Arma 3 Hellcat Down

Version 1.1 is fully compatible with the ARMA 3 update on 1/21/2014 and this mod should have no issues with any future updates as it always calls on the latest BIS Hellcat asset. V1.0 - first release. Keep in mind that if your target's above you, you're going to be tilting back, and thus slowing down likely to the point where the heli will spin around 180 degrees if you don't level it out.Likewise, if you're aiming down, you're going to start gaining speed.

  • 5Profit
  • 6Bounty Hunter Base
    • 6.1Bounty Hunter Shop
    • 6.2Bounty Hunter Base (Full shop)

Requirements

To become a Bounty Hunter, there are a few things you need before you stop crime.

  • Zip-Ties: You will need to restrain your bounties in order to turn them into the bounty hunter base. They can be purchased at the Bounty Hunter Base or Rebel Outpost.
  • Weapon: In order to restrain someone, you must have a weapon unholstered. It is preferred that you use a Bounty Hunter weapon as you can down them.

Talents

The following talents will help you become a more efficient Bounty Hunter.

  • Vigilante - Able to utilize Bounty Hunter abilities. Max bounty $50,000.
    • Bounty Hunter 1 - Max bounty size increased to $100,000.
      • Bounty Hunter 2 - Max bounty size increased to $150,000. Able to see group members' tracked bounties on the map.
        • Motivated - Ability to track up to 4 bounties at once.
    • Watch Dog - Recieve reports when your bounty accesses an ATM.
      • Informants - Rare chance that informants spot bounties in populated areas.
        • Feud - Access to higher caliber stunning weapons.
          • Master Bounty Hunter - Access to civilian Hunter. No charge when restraining group members' bounty. Unlimited max bounty size. Access to full shop at the Bounty Hunter Base and Honor Talent System.

Honor Talent System

In addition to talents, once you unlock Master Bounty Hunter, you have access to a complex skill tree.

To unlock these talents, you must use Honor, which is gained when you successfully turn in a bounty to the Bounty Hunter Base.

(Required honor is in parenthesis)

Good Guy

  • Crusader (500) - Access to MX series rifle and carbine with downing rounds.
  • Novice Bail Agent (2,000) - 250 metre radius on fugitive location areas.
  • Improved Bail Agent (10,000) - 210 metre radius on fugitive location areas.
  • Master Bail Agent (25,000) -175 metre radius on fugitive location areas.
  • Basic Snitches (2,000) - 2.5 minute fugitive updates.
  • Improved Snitches (10,000) - 2 minute fugitive updates.
  • Master of Information (25,000) - Ability to track 2 fugitives in a 2 minute period.
  • Fair Share (2,000) - 5% of the bounty of a group mate's arrest is paid to you.
  • Taste of the Action (10,000) - 10% of the bounty of a group mate's arrest is paid to you.
  • Claim Your Prize (25,000) - 15% of the bounty of a group mate's arrest is paid to you.
  • Master Crusader (50,000) - Automatically set the game waypoint to the center of the circle of a tracked target.

Bad Guy

  • Predator (500) - Access to MX series rifle and carbine with downing rounds.
  • Slim Jim (2,000) - Lockpicking vehicles is 20% faster.
  • Hotwire Apprentice (10,000) - Lockpicking vehicles is 40% faster.
  • Lockpick and a Dream (25,000) - Increased chance of succeeding with vehicle lockpicking.
  • Pickpocket (2,000) - Able to rob money off of your restained bounty.
  • Improved Pickpocket (10,000) - Robbing your bounty gives you a chance to take high value items from their inventory.
  • Disarming (25,000) - Removes holstered secondary weapons and any grenades from your restrained bounty.
  • Novice Eluder (2,000) - 10% chance that crimes commited against your bounty will not register.
  • Improved Eluder (10,000) - 20% chance that crimes commited against your bounty will not register.
  • Master of Elusion (25,000) - 30% chance that crimes commited against your bounty will not register.
  • Apex Predator (50,000) - Access to Advanced Interrogation to strip all gear from you bounty. Allows pickpocketing and disarming to be used against anyone. Ability to purchase lethal 6.5 magazines from Bounty Hunter Base. To strip a player of their gear you must take them to the Advanced Interrogation room and scroll wheel send to jail, after you send them to jail from the Interrogation room their gear will drop on the floor.

Method

Below are the steps to successful Bounty Hunting.

  1. Purchase a Bounty Hunter License at a Bounty Hunter Base ($12,500).
  2. Purchase a downing weapon and zip ties from either the Bounty Hunter Base.
  3. Using your phone (press Y), press the Bounty button to receive a bounty, or requesting at any Bounty Hunter Base.
  4. Locate the bounty location on the map. The location is outlined as a red circle with the bounty name in the middle.
  5. When approaching a bounty, you must initiate with them in order to down them or restrain them if they put their hands up. Always follow server rules while bounty hunting.
  6. Take your restrained bounty to the Bounty Hunter Base / Prison to arrest them, or to strip them of gear.

Profit

Profit is determined by several factors, such as bounty size, talents, and teamwork.

In most cases, an efficient bounty hunter will receive the full cut of a bounty.

In addition to monetary profit, you earn Honor for turning in bounties.


Bounty size vs honor received:

Wy 55 hellcat arma 3

Honor = Bounty Price / 50

Bounty Hunter Base

As a Bounty Hunter, you will have access to three locations, the Bounty Hunter Bases located North-East of Kavala, North of Pyrgos, and North of Sofia.

Bounty Hunter Shop

Here you have access to a low caliber weapon shop and the ability to purchase zip-ties.

Weapons

  • P07 9 mm - $1,000 - Pistol (secondary weapon)
  • Sting P07 9 mm- $4,000 - SMG
  • Vermin SMG .45 ACP - $5,000 - SMG
  • TRG-20 5.56 mm - $6,000 - Small caliber carbine

Gear

  • Zip-Tie - $20 - Used to restrain people

Bounty Hunter Base (Full shop)

Here you have access to higher caliber weapons, the Hunter, a clothing shop, lock picks, blindfolds, advanced interrogation rooms, and medical items such as blood bags and defibrillators. You must have Master Bounty Hunter to access these shops.

Weapons

  • P07 9 mm - $1,000 - Pistol (secondary weapon)
  • Sting P07 9 mm- $4,000 - SMG
  • Vermin SMG .45 ACP - $5,000 - SMG
  • TRG-20 5.56 mm - $6,000 - Small caliber carbine
  • Spar 16 5.56 mm - $6,000 - Small caliber carbine (Illegal)
  • MXC 6.5 mm - $7,000 - High caliber carbine (Illegal)
  • MX 6.5 mm - $7,000 - High caliber rifle (Illegal)


Gear

  • Zip-Tie - $20 - Used to restrain people
  • Lockpick - $15 - Used to break into vehicles and break Police restraints
  • Blindfold - $1,000 - Used to mask player's view, can be used on Police Officers to forbid their communications


Vehicles

  • Hunter - $60,000 - Armoured transport vehicle
  • MH-9 Hummingbird - $50,000 - Light armored helicopter
  • WY-55 Hellcat - $60,000 - Light armored helicopter
  • PO-30 Orca - $65,000 - Heavy armored helicopter
  • As well has many other vehicles that can also be found at other vehicle shops around the island

Additional Info

  • It is recommended to use a vehicle to transport your bounty to Bounty Hunter Base or the prison.
  • You may want to use a blindfold to prevent your bounty's friends from tracking and saving them.
  • If you are catching bounties with a friend, upon turning them at the Bounty Hunter Base, you have the option to split your profit.
  • If you are caught with an execution charge or abuse your Bounty Hunter License, the Police may seize your license at their discretion.
  • If your bounty combat logs, please report it to the forums, you may be eligible for compensation. You may arrest their body bag that appears afterwards.
  • It takes a substantial amount of time to send your bounty to jail, as there is now a timer for 'Send to Jail'

Community Made Video Guides

Retrieved from 'http://gaming-asylumwiki.com/w/index.php?title=Bounty_Hunter_Guide&oldid=3191'
  • 1Vehicle Controls

Vehicle Controls

Commanding

The commander in vehicles issues orders to the driver and gunner. Commands are displayed in the message log for crew-members to carry them out.

  • Issue move commands by pressing move buttons [W], [S], [A], [D].
  • Control acceleration with [W+Left Shift], [W+Left Ctrl].
  • Issue fire commands by pointing at a target and pressing [R].

* Switch the gunner's weapons with [Left Ctrl+F].

  • The commander is able to acquire manual fire - ['].
  • This is best combined with the optics view [Sec. Mouse Btn.].

Other important commands for the driver:

  • [1-1-1] Stay in formation. The driver follows your commanding vehicle, maintaining the formation.
  • [1-1-9] Move to the next waypoint. The driver moves to your current waypoint.


Countermeasures

As a commander or a pilot, you are in control of a vehicle's countermeasures. Press [C] to launch countermeasures when you see an incoming missile or when a missile lock warning appears.

* Press [Left Ctrl+C] to switch the countermeasure fire-mode


Driving

In ground vehicles

  • [W] and [S] are used for acceleration.
  • [A] and [D] are used for steering.
  • You can also use [W+Left Ctrl] or [W+Left Shift] for a steady slow speed or fast forward acceleration.

Third person view and free look might be particularly useful when driving.

Down
  • Switch to the third person camera with [Enter [NUM]].
  • Or use free look with [Left Alt].


Entering a Vehicle

To enter a vehicle:

  • Point the cursor at it until the icon appears.
  • Use default action [Space].

Alternatively:

  • Open the action menu [Mouse wheel down].
  • Select Enter.

You will be given a seat associated with a role in the vehicle. For example enter as a driver to drive, enter as a gunner to shoot. Certain roles might not be available for some vehicles.

Different roles in a vehicle have a different action icon indicating the default action . Use them to quickly determine the role you are taking by entering the vehicle.


Get out or Eject

There are two ways to exit a vehicle, both accessible from the action menu.

  • Get out stands for a proper exit, when the vehicle is at a full stop and it is safe to get out.
  • Eject can be used to exit anytime, including when moving or in the air. Obviously, Eject might come with some situational consequences.

Like falling from the plane without a parachute.


Weapons

Weapons in vehicles works similarly to infantry weapons.

  • Fire with [Prim. Mouse Btn.].
  • Zoom with [+ [NUM]], [- [NUM]].
  • Go to optics with [Sec. Mouse Btn.].
  • Switch weapons and fire-modes with [F].
  • Reload different ammo with [Mouse wheel down].

Some vehicles have guided weapons. To mark a target, point at it and press [T]. Use [R] to cycle targets.


Radar

Most vehicles contain a top-down radar, which provides information on the orientation of the vehicle's turrets, targets and incoming threats.

  • The relative heading of the turret is displayed with a light cone.

Targets are marked as colored icons.
Red – enemy
Green – ally
Grey – unknown
Square – ground
Triangle – air


Switching Seats

While in a vehicle, you can change your seat and role:

  • Open the action menu [Mouse wheel down].
  • Select a different position.
Arma 3 Hellcat Down

Usually you can choose from driver, commander and gunner. When in a vehicle, remember to use the optics [Sec. Mouse Btn.]. They differ for each role and can provide a significant advantage.

Some positions might not be available in certain vehicles. Switching is not available while in the air or in similar conditions.


Helicopters Take-off

  • Start the engine by pressing [Left Shift].
  • Hold [Left Shift] to increase throttle and gain altitude.
  • Hold [Z] to decrease throttle and lose altitude.
  • Maneuver the helicopter sideways with [A] and [D].
  • Pull the nose down [W] to gain speed and up [S] to lose it.
  • Use the rudder [Q] and [E] to rotate left/right.
  • Use the mouse to control the helicopter smoothly.


Guided Missiles

Guided missiles are only useful when a target is locked. As a gunner, point at the target and press [T] to lock the target. Normal targets have a square sign , the locked target has an additional diamond mark . To switch to the next target, press [R].

Guided missiles are best fired from a distance. Flying over the target is not necessary.


Changing Ammunition

Some vehicles come with different ammunition types for varying uses. To change the ammunition type:

  • Open the action menu [Mouse wheel down].
  • Select the option to reload the desired ammunition type.


Vehicle Info

In the top left corner is the vehicle info panel. It displays the name of the vehicle, damage indications , fuel bar and current speed, heading and altitude.

Damage indicators are split between vehicle hull, instruments, tracks, wheel, engine or rotors. Damage is indicated by a color. Once the icon turns red, the corresponding part of the vehicle is no longer functional. If a gas tank is damaged, the vehicle might even explode.

Wikipedia: Westland Lynx


Refuel and Rearm

Vehicles are rearmed and refueled anytime they happen to be in a vicinity of a fuel truck or repair truck.

Arma 3 Hellcat Download


Repairs

You have to be an Engineer or a Repair Specialist and have a Toolkit to repair a vehicle. If you meet those conditions, then a repair option will become available near damaged vehicles.

A vehicle will be repaired automatically when in the proximity of a repair truck or an APC.


Unguided Rockets

Wikipedia: AgustaWestland AW159 Wildcat

Unguided rockets are fired directly in front of the vehicle. As a pilot, you have to adjust vehicle position or angle to change the aim of unguided rockets.


Countermeasures

As a commander or a pilot, you are in control of a vehicle's countermeasures. Press [C] to launch countermeasures when you see an incoming missile or when a missile lock warning appears.


SDV

  • Operate the SDV with [W], [S], [A], [D].
  • Use [X] and [Z] to ascend and descend.

Access the action menu for periscope commands. When the periscope is up, its view is available via commander's optics [Hold Sec. Mouse Btn.].


Fixed-wing take-off

Standard horizontal take-off for a fixed winged aircraft follows this procedure:

  • Increase thrust with [Left Shift] to bring the engine to full power.
  • When speed is high enough, pull the nose up with [S].

You can use flaps [Right Ctrl+K] to increase generated lift and decrease ground roll, but at the cost of the climb rate.


Plane Controls

Thank you for choosing Arma Airlines.

  • Control the nose of the aircraft with [S] for up and [W] for down.
  • Hold [Left Shift] to increase throttle, hold [Z] to decrease throttle.
  • Bank left/right with [A]/[D].
  • Use the rudder [Q] and [E] to steer left/right.

Specific actions accessible from the action menu are available when in aircraft. Use the action menu to control flaps, landing gear or fire control.


Wikipedia: Westland Lynx

Landing

Landing with a non-VTOL aircraft is challenging.
1. Decrease your speed [Z] while carefully decreasing altitude [W].
2. Open the landing gear and turn flaps down using the action menu.
3. Carefully approach the landing strip while further decreasing speed and altitude.
4. Keep your plane steady and land.
5. Continue decreasing speed until you reach a full stop. Good luck.

You can always use the auto landing option from the action menu. The computer will then take over and execute the landing procedure.


Turrets

Arma 3 Campaign Hellcat Down

Turret machine-guns and grenade launchers are support weapons to provide covering fire for infantry. Usually, they are handled by two man teams, who are able to assemble and dismantle the weapon in a short time. This gives infantry a quick and flexible cover fire option.


VTOL Take-off

Vertical take-off and landing aircraft are easy to operate.

  • Select Auto hover from the action menu. This will stabilize the vehicle.
  • Use [Left Shift] to increase thrust and go up.
  • Use [Z] to decrease thrust and go down.

For non-VTOL aircraft, follow a standard procedure:

  • Gain speed with increasing thrust [Left Shift] and pulling the nose up [S].
  • You can move flaps up to increase the upward lift and shorten the take-off [Right Ctrl+K].
Retrieved from 'https://community.bistudio.com/wiki?title=Arma_3_Field_Manual_-_Vehicle_Controls&oldid=156822'