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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.
Of course there will be a problem if the spawning system is also an AI system, as it may give orders that conflict with the orders that LAFS gives. Spotters are mostly immune to this, though you may want to turn off their overwatch move and behaviour changes with the module. I will likely be adding a global way to do this next update.
1. Yes, if a group no longer features the special classname, it will stop being that kind of group. Applies to Snipers, Drone Operators etc. too
2. Yes, with both those settings Spotters will behave just like any other group, save for the LAMBS info sharing being disabled on them. That is the best way to combine with HAL from what people have tested so far.
3. No, you will need separate assets for the players to call in versus the AI.
4. Currently not possible, something I'll mark down for later.
4. Is it possible to run custom init code on planes that spawned by air base? If not, consider this a feature suggestion.
1. Will spotter group stop being a spotter as soon as all units set to that role in the group are dead?
For example, if i have some radioman unit set to be a spotter and i have a group of a radioman and a rifleman, does this group loses ability to call support if only radioman dies, or does this group will keep being a spotter as long as any unit in it are alive?
2. With "dont modify spotter group" and "remain stationary" modules spotter group shouldn't get any commands on its own, right?
I want to try to combine LAFS with HAL commander for arty and CAS (as these aspects implemented in HAL rather poorly). Supports obviously need to be excluded from HAL command, but spotters probably should be included, so i need to make sure they don't get any clashing waypoints.
Anyway, they don't have to go exactly over the waypoint. There's actually a larger area that they need to pass through, this is true regardless of my own settings, hardcoded into ArmA based on vehicle type. And in turn I have increased that area. With vanilla aircraft it doesn't happen 95% of the time.
If you're talking about circling infinitely, that's the aircraft's problem, not my mod, plenty of aircraft are fairly uncontrollable by the AI, with immense turning circles.