武装突袭3

武装突袭3

(Alpha)Pook Soviet Overhaul
GamenatorGR  [开发者] 3 月 15 日 上午 1:01
Suggestions for fixes
Here write any suggestions based on what you saw that may need to be changed and I'll check
it out
Eg X plane has too little fuel
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正在显示第 1 - 13 条,共 13 条留言
Arnslyff 4 月 27 日 上午 8:21 
Can you fix the fact that if you do a custom load-out of almost any plane, especially bombers, you can no longer select said weapon even though it is on the pylon and is set to be fired by the pilot in the pylon editor?

The fixes so far have been amazing and I love to see Pook's stuff brought back to life
GamenatorGR  [开发者] 4 月 27 日 上午 9:05 
引用自 Arnslyff
Can you fix the fact that if you do a custom load-out of almost any plane, especially bombers, you can no longer select said weapon even though it is on the pylon and is set to be fired by the pilot in the pylon editor?

The fixes so far have been amazing and I love to see Pook's stuff brought back to life


What mods do you have loaded when that happens, cause I never had that happen to me
Arnslyff 4 月 27 日 下午 7:42 
Only one that affects pylons is ACE, guess Ill give it a try with ace disabled

But I see other people have the same issue, you change a single pylon to a custom loadout separately from the presets and then you cant select the weapon

Ive noticed it mostly on the Bombers, not so much the fighters if that helps until I can try some things
GamenatorGR  [开发者] 4 月 28 日 上午 1:59 
引用自 Arnslyff
Only one that affects pylons is ACE, guess Ill give it a try with ace disabled

But I see other people have the same issue, you change a single pylon to a custom loadout separately from the presets and then you cant select the weapon

Ive noticed it mostly on the Bombers, not so much the fighters if that helps until I can try some things


Will take a look.
Sheliz 7 月 16 日 下午 5:40 
The ALCM function is not working properly, it fires any missile instead of the selected one, and it also doesn't work with some missiles. I edited the file by adding this, and it works very well:

private ["_v","_g","_w","_tgt","_tM","_validMags","_hasAmmo"];

_v = _this select 0;
_g = gunner _v;
_w = currentWeapon _v;
_hasAmmo = false;

// Diccionario manual: arma seleccionada → magazines válidos
switch (_w) do {
case "tu95missilelauncherKH65": {
_validMags = ["tu95_1Rnd_Kh65", "tu95_2Rnd_Kh65", "tu95_3Rnd_Kh65", "tu95_6Rnd_Kh65"];
};
case "tu95missilelauncherKH55": {
_validMags = ["tu95_1Rnd_Kh55", "tu95_6Rnd_Kh55"];
};
case "tu95missilelauncherKH101": {
_validMags = ["tu95_1Rnd_Kh101", "tu95_2Rnd_Kh101", "tu95_6Rnd_Kh101"];
};
case "tu95missilelauncherKH41": {
_validMags = ["tu95_1Rnd_3M80"];
};
case "POOK_KH15P_LAUNCHER": {
_validMags = ["tu95_1Rnd_Kh15P"];
};
case "POOK_KH15S_LAUNCHER": {
_validMags = ["tu95_1Rnd_Kh15S"];
};
case "tu95missileBay": {
_validMags = [
"tu95_6Rnd_Kh65", "tu95_6Rnd_Kh101",
"tu95_6Rnd_Kh15S", "tu95_6Rnd_Kh15P",
"tu160_12Rnd_Kh15S", "tu160_12Rnd_Kh15P"
];
};
case "tu16K10launcher": {
_validMags = ["tu16_1Rnd_K10"];
};
case "tu95missilelauncherKH22": {
_validMags = ["tu95_1Rnd_Kh22"];
};
case "tu22missilelauncherKH22": {
_validMags = ["tu22_1Rnd_Kh22", "tu22_1Rnd_Kh22_CL"];
};
case "tu22missilelauncherKH32": {
_validMags = ["tu22_1Rnd_Kh32", "tu22_1Rnd_Kh32_CL"];
};
case "tu16KSR2launcher": {
_validMags = ["tu16_1Rnd_KSR2"];
};
default {
_validMags = [];
};
};

// Si el lanzador no está en la lista
if ((count _validMags) == 0) exitWith {
_v vehicleChat "Selected weapon is not a valid ALCM launcher";
leader _v vehicleRadio "pook_SovRadioMsgStatic";
hint "Selected weapon is not a valid ALCM launcher";
};

// Buscar si hay al menos 1 misil disponible en magazines válidos
{
private _mag = _x select 0;
private _count = (_x select 1) param [0,0];

if (_mag in _validMags && _count > 0) exitWith {
_hasAmmo = true;
};
} forEach magazinesAmmoFull _v;

if (!_hasAmmo) exitWith {
_v vehicleChat "Selected ALCM launcher is empty";
leader _v vehicleRadio "pook_SovRadioMsgStatic";
hint "No available ammo for selected ALCM launcher";
};

// Pedir coordenadas
titleText["Select Map Position for ALCM Target", "PLAIN DOWN", 3];
openMap true;
MapClicked = false;
onMapSingleClick "clickPos = _pos; MapClicked = true; onMapSingleClick {};";

waitUntil {MapClicked};

titleText["", "PLAIN"];
openMap false;
_tgt = "Land_HelipadEmpty_F" createVehicle clickPos;

// Lanzamiento
_v groupChat format ["GREYHOUND - Engaging target at grid %1", mapGridPosition clickPos];
leader _v sideRadio "pook_SovRadioMsgStatic";
gunner _v lookAt _tgt;
gunner _v doWatch _tgt;

sleep 2;
_v fireAtTarget [_tgt, _w];

_tM = createMarker ["ALCM Target", position _tgt];
_tM setMarkerShape "ICON";
_tM setMarkerType "mil_destroy";
_tM setMarkerColor "ColorOrange";
_tM setMarkerText _tM;

gunner _v lookAt objNull;
gunner _v doWatch objNull;

sleep 75;
deleteMarker _tM;
deleteVehicle _tgt;
GamenatorGR  [开发者] 7 月 17 日 上午 3:39 
引用自 Sheliz
The ALCM function is not working properly, it fires any missile instead of the selected one, and it also doesn't work with some missiles. I edited the file by adding this, and it works very well:

private ["_v","_g","_w","_tgt","_tM","_validMags","_hasAmmo"];

_v = _this select 0;
_g = gunner _v;
_w = currentWeapon _v;
_hasAmmo = false;

// Diccionario manual: arma seleccionada → magazines válidos
switch (_w) do {
case "tu95missilelauncherKH65": {
_validMags = ["tu95_1Rnd_Kh65", "tu95_2Rnd_Kh65", "tu95_3Rnd_Kh65", "tu95_6Rnd_Kh65"];
};
case "tu95missilelauncherKH55": {
_validMags = ["tu95_1Rnd_Kh55", "tu95_6Rnd_Kh55"];
};
case "tu95missilelauncherKH101": {
_validMags = ["tu95_1Rnd_Kh101", "tu95_2Rnd_Kh101", "tu95_6Rnd_Kh101"];
};
case "tu95missilelauncherKH41": {
_validMags = ["tu95_1Rnd_3M80"];
};
case "POOK_KH15P_LAUNCHER": {
_validMags = ["tu95_1Rnd_Kh15P"];
};
case "POOK_KH15S_LAUNCHER": {
_validMags = ["tu95_1Rnd_Kh15S"];
};
case "tu95missileBay": {
_validMags = [
"tu95_6Rnd_Kh65", "tu95_6Rnd_Kh101",
"tu95_6Rnd_Kh15S", "tu95_6Rnd_Kh15P",
"tu160_12Rnd_Kh15S", "tu160_12Rnd_Kh15P"
];
};
case "tu16K10launcher": {
_validMags = ["tu16_1Rnd_K10"];
};
case "tu95missilelauncherKH22": {
_validMags = ["tu95_1Rnd_Kh22"];
};
case "tu22missilelauncherKH22": {
_validMags = ["tu22_1Rnd_Kh22", "tu22_1Rnd_Kh22_CL"];
};
case "tu22missilelauncherKH32": {
_validMags = ["tu22_1Rnd_Kh32", "tu22_1Rnd_Kh32_CL"];
};
case "tu16KSR2launcher": {
_validMags = ["tu16_1Rnd_KSR2"];
};
default {
_validMags = [];
};
};

// Si el lanzador no está en la lista
if ((count _validMags) == 0) exitWith {
_v vehicleChat "Selected weapon is not a valid ALCM launcher";
leader _v vehicleRadio "pook_SovRadioMsgStatic";
hint "Selected weapon is not a valid ALCM launcher";
};

// Buscar si hay al menos 1 misil disponible en magazines válidos
{
private _mag = _x select 0;
private _count = (_x select 1) param [0,0];

if (_mag in _validMags && _count > 0) exitWith {
_hasAmmo = true;
};
} forEach magazinesAmmoFull _v;

if (!_hasAmmo) exitWith {
_v vehicleChat "Selected ALCM launcher is empty";
leader _v vehicleRadio "pook_SovRadioMsgStatic";
hint "No available ammo for selected ALCM launcher";
};

// Pedir coordenadas
titleText["Select Map Position for ALCM Target", "PLAIN DOWN", 3];
openMap true;
MapClicked = false;
onMapSingleClick "clickPos = _pos; MapClicked = true; onMapSingleClick {};";

waitUntil {MapClicked};

titleText["", "PLAIN"];
openMap false;
_tgt = "Land_HelipadEmpty_F" createVehicle clickPos;

// Lanzamiento
_v groupChat format ["GREYHOUND - Engaging target at grid %1", mapGridPosition clickPos];
leader _v sideRadio "pook_SovRadioMsgStatic";
gunner _v lookAt _tgt;
gunner _v doWatch _tgt;

sleep 2;
_v fireAtTarget [_tgt, _w];

_tM = createMarker ["ALCM Target", position _tgt];
_tM setMarkerShape "ICON";
_tM setMarkerType "mil_destroy";
_tM setMarkerColor "ColorOrange";
_tM setMarkerText _tM;

gunner _v lookAt objNull;
gunner _v doWatch objNull;

sleep 75;
deleteMarker _tM;
deleteVehicle _tgt;

Will take care of it added it to the roadmap. Pook spaghetti code is a pain
GamenatorGR  [开发者] 8 月 20 日 上午 5:47 
this is the whole file? for the ALCM.sqf
from under line 21 I mean
最后由 GamenatorGR 编辑于; 8 月 20 日 上午 5:48
Greekas 11 月 9 日 上午 9:14 
On multiplayer servers, when I fire a missile at an AI-controlled MiG-21 it causes significant rhythmic stuttering.
GamenatorGR  [开发者] 11 月 9 日 上午 10:20 
引用自 Greekas
On multiplayer servers, when I fire a missile at an AI-controlled MiG-21 it causes significant rhythmic stuttering.
can you test it with just the mod and pook loaded. I'll check on my side as well
最后由 GamenatorGR 编辑于; 11 月 9 日 上午 10:20
Greekas 11 月 10 日 上午 9:45 
引用自 GamenatorGR
引用自 Greekas
On multiplayer servers, when I fire a missile at an AI-controlled MiG-21 it causes significant rhythmic stuttering.
can you test it with just the mod and pook loaded. I'll check on my side as well
I'll whip up a test mission right now, upload it to the server, and try it out. I'm using 29 mods altogether for the campaign I'm making but I'll cut it down to just those two.

EDIT: This stutter seems to be happening with other Pook planes as well. The stutter goes away once the missile destroys the plane or misses, but can happen again if another missile is launched. In some cases the stutter doesn't happen, but that's usually after a stutter event happens. Maybe something with the incoming.sqf?
最后由 Greekas 编辑于; 11 月 10 日 上午 9:48
Greekas 11 月 10 日 上午 10:09 
引用自 Greekas
引用自 GamenatorGR
can you test it with just the mod and pook loaded. I'll check on my side as well
I'll whip up a test mission right now, upload it to the server, and try it out. I'm using 29 mods altogether for the campaign I'm making but I'll cut it down to just those two.

EDIT: This stutter seems to be happening with other Pook planes as well. The stutter goes away once the missile destroys the plane or misses, but can happen again if another missile is launched. In some cases the stutter doesn't happen, but that's usually after a stutter event happens. Maybe something with the incoming.sqf?
Alright, with just this mod and Pook's original mod, using a vanilla Black Wasp and a Tu-95, I do get one single stutter every time I fire a missile at the Tu-95.

In my original case, I was using Firewill's F-15C (and 25+ other mods) and launching missiles at a MiG-21, and that would cause a series of stutters that ended once the missile hit or disengaged after missing.

Feel free to add me on Steam if it'll make solving this faster. My mod is currently highly dependent on Pook's planes for the multiplayer version. Thank you for all your hard work <3
GamenatorGR  [开发者] 11 月 11 日 上午 2:51 
When I get some time to return to modding due to life stuff I will try and fix it and may contact you for help. Thanks for bringing it all to my attention. probably need to fix the incoming.sqf again.
最后由 GamenatorGR 编辑于; 11 月 11 日 上午 2:54
Greekas 11 月 11 日 上午 9:08 
引用自 GamenatorGR
When I get some time to return to modding due to life stuff I will try and fix it and may contact you for help. Thanks for bringing it all to my attention. probably need to fix the incoming.sqf again.
Efcharisto file! Your hard work is appreciated.
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