Arma 3
Sci-fi Support Plus
590 Comments
Phenosi  [author] Nov 16 @ 10:30am 
It's like a sort of 'animated' sequence, so it's part of that most likely; it depends on the scenario.
Pothead Sauron Nov 13 @ 10:23am 
i don't know if its something on my end but every time i use the the land module the helicopter flys up a bit before falling down
Russianman94 Nov 10 @ 10:50am 
nvm i got it
Russianman94 Nov 10 @ 10:47am 
it helped kinda, the editable objects i dont see that toggle
Phenosi  [author] Nov 10 @ 10:29am 
maybe this helps?
https://youtu.be/waRPoJaPmv4
Russianman94 Nov 10 @ 10:14am 
i still don't see it, it probably doesn't help that i'm new to this
Phenosi  [author] Nov 10 @ 10:08am 
then go to the module tab and there you can find different lists of modules from the mod
Russianman94 Nov 10 @ 9:57am 
yes
Phenosi  [author] Nov 10 @ 7:20am 
Are you in zeus with a game master module that includes unofficial addons?
Russianman94 Nov 10 @ 6:35am 
im not seeing the FTL system. am i missing something?
Phenosi  [author] Nov 9 @ 10:24pm 
@Russianman94 it is a zeus module, then its under FTL system
Russianman94 Nov 9 @ 11:31am 
i don't see the jump ship but im pretty sure i have everything installed
Phenosi  [author] Nov 9 @ 11:06am 
it's based on the ship, something I 'config' in inside the mod, but most Covenant and UNSC ships will have that effect via the jump ship in module
Russianman94 Nov 9 @ 6:48am 
how do i get the ships to slipspace in? i don't see that effect anywhere
Phenosi  [author] Nov 9 @ 5:41am 
turn up "Amount of Vultures" in the zeus module settings
Direktorkrennic Nov 8 @ 3:32pm 
how do i make it that vulture droids spawn when using QRF with munificient ?
Phenosi  [author] Nov 8 @ 9:06am 
there is a beam, yes. maybe check your viewdistance or particle video settings
Russianman94 Nov 8 @ 7:15am 
is it just the effects of the glassing beam or is there supposed to be a beam?
Cyberwolf Oct 3 @ 12:13pm 
the mods only exist on nexus but stuff for thr titanfall mods would be cool
Phenosi  [author] Sep 28 @ 12:49pm 
I am aware of the bug, please be patient.
SpooNNNeedle Sep 28 @ 1:16am 
Can confirm this same bug, and I was calling the function myself in the eden editor in the exact manner the github wiki describes.

Called in the MAC round with ship, and as it was departing from the battlefield, the ship rapidly began spinning in place before shooting off and teleporting away.
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