you use it.
This workshop collection contains the same mods listed as dependencies for this mission for redundancy:
https://steamcommunity.com/sharedfiles/filedetails/?id=1912504825
Drongo’s DYEL is only required if you intend to move things around on the deck mid-mission and sling load from the heli deck.
If using the ACE mod, replace the WMO mod with WMO_ACE here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3343051345
This composition and scripts are interchangeable with the original HAFM Navy mod, as no classnames or inheritances were changed. You do not need to use my ABurke tweaks mod.
Original HAFM Navy Ships Mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=1118982882
This is a vehicle composition uploaded in the form of a mission because the ship requires the custom script folders from this mission to work.
1.) Find the subscribed mission .pbo in your PC’s file browser at: C:Program Files (x86)Steamuserdata*YourID*ugcreferenced*ModID*DDG-81_Upload.altis.pbo
2.) Unpack the mission with PBO Manager or another program. You need to extract my NavyScripts, NavySounds, and NavyImages folders, as well as the code from the description.ext from this mission in order to integrate this into a different mission file.
3.) Place the un-pbo’d DDG-81_Upload.altis folder into your profiles folder at: C:UsersOwnerDocumentsArma 3 – Other Profiles*YourProfileName*mpmissions
4.) Open the mission in the editor and save the ship itself as a composition, and make sure to toggle surface snapping and vertical mode accordingly in eden editor to spawn or copy/paste the ship without rotation and height errors.
– Walkable back deck thanks to the wonders of WMO mod and the attachto command.
– Custom script to teleport to the walkable deck. Dismount, then look at the ship and scroll wheel. Its not a seamless transition to get onto the deck but it works. I lack the skills to edit the dismount memorypoints in the p3d model in blender, although I did manage to unbinarize it and look at the model.
– Vanilla MK45 Hammer with a generously extended ammunition supply. This also doesn’t have massive deadzones in the artillery computer like the ships MK45 Mod-4 gunner seat.
– Vanilla Centurion with an extended missile supply to supplement the already present AA missiles. Also good to use against non-moving surface targets.
– Four .50cal’s on the back deck.
– Additional ammunition for decoys, both CIWS seats, and internal AA missiles.
– Additional lights for visibility at night.
– Custom RHIB with attachto’d .50cal and a supply crate instead of the blank HAFM_RHIB.
– Medical HEMTT attached inside the starboard heli deck hanger. This is intended for use with ACE mod as a sort of ‘ship infirmary’. Might not function in vanilla.
– Supply crates on the heli deck that can be sling loaded, loaded through Drongo’s DYEL, or loaded through ACE cargo.
– Custom helicopter attach script that doesn’t rely on HAFM’s internal configs that sometimes break in multiplayer.
– Vanilla rearm and repair crates to service helicopters.
– (Requires ACE) Interactable fuel bladder nozzle to refuel helicopters.
– Accurate US Navy alarms. General Alarm, Chemical Attack Alarm, Collision Alarm, and Flight Deck Warning Alarm.
– Plus all the vehicle config changes I did in my reupload of HAFM_ships itself.
– The range table images on the info stands are not correct considering varying mission settings. Consider them as general guidance for direct fire against other HAFM ships.
– Deploy the original RHIB that spawns with the ship on mission start, and then attach the custom RHIB if you are using it.
– (Requires ACE) To set the ship on an automatic course, set the speed limiter with DEL, and hold W at your desired speed then switch seats (do not enter the RHIB when setting a course). The ship will maintain speed and current heading after switching seats. The speed limiter turns off when entering the driver seat again.
– Climbing ladders at speeds above 15 km/h is dangerous.
– The ship needs to be stationary to perform ACE refueling, ACE repairing, and conducting fire missions with the artillery computer.
– You cannot access your inventory while the ship moves.
– Avoid running into objects on the deck while the ship is moving at high speeds, especially the .50 cals. The faster the ship is moving, the greater the chance to receive significant injuries if you bump into a simulation-enabled object. Stand clear!
– Players may sometimes appear below the deck for awhile after teleportation or dismounting from the RHIB while their position syncs with the server. If you’re using TFAR or ACRE you will not be able to hear the other person. Reset your character position by sitting in the chairs using ACE mod if this happens.
– Players will appear to rubberband when walking on the deck at high ship speeds. This is normal and shouldn’t impact the player colliding with objects or other players, as the player is always stable on their clientside screen. It’s not really noticeable at speeds below 20 km/h.
– Freelanding helicopters on the back deck without the use of the heli attachment scripts only works in singleplayer at slow ship speeds.
– The player camera will shake when aiming in the gunner seat of the deck weapons IE centurion, hammer, and .50cals. Stop the boat and shut the engine off to mitigate this.
– You cannot enter an unconscious state (like in ACE mod) while on the deck, you will phase through the deck and drown. However, unconscious players can still be brought onto the deck while in an unconscious state.
– AI cannot walk on the deck, they will simply slide off.
Required items:
Click the title to search on this site.
HAFM NAVY Core & Weapons part - (discontinued) — Steam Workshop
HAFM Navy Ships with ABurke Tweaks — Steam Workshop
CBA_A3 — Steam Workshop
WMO - Walkable Moving Objects — Steam Workshop
Drongos DYEL (carrying, logistics and interaction) — Steam Workshop
CUP Terrains - Core — Steam Workshop