mankyle 420 Posted April 23, 2013 (edited) Countermeasures have been slightly changed since Arma 2. Now I'm going to add a detailed explanation about how to config them: We need a couple code lines in the config CPP. weapons[] = {"SmokeLauncher"}; magazines[] = {"SmokeLauncherMag_boat", "SmokeLauncherMag_boat", "SmokeLauncherMag_boat"}; These lines control the type of countermeasure weapon (smoke launcher, flare launcher o chaff/flare launcher we have and also the magazines we have in the vehicle. These lines must bee in the root part of the vehicle config (if the character who controls the countermeasure is the driver) or in a turret config (if it is the commander or a gunner). gunnerHasFlares = true/false; driverHasFlares = true/false; commanderHasFlares = True/False; These lines set which of the characters control the countermeasures via the G button. smokeLauncherGrenadeCount = 8; The number of ammo created anytime we activate countermeasures smokeLauncherOnTurret = 0; If it is set to 0 the vector of the countermeasure effect is directed 180 degrees opposite of the movement vector of the vehicle (facing to the rear of the vehicle). If it is set to 1, te vector is calculated based on the turret´s facing. smokeLauncherAngle = 360; This is a little bit tricky. All countermeasures effects created (as set in the smokeLauncherGrenadeCount = 8 line) are evenly spaced in a cone of the mentioned number of degrees. So, for example, if we set: smokeLauncherGrenadeCount = 6; smokeLauncherAngle = 120; every time we press the G button we will get 6 flares evenly spaced 20 degrees from each other in a 120 degrees arc facing the rear part of the vehicle. For example, for a plane, we could add: magazines[] = {"60Rnd_CMFlare_Chaff_Magazine"}; weapons[] = {"CMFlareLauncher"}; driverhasflares = 1; smokeLauncherGrenadeCount = 10; smokeLauncherAngle = 150; Beware with using the CMFlareLauncher weapon because the firing modes are incorrectly configured. If you activate the weapon it will generate a flare/chaff burst of 60 flares/chaffs, emptying the magazine in one shot. Now we get to another part of the config. In order to get the AI to react to enemy attacks and the Arma 3 radar to show threats we must add two other lines. This is the same that in Arma 2 LockDetectionSystem = 1/2/4/8/16; This is how the system reacts against enemy weapons. The different guidance systems are: 1: Visual guidance. 2: IR guidance (Can be spoofed with flares) 4: Laser guided 8 and 16: Radar guided This field must be the same that appears in the cfgammo class of the weapon to be spoofed. So, for example, we launch a laser guided bomb weaponLockSystem = 2 + 16 + 4; . The target is an enemy tank with smoke launchers. LockDetectionSystem = 2 + 4 + 16; In this case, the tank will inmediately deploy a smoke screen so the LGB loses the target or an IR missile is not able to home on the target. Edited April 23, 2013 by mankyle Share this post Link to post Share on other sites
[aps]gnat 28 Posted April 27, 2013 Thanks mate ..... will be using in due course Share this post Link to post Share on other sites
b00ce 160 Posted May 3, 2013 What's the difference between 8 and 16? do you know? Is 8 less effective? Share this post Link to post Share on other sites