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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%)
Time is not in my favor as much as it used to be.
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.
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. :(
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. :)
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."
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
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!
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.
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.
I did want to ask if you intend to make the NATO batteries and radar manned turrets, similar to the S-750?
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.
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.
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.
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!
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.
A new update has for the mod has been released. Enjoy.
https://steamcommunity.com/sharedfiles/filedetails/?id=2825319340
Iron Dome and CRAM, although it wasn't working when ACE was running for some reason
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. :)
Overall I love your work and I can't wait to see what else comes!
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.
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.
As for ACE, can safely say it is compatible. :)
I have this problem too , good mod.
There are 3 user actions. Deploy, deactivate and activate.