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报告翻译问题






Yes, I think China Iran and Spetsnaz should all have these equipment.
You mean, add them to Spetsnaz?
Screenshot - https://imgur.com/gAVPgcS
I've tried changing the name of the mod like "eaa.pbo" and such, but nothing would get loaded in the mod itself, I'm currently trying to fix this. :)
You can check the description of the mod on where you can find these units.
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.