Arma 3
Expanded Anti Air
151 Comments
DrunkeN  [author] Jun 15 @ 8:49am 
I've paused any updates across all mods until exams are done.
DrunkeN  [author] Jun 6 @ 12:28pm 
@Judas - From what I've seen in the original Arma 3 source code, some anti air units rely on radar units, regardless if they have it on them. There are so many combinations of what each anti air unit can turn out to be, it is sometimes very difficult even for me to make them engage. For ying, there must be a yang. For anti air unit, a radar must also be alongside it.
DrunkeN  [author] Jun 6 @ 12:25pm 
@Judas - Was there a radar unit nearby?
Judas Jun 6 @ 5:39am 
so I am just using it in the editor, and they will not engage an vanilla enemy helicopter. waited for about a minute, and they would not engage. I set myself as the gunner in the Avenger, and the other guy targeted the helicopter, and shot the stingers. Was hoping to be able to just place them on a map, and let them engage enemy air...but nada.
DrunkeN  [author] Jun 1 @ 12:06pm 
@KOSA - How close is the MiG-29 flying? Have you tried putting down the MIM-145 Defender turret itself and let it shoot? The Defender missile system has a minimum engagement range of 1000 meters + the target needs to be identified and flagged as enemy.

See the extracted code from Arma 3 itself, of the unit in question:
minRange = 1000;
minRangeProbab = 0.9; (90% probability of engaging if target is spotted)
midRange = 3000;
midRangeProbab = 1; (100%)
maxRange = 16000;
maxRangeProbab = 1; (100%)
KOSA Jun 1 @ 11:46am 
The mod is not working When Im by ZEUS respawning patriot und rader they dont shot on OPFOR Mig 29
DrunkeN  [author] May 22 @ 12:58am 
The mod has been updated with the latest fix regarding Tempest TOR. :espresso:

Time is not in my favor as much as it used to be.
DrunkeN  [author] May 21 @ 11:22pm 
Alright, let's see what can be fixed.
DrunkeN  [author] Apr 23 @ 9:21am 
Scratch that. I'll have to postpone the fix. I need to figure out what I need to change. It's proving to be a bit difficult.
DrunkeN  [author] Apr 23 @ 8:00am 
@Ace - Thank you for letting me know, I will apply the fix later today. :steamthumbsup:
Ace Apr 22 @ 6:30pm 
Just a heads up that due to the way ACE updated, the Tempest TOR will damage its own operator when firing, and that operator will eventually bleed out.

This can be resolved by switching the operator of the launcher as an AI controller instead of an infantry unit. By making this an AI unit, this has the added benefit of letting players control the weapon too.
DrunkeN  [author] Apr 20 @ 2:35pm 
@Бибер - I tested this mod with CUP UAV Operators. I spawned an empty NATO AL-6 Pelican. I could not hack it, regardless of UAV Operator role and the necessary gear.

You're not doing anything wrong. This is about Arma itself. There is no solution to this other than spawning a UAV Operator from one of the Vanilla Arma 3 factions. :(
DrunkeN  [author] Apr 20 @ 1:37pm 
@Бибер - I would have to check this out, give me an hour or two. :)
Бибер Apr 20 @ 11:05am 
@drunken I also thought that this was possible, but it only works with the UAV operator of the faction to which the vehicle belongs, in my case, the Nato UAV operator, maybe I'm doing something wrong?
DrunkeN  [author] Apr 20 @ 10:49am 
@Бибер - In a situation where you are playing as a member of any faction, you can do this:

1. Spawn an empty vehicle from the modpack
2. Hack into the drone/UAV (in the background, the drone/UAV gets assigned to the faction you are playing for)

That is how I would do it. I believe it should work exactly as described. :)
Бибер Apr 20 @ 8:44am 
@drunken Thank you for your help, but I have another question: can I take control of the turret while playing as the UAV operator of the US faction (I just couldn't do it) and what needs to be done for this?
DrunkeN  [author] Apr 16 @ 9:42am 
@Бибер - IFV-6b Centurion is a Medium Range Anti Air vehicle. The Centurion turret acts as a UAV and is attached to the IFV. In order to control the vehicle, you need a UAV operator to connect to the Centurion using a UAV terminal.

Also read the following what is mentioned in the description of this workshop item:

"When spawning an empty vehicle, the UAV turret which is attached to the vehicle is inactive, unassigned, empty. When you do spawn a crewed vehicle (usually comes with a driver or a driver & commander), then the UAV turret gets assigned to the faction it originally belongs to."
Бибер Apr 14 @ 1:44pm 
guys i need help with this mod
my friends and I installed it in the assembly in order to balance the planes, but I can not understand the controls and what is responsible for what, explain using the example of the fv-6b centurion I will be grateful
DrunkeN  [author] Mar 3 @ 11:22am 
@_DocHoliday - It can be though. I'll have to work on the rest of the UAV turrets and make them manned, but it will take time. It is not difficult though, just needs a bit of scripting. Free time is a different matter.
_DocHoliday Mar 3 @ 7:40am 
Ah, a shame the Defender couldn't be manned. I know IRL that the US air defense systems operate from an ECS module in a separate vehicle. IF there is a way to consolidate radar and battery feeds, that could be an interesting, one-of-a-kind capability.

Intercepting missiles with missiles would be awesome. As it sits in the general landscape, the ability to intercept incoming munitions is there (ITC land systems and the ITC incoming munitions patch both do great jobs at allowing rocket, artillery, and mortar intercepts). The only thing that I personally have been chasing a means to knock it down are the RHS SCUD missiles.

The Pantsir S1 would absolutely be an exciting addition!
DrunkeN  [author] Mar 2 @ 12:11pm 
@DragonBlade94 - I'll see what I can do with that. Thanks for the tip! :steamthumbsup:
DragonBlade94 Mar 2 @ 11:19am 
A possible fix would be to move the truck a half meter into the air on deploy and drop it down. Seems like a worthwhile trade for the better survivability and experience.
DrunkeN  [author] Mar 2 @ 11:15am 
@DragonBlade94 - If we're talking about the HEMTT Defender that is not yet deployed, what I found as a "potential fix" is to zoom in and look around the truck. This will load the area around you and you will be able to deploy the Defender without any issues, regardless of terrain (at least on my side).

Unfortunately, there is no way of fixing this. I can always try to disable collision, but then the Defender will be invincible to enemy damage. I've played with scripting to figure out a way to avoid this exact issue.
DragonBlade94 Mar 2 @ 10:51am 
Hello DrunkeN, I am having an issue with the defender HEMTT where it explodes when deployed by a player in mission if it isn't on almost perfectly flat terrain. Is there any way to fix this?
DrunkeN  [author] Mar 1 @ 11:15pm 
@_DocHoliday - I really wanted to, but there are certain textures applied to the defender and radar in NATO that I am unable to hide or camouflage, which makes it very difficult for me to think of anything. HEMTT did manage to salvage the situation for a small part.

I'm still working on neat new designs, but there's a question if it will ever be implemented, such as the Pantsir S1. Another new implementation will be shooting down missiles with missiles, however this would take a good amount of time for development because each and every missile I want to alter needs to be altered at the base class. This worries me.
DrunkeN  [author] Mar 1 @ 11:15pm 
@_DocHolidy - It worries me because other mods might have a priority of overriding these changes and rendering implemented changes of my mod unusable. So there is a chance of that.
_DocHoliday Mar 1 @ 1:40pm 
Thank you for the response a while back, it helped figure things out for sure.

I did want to ask if you intend to make the NATO batteries and radar manned turrets, similar to the S-750?
DrunkeN  [author] Feb 25 @ 11:30pm 
@_DocHoliday - Hey man! Part 1/3.

The scripts on these units that do most of the work are handled by the class EventHandler in the config file of the mod. In the Eden Editor the attached object exists, but the attachment isn't constantly updated. Question is: Why is this happening?

Attachments (among other things) are script based, meaning they don't persist visually in Eden Editor unless the game is simulated (while the mission is active and running). But how does the object from the script spawn then? This is because Eden Editor does not continuously update the attachment, it only runs the script when the vehicle first spawns and that's it.
DrunkeN  [author] Feb 25 @ 11:30pm 
@_DocHoliday - Part 2/3.

This is a known issue, which was mentioned in the mod's description:

- When spawning these custom units, the script kicks in. Certain objects attached to the vehicle you just spawned do not move with the vehicle itself in the editor, but they move normally when dragging the unit in Zeus, so don't be fooled. Editor only recognizes the vehicle, but not whatever is attached to it

Unfortunately, there is nothing I can do regarding this issue. It is out of my reach. In the issues where you need to restart the editor, from what I've experienced, you can LeftCtrl+S (save mission) and load it up again without having to close down the editor. Everything will be back to normal.
DrunkeN  [author] Feb 25 @ 11:30pm 
@_DocHoliday - Part 3/3.

When spawning new assets, there are 2 things that need to be addressed.

a) In the Eden Editor, if the vehicle gets destroyed upon placing it, it doesn't effect anyone or anything other than the vehicle itself visually, but only in that very instance when you placed it. You can move it, copy-paste it, delete it, modify it even more within the init box of the unit. When you run the mission, the vehicle will be in mint condition.

b) In the Zeus mode while the mission is active and running, for reasons unknown to me, when placing the vehicles from the mod, the first vehicle that is spawned explodes and gets destroyed upon placing it. I have no idea what is going on, however in most cases after placing the vehicle for the first time, everything is behaving normally. Either by copy-pasting the same vehicle or grabbing it from the menu (spawn list), it won't matter, at least from what I can say from my experience.
_DocHoliday Feb 25 @ 7:17pm 
Hey there! Me again. I'm having some issues when spawning the newer assets.

When spawning the Deployed HEMTT models, the editor does not see the Defender or the Radar as a movable object, and it will stay stuck there, forcing me to restart the editor.

Furthermore, there seems to be a collision issue where when I spawn the new assets, if they are not on perfectly flat terrain, they will destroy in the editor and be stuck, again forcing me to restart the editor.

This was happening both with mods loaded, as well as vanilla + EAA only.

The TOR and the manned S750 is a really neat touch, and I'm excited to see what else you bring!
DrunkeN  [author] Feb 25 @ 9:29am 
Greetings folks.

A new update has for the mod has been released.

All of the additions, changes and such can be seen in the change notes of this mod.

Enjoy. :espresso:
DrunkeN  [author] Feb 25 @ 9:26am 
Greetings folks.

A new update has for the mod has been released. Enjoy. :espresso:
DrunkeN  [author] Feb 22 @ 12:19am 
@Peasant_Heist - I will look into these mods and check them out. If something is to be implemented and it already exists, I have to ask for permission to use the code from existing mods. If I won't be allowed to use the existing code, I will have to start from ground and up.
Peasant_Heist Feb 21 @ 9:30am 
https://steamcommunity.com/sharedfiles/filedetails/?id=2849338756

https://steamcommunity.com/sharedfiles/filedetails/?id=2825319340

Iron Dome and CRAM, although it wasn't working when ACE was running for some reason
DrunkeN  [author] Feb 18 @ 2:00am 
@_DocHoliday - Right now I am prioritizing on implementing vehicles and weapon systems that I have worked on before. Once I deploy the two planned updates, I have to see what would be next on my list, apart from polishing existing vehicles and WS.

You were not the first to ask or suggest an AA WS that prioritizes shooting down rockets (well, SCUD BMs were not on the plate). I would like to have this implemented as it makes the AA more useful in Arma 3 more than ever before. I have to check and see what can be done.

Update are on the way, I'll continue working on the mod after 21st or 22nd this month. :)
_DocHoliday Feb 17 @ 8:06pm 
If you get the nudge, something like a THAAD battery, or even just adjustments to the Patriot targeting capability would be pretty baller. I'm still chasing something that can intercept the RHS SCUDS.

Overall I love your work and I can't wait to see what else comes!
DrunkeN  [author] Feb 5 @ 2:58am 
Greetings fellow players.

I will continue with throwing regular updates on this mod after February 21st. Semester's finished, exams kicked in, so the development of this mod will be paused until mentioned date.

What will the next few updates contain, remains unknown, however I will remove the use of UAV operators and enable gunner seats on attached AA stations, add a few variants of existing vehicles and such. All is prone to testing, it requires some of the code to be polished and sorted out, but it will pay off in the long run.

Thanks for reading.
DrunkeN  [author] Feb 1 @ 7:41am 
@0x00 - This was an idea and a mod like this actually exists which contains a lot of things, although never published.

The major issue was and still is the AI behaviour which was the main reason I stopped working on it in the first place.

Other neat implemented features got pulled out of that mod and are now being worked on in the upcoming one that will be released soon, give or take a month due to RL stuff.
0x00 Feb 1 @ 5:22am 
These are simply fantastic, you plan on packing up the reset of your comps as mods? Just curious
DrunkeN  [author] Jan 27 @ 10:57am 
@DeceitfulRain - This has something to do with Arma itself. Sometimes they do fire, sometimes they don't. This goes for the anti-air turrets themselves. Most of them rely on radar. Radar basically extends their visual range, even without seeing the target. These anti-air turrets also have minimum engagement range. A combination of multiple factors may sometimes render the anti-air capabilities useless if not properly set up. My best recommendation is to always use a radar for anything regarding anti-air, regardless of the situation.

As for ACE, can safely say it is compatible. :)
DeceitfulRain Jan 27 @ 12:27am 
I am running this mod by itself and can't get the defender to fire. Any ideas? It tracks targets, just doesn't launch missiles. Also, is this compatible with ACE?
DrunkeN  [author] Jan 25 @ 11:44am 
@Fogc514 - Can you please repeat me the steps you did? I'm really interested in the process. I want to fix it so badly.
Fogc514 Jan 25 @ 10:19am 
nice mod, having an issue where HEMTT radar/defender components don't show up, just the truck
I have this problem too , good mod.
DrunkeN  [author] Jan 24 @ 9:06am 
@Goob - In the next update, I will add 2 additional units with already deployed Defender and Radar.
DrunkeN  [author] Jan 24 @ 9:00am 
@Goob - These things spawn without the attached objects in the first place. Only way you can spawn them is after you interact with the truck itself.

There are 3 user actions. Deploy, deactivate and activate.
Goob Jan 24 @ 6:36am 
the issue occurs when placing the units in zeus. the CSAT S-750 works fine as well as the CSAT radar truck, its just the Nato/independent HEMTT that doesn't work
DrunkeN  [author] Jan 23 @ 6:49am 
@Goob - Does this happen when you spawn the truck in the editor or when you use the truck in mission?
Goob Jan 23 @ 4:36am 
nice mod, having an issue where HEMTT radar/defender components don't show up, just the truck
DrunkeN  [author] Jan 22 @ 8:38am 
@KZ - TL;DR - Maybe. Depends on what can be analyzed, modified, tweaked and such.