Arma 3
Sci-fi Support Plus
569 Comments
Phenosi  [author] Sep 17 @ 7:39am 
Someone reported that bug yeah, I do not know why this is happening yet. I have tried but can't really recreate it either?
Doc. Sep 17 @ 6:25am 
Weird issue I noticed recently with the FTL ships, they start spinning when ships shoot each other.
And the zeus who jumped said ships in dosen't see them spin but the other players do. This didn't happen before
Phenosi  [author] Aug 31 @ 11:26pm 
@Barker yeah be careful with that xd
@mr.tosted I am not sure what this gamemode is? but given its a custom zeus mode of some kind they need to add my modules to their mode/mod not the other way around, thank you for understanding.
mr.toster Aug 30 @ 11:20am 
it was incompatible with the mod zeus wargame
mr.toster Aug 30 @ 11:13am 
hi recently tested this mod when ships spawn they somehow spin in an emotional way I'm interested to know how this will be fixed in new updates
Barker Aug 29 @ 6:12pm 
I will give it a try thank you, I was wanting to use it with JM's effect mass effect ships, given what can happen with JM's stuff on the workshop, I'm hesitent to ask to make them compatible
Phenosi  [author] Aug 23 @ 4:28am 
@Barker you can add them via script but most ships require a specific sort of internal rotation that is harder to script and is part of an internal function of the mod. Most people just send me their classnames tbh. alternatively you can try it yourself with this

Here is a code snippet: https://pastebin.com/8fEYWvaf

...and if it flies in backwards or something then just lmk.
Barker Aug 22 @ 11:16pm 
is there a way to add in ships separately from the main mod itself?
𝕽𝖚𝖈𝖆 Aug 5 @ 1:41am 
gotcha, thanks
Phenosi  [author] Aug 5 @ 1:35am 
@Ruca I found the ones you mean, they were in 3AS terrains for some reason, I will add them for next update.
𝕽𝖚𝖈𝖆 Aug 5 @ 1:01am 
@Phenosi yes warmantle, and jmsllte is fully supported, just not 3as
Phenosi  [author] Aug 5 @ 1:00am 
@Colonel Lingus hit the center of the ship where the core object is, the turrets just for defense.
@Ruca I see. I am pretty sure I support a lot of these already but i can have a second look.
𝕽𝖚𝖈𝖆 Aug 4 @ 8:13pm 
the 3as star destroyer isnt supported
𝕽𝖚𝖈𝖆 Aug 4 @ 8:12pm 
@Zeozzz all empire ships are from the warmantle armoury mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2954535667

it has star destroyer and venator class star destroyer

there is also a star destroyer from the mod: JMSLLTE, there are only reuploads of this mod, i use this one: https://steamcommunity.com/sharedfiles/filedetails/?id=3447903805&searchtext=long+live
Colonel Lingus Aug 4 @ 3:29pm 
How do you damage the ships? (Specifically OPTRE FC Corvettes and Cruisers) I shoot the turrets, but it doesn't seem to do any damage. Can't tell if its a bug or if im doing something wrong.
Phenosi  [author] Aug 4 @ 3:05pm 
I already support a lot of Ship from various star wars empire era mods, which one is missing?
Zeozzz Aug 4 @ 11:21am 
Hello, is it possible to locate the Empire's ships somewhere? In the hyperspace section.
Tim Stonks Aug 3 @ 12:58pm 
So for the Gravity Beam Eden modules (not the zeus ones) is there a way to make them work on dedicated servers? They appear where placed on a local game, but on a server they never show up, even with a trigger. They're really cool atmospherically.
𝕽𝖚𝖈𝖆 Jul 26 @ 9:47am 
thanks alot
Phenosi  [author] Jul 26 @ 9:12am 
@Ruca, yep; the last LS update changed a bit of of the prefixes they used before and I need to convert a few things, will do next update. Thank you for your patience.
𝕽𝖚𝖈𝖆 Jul 23 @ 4:26pm 
may just be an issue on my end, but when using blaster cannon of any type (legion studios star wars) nothing happens, just alot of lag, and then it passes
joshpetrus69 Jul 15 @ 3:23am 
Hey everyone, just wondering if there is a way to have the ships jump in placed in the editor, seem to be struggling to find an answer / way to do it
Phenosi  [author] Jul 8 @ 6:16am 
That shouldn't have been there to begin with... not sure how that made it into the public branch LOL; I will fix it later.
jennderqueer Jul 7 @ 7:14pm 
New script error in 7/7 update. In XEH_preinit_list.sqf, line 1685.

Should be
---
"[_x,(configFile >> 'CfgVehicles' >> 'LandVehicle')] call CBA_fnc_inheritsFrom &&
---
rather than
---
"isKindOf 'LandVehicle' &&
---

IsKindOf doesn't take config entries (also wrong syntax here anyway)
Phenosi  [author] Jun 25 @ 8:30am 
@Ryker Maybe do something like the reveal command at 4 for that turret so its fully aware it there and doesnt need to guess? For example the OPTRE scythe and Sundevil tank work just fine for me with that command.
Ryker Jun 25 @ 8:23am 
Seems like its because anything classed as "HE" (every single thing i can find...) the AI refuse to fire at the FTL ships. what a shame
Ryker Jun 25 @ 8:09am 
anyone know how i can get ground units to fire at a ship that has jumped in? even AA missile turrets just sit and stare at the cruiser as it wipes them out, But UNSC snipers will fire at the cruiser? and aircraft will lock and fire their weapons at it too.
Phenosi  [author] Jun 24 @ 11:43am 
@W0LFZ That should of been fixed last patch
@Glloyd thanks for the heads up
Glloyd Jun 24 @ 11:19am 
The blaster volleys for the star wars stuff also don't seem to work anymore post Legion Studios rewrite
W0LFZ Jun 14 @ 1:26pm 
Legion studio rechanged the drop pods class name so the droid dispenser module no longer funcitions
Gunther Jun 6 @ 1:14pm 
Maybe have an option for ships to spawn fighters for air support?
cubapather Jun 5 @ 2:11pm 
I'm having an issue, the halo capitol ships are not spawning and is saying acquired
ship core.
Phenosi  [author] Jun 5 @ 11:22am 
@Snofy You are correct they weren't working, I have update the mod immediately with a fix for the problem.
Snofy Jun 5 @ 10:47am 
Hey, not sure if it's just me, but the Combine mortars aren't working for me. All the other modules work under that section (Headcrab Shell and the teleporters) none of the 3 mortar modules work. I have all the required mods installed and only them loaded.
Shadowblade May 31 @ 1:11pm 
Anyway you can make it so when a ship warps in, a marker of the ship is attached to the prop so players can see its position on the map? Obviously not all ships have markers, but there are some mods that add the proper ship markers.
Phenosi  [author] May 23 @ 5:47am 
Don't use the innie pelicans, they don't work anymore for some reason?
MasterBeefwd40 May 22 @ 6:29pm 
pelican vehicle and troop drop doesnt work unless im doing smthing wrong
Glaphitus Kage May 15 @ 10:19pm 
Ah I see Phenosi. Thanks for letting me know, and I will have to suggest that.
Phenosi  [author] May 9 @ 7:15am 
@Glaphitus Kage those are just props and have not inventory properties. If you want that added you'd need to head to the discord and make request/suggestion
Glaphitus Kage May 9 @ 7:14am 
Fantastic mod! The only issue that I have found is that the supply crates for the TIOW mod do not seem to have inventories in them? It does not even give me the option to open an inventory on the crate. Is there a way to fix this, or add my own crate that can be dropped?
Phenosi  [author] May 9 @ 7:14am 
@Bill, no... it's not. can you head to the discord and make a bug report for it, then i could have a look.
Bill May 8 @ 6:38pm 
my ship keeps spinning on axis until I delete the AI (but then it does not provide any support or/and get targeted by AA). Is this a common error?
angelitomig May 3 @ 4:27pm 
Ok
Phenosi  [author] May 3 @ 10:21am 
@angelitomig Old style 'armed' ships got phased out for 'support ships' as that new system is much better and actually run-able on a server without 20 turrets eating up all the server and clients FPS. Support ships can be spawned under the jump in tab and supports any ship. they still have real turrets but run mostly on scripted behavior to preserve peformance.
angelitomig May 3 @ 7:11am 
hey what happened to the Armed Frigate on the UNSC
Phenosi  [author] Apr 29 @ 11:05pm 
@Soyuz. I am using a BI function to place it around the core yeah, not more custom blueprints per ship per mod,etc. that is just an insane amount of work.
Soyuz. Apr 29 @ 5:39pm 
hey, for some reason the extra turrets aren't properly placed on any of the star wars ships for me. I'm not sure exactly why, but they all seem to be stuck in the hangar bay.
Phenosi  [author] Apr 20 @ 3:07pm 
I'm glad you like it!
angelitomig Apr 20 @ 12:02pm 
I love your mod
angelitomig Apr 20 @ 12:02pm 
Thank you, you the best