武装突袭3

武装突袭3

Expanded Anti Air
173 条留言
Fogc514 11 月 9 日 下午 7:14 
@DrunkeN

Yes, I think China Iran and Spetsnaz should all have these equipment.
DrunkeN  [作者] 11 月 9 日 上午 4:09 
@Fogc514 - Mod is purely vanilla, only vanilla factions.

You mean, add them to Spetsnaz?
Fogc514 11 月 8 日 上午 3:08 
sir can you add them to russia faction?
DrunkeN  [作者] 10 月 27 日 上午 10:01 
@DEADLYDIAMOND - Have you used any other mods alongside this one?
DEADLYDIAMOND 10 月 27 日 上午 8:39 
HEMTT RADAR also doesn't work.
DEADLYDIAMOND 10 月 27 日 上午 1:24 
the Tempest S-750 for both CSAT and AAF doesn't work. they are unable to connect to a terminal
Big_Bluntz 10 月 19 日 上午 10:19 
Putting the mod last in the load order fixes the issue, must be an incompatibility with another mod
Big_Bluntz 10 月 19 日 上午 10:14 
None of the added vehicles are showing up as a spawnable objects in the editor under their factions. One day they were there the next I cant find them.
DrunkeN  [作者] 10 月 15 日 上午 12:23 
@derkosake - Alright, I'm reverting the mod to the previous version until I figure out what is going on.
derkosake 10 月 14 日 下午 12:39 
Hello, since the last update I can no longer find the units
DrunkeN  [作者] 10 月 14 日 上午 3:27 
@-L1ch - I launched the game with the mod loaded, alongside CBA_A3 and Achilles, I can see the units without any issues on my side, which confirms this might be the "mod.pbo" related issue.

Screenshot - https://imgur.com/gAVPgcS
DrunkeN  [作者] 10 月 14 日 上午 3:19 
@-L1ch - This might be the case. This was reported before if two or more mods are using the same name "mod.pbo", then basically whichever mod loads the last will overwrite all the other mods with the same name.

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. :)
-L1ch 10 月 14 日 上午 3:07 
Hey, this mod isnt actually showing up in my Editor. I double checked its loaded but its not in any of the factions listed and also doesnt show up when sorting by the mod itself. All I can think is if theres another mod conflicting with it?
DrunkeN  [作者] 10 月 12 日 下午 12:44 
@Vašek425_CZ - There are multiple ways to find these units, one of them is by sorting the units by mod itself. Most of these units are located in the Anti-Air sub-category of the factions they belong to.

You can check the description of the mod on where you can find these units. :steamthumbsup:^^:espresso:
Vasek425_CZ 10 月 12 日 上午 11:47 
where can i find the AA vehicles, i cant find them anywhere
DrunkeN  [作者] 10 月 12 日 上午 11:45 
The mod has been updated with a small fix. :espresso:
Big_Bluntz 10 月 12 日 上午 7:03 
Thanks big boss
DrunkeN  [作者] 10 月 12 日 上午 2:10 
@Big_Bluntz - Greetings. Thank you for reporting this, I just looked into the script, it was set for the UAV gunner createGroup east. Fix is inbound for today and will address some other issues related alongside this one. :steamthumbsup:
Big_Bluntz 10 月 11 日 下午 4:43 
The AAF S-750 has an aaf driver but a CSAT uav gunner. pls fix
DrunkeN  [作者] 8 月 22 日 上午 10:12 
@derkosake - These vehicle should be located under different subcategories of their corresponding factions. The names of these vehicles and where they are located can be found in the description of this workshop item.
derkosake 8 月 22 日 上午 4:57 
Where i can find the vehicles in the editor?
Sheliz 8 月 18 日 下午 1:07 
surface to surface platforms?
DrunkeN  [作者] 6 月 15 日 上午 8:49 
I've paused any updates across all mods until exams are done.
DrunkeN  [作者] 6 月 6 日 下午 12:28 
@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  [作者] 6 月 6 日 下午 12:25 
@Judas - Was there a radar unit nearby?
Judas 6 月 6 日 上午 5:39 
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  [作者] 6 月 1 日 下午 12:06 
@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 6 月 1 日 上午 11:46 
The mod is not working When Im by ZEUS respawning patriot und rader they dont shot on OPFOR Mig 29
DrunkeN  [作者] 5 月 22 日 上午 12:58 
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  [作者] 5 月 21 日 下午 11:22 
Alright, let's see what can be fixed.
DrunkeN  [作者] 4 月 23 日 上午 9:21 
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  [作者] 4 月 23 日 上午 8:00 
@Ace - Thank you for letting me know, I will apply the fix later today. :steamthumbsup:
Ace 4 月 22 日 下午 6:30 
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  [作者] 4 月 20 日 下午 2:35 
@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  [作者] 4 月 20 日 下午 1:37 
@Бибер - I would have to check this out, give me an hour or two. :)
Бибер 4 月 20 日 上午 11:05 
@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  [作者] 4 月 20 日 上午 10:49 
@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 4 月 20 日 上午 8:44 
@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  [作者] 4 月 16 日 上午 9:42 
@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 4 月 14 日 下午 1:44 
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  [作者] 3 月 3 日 上午 11:22 
@_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 3 月 3 日 上午 7:40 
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  [作者] 3 月 2 日 下午 12:11 
@DragonBlade94 - I'll see what I can do with that. Thanks for the tip! :steamthumbsup:
DragonBlade94 3 月 2 日 上午 11:19 
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  [作者] 3 月 2 日 上午 11:15 
@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 3 月 2 日 上午 10:51 
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  [作者] 3 月 1 日 下午 11:15 
@_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  [作者] 3 月 1 日 下午 11:15 
@_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 3 月 1 日 下午 1:40 
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  [作者] 2 月 25 日 下午 11:30 
@_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.