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1. Slight correction - the CLASSNAME of a unit synced to the Spotter Module will become the "Spotter" classname list. Any group with these Spotters in them will then become a Spotter Group. So, sync 1 Sniper to the module. It will be scanned and deleted. Then you place 3 different groups with a Sniper in them, and those groups will become Spotter Groups. And no, groups cannot both be Support and Spotter. They will preference Spotter if they have both types of classname iirc, but in general just do not combine those groups.
2. You should use different groups for all of these due to conflicting behaviours. A group simply cannot be a Spotter & Support Group. It would technically be possible to be a LAFS Group as well as a DAM Group, but that would lead to conflicts when the AI receives orders while on another mission, and the code is not made to check for this.
@Shizzak FPVs take off and have a check to see if the sky above them is clear, they rapidly ascend and then move towards the target. I wouldn't recommend garrisoning the groups in buildings but rather behind them. I've not experienced this behaviour, if you can post a video in the discord that would help
@UnconvictedFelon I actually have another mod for that called DAM, Dynamic AI Minefields. It works with IEDs. It is a bit older and unwieldy though as it is simply hard for the AI to decide when to do these things given the rapid pace of ArmA operations. I am considering including missions from DAM into LAFS but I would want to rework the system heavily first.
@Shizzak No, that is not yet implemented. I am adding it for the next patch as well as an air start option. It already exists but is just in testing.
1. Your wiki states that units (synced to the Spotter module) become "spotter groups and it lightly disables parts of lambs". So I'm assuming, a group can't be both a spotter and say a "drone controller"?
2. I'm also using your AI Mine mod, can (lol) a group be a spotter group, drone controller, and AI mine layer group?
3. Can I override the 5 supply max?
For players, the only thing LAFS does is place an eventhandler on you so that when you get into a vehicle, it checks if it is an artillery piece and if so, places an event handler when you fire. That firing event handler checks for any nearby enemies and if the enemy actually has counterbattery capabilities. If so, it will record your artillery firing location into the counterbattery memory, potentially resulting in a counterbattery strike.
So no, LAFS is not the problem there.
As for the uniform, that sounds like a USP problem. Either that they apply a heavy camouflage to your unit like a ghillie which reduces the knowsAbout or that acts like a Side setter. Either way, not something that my mod even checks for, so it would be a USP issue - except I believe that's less likely than it being a classname problem with the units that you are placing. Some units in modded ArmA are weird when placed, and will have scripts run on them by the mod that added them into the game. It is more likely to be something like that.
[(typeOf _x), _unitVariables]
_unitVariables can be nil for most classes, but they must still be stored in this form. The only classes that care about variables are Drones and Tank QRF.
[B_Man_UAV_Operator, [Grenade Dropper, Mortar Dropper, AP FPV, AT FPV]]
[B_Tank, [Anti-Infantry, Anti-Vehicle]]
So for example, a tank that only targets other vehicles would be:
[B_Tank_Destroyer, [false, true]]
I have no plans for further DCO support as I'd have to figure out how it defines and uses squads, and I just personally do not play with the mod. The exception rule was easy to include and improved compatibility massively, so that was easy to add in. I've also had contact from DCO's dev who helped me with that.
Replace SIDE with the side of the LAFS module.
LAFS_var_spotterClasses_SIDE < Spotter (Man)
LAFS_var_droneClasses_SIDE < Drone Operator (Man)
LAFS_var_planeClasses_SIDE < Fixed Wing (Loadout Determines Role)
LAFS_var_attackHeliClasses_SIDE < Helicopters
LAFS_var_tankHunterClasses_SIDE < Tank Hunters (Man)
LAFS_var_sniperClasses_SIDE < Sniper (Man)
LAFS_var_tankQRFClasses_SIDE < Tank (Land Vehicle)
LAFS_var_mobileAAClasses_SIDE < Mobile AA (Land Vehicle)
LAFS_var_supplyTruckClasses_SIDE < Supply Vehicles (Land Vehicle)
LAFS_var_supplyMenClasses__SIDE < Supply Crewmen (Man)
LAFS_var_MobileArtillery < Group Variable
LAFS_var_droneGroupVariables < Group Variable for Drone Types - Grenade Dropper, Mortar Dropper, AP FPV, AT FPV. Example: [true, true, false, true]
Artillery is automatically detected. For something to be considered 'Artillery' it must have an Artillery Computer.
I have a mission where the OPFOR faction is set in the parameters and units are spawned dynamically. At the moment, the factions work perfectly but obviously with the use of modules the Spotters themselves are hardcoded.
I'd like to know if there is a way to register a classname as a Spotter externally so that I can swap them out depending on the faction?
Download the demo mission. You can see there will be drone operator groups and spotter groups already set up. Delete the other support groups if you don't want them. Those will function. If you want FPVs to work instead of just Droppers, you need Crocus FPV enabled.