astutavian 3 Posted May 31, 2014 Yep, it does work now. You are right - CBA is probably the most-downloaded mod ever. I actually had it already, but I did not include it in the launch parameters in SIX when I was testing this mod, since I wanted to avoid any unintentional side effects from other mods. Share this post Link to post Share on other sites
chortles 263 Posted May 31, 2014 As far as C-RAM accuracy, I'm interested in if you could work up something like what the Army had for VBS2: The CRAM has approximately a seventy percent chance to take down an incoming round with variances based on how long the target is in acquisition range, incoming angle, and other variables. The CRAM when placed in your mission will automatically activate at startup.To have the CRAM disabled on startup add the following to it's initline. this setVariable ["_cramActive",false,true]; The included sample scenario shows a script that has a 2 man insurgent mortar team lauching a number of mortars, then moving on to another position then launching more. The CRAM will predict an intercept point for the mortar then fire when it gets within range. Share this post Link to post Share on other sites
kremator 1064 Posted May 31, 2014 70% does seem like a fine percentage to go with. Share this post Link to post Share on other sites
alexboy 11 Posted May 31, 2014 @Chortles Ill try to work on this... Firstly I have to get a steady script that works perfectly 100%... then I can start adding variables to it... so that it can be less accurate or have more variables that the user can put into it so that it works in different ways... ya know ? cant really start messing with dfferent variables until it works.. because that could cause unexpected problems but yes... that is a huge possibility... so you mean somewhat like MMA ? how you have to put the peramiters into the c-ram to have it have the MMA scripting activated for it ? Share this post Link to post Share on other sites
MoLoJack 10 Posted May 31, 2014 @alexboy I'm not sure if anybody else asked this but I did skim the posts in here. If I use this CRAM in a mission will the server have to have the CRAM files as well? Or will every member of my community have to have this in their addon folder? Share this post Link to post Share on other sites
alexboy 11 Posted June 1, 2014 @MoloJack I do not know multiplayer... i can barly play due my computer being such low specs... but I would say it would be the same as any other addon sorry if this isnt any help... i hope someone has an answer Share this post Link to post Share on other sites
alexboy 11 Posted June 2, 2014 Hey guys... so i have a faster script that works with arma 3... but its only Anti- air (helicopter and planes)... you guys want me to release a teaser for that ? so that there are 3 phalanx's ? its a way faster moving phalanx so it "twitches" or "turns quick" almost like the real phalanx... probably will release a video soon Share this post Link to post Share on other sites
blameitonfinland 10 Posted June 2, 2014 I cant install this addon. I keep getting an error "include file userconfig\alex_AIS\alex_AIS.hpp not found." Share this post Link to post Share on other sites
alexboy 11 Posted June 2, 2014 did you add the userconfig file provided into the userconfig folder ? Share this post Link to post Share on other sites
astrell 3 Posted June 2, 2014 Hey guys... so i have a faster script that works with arma 3... but its only Anti- air (helicopter and planes)... you guys want me to release a teaser for that ? so that there are 3 phalanx's ? Hell yeah! :D Share this post Link to post Share on other sites
blameitonfinland 10 Posted June 2, 2014 did you add the userconfig file provided into the userconfig folder ? thanks Share this post Link to post Share on other sites
alexboy 11 Posted June 2, 2014 But the thing is it is the same phalanx as the phalanx already released.. no new model or anything just a scripted aiming at air units and all ill see what i can do about releaseing possibly a teaser video for a while and maybe the addon later Share this post Link to post Share on other sites
astutavian 3 Posted June 3, 2014 So... I'm working on a restructuring of this code to be more efficient and do better targeting. I have a fair bit of travel planned for this month though so not sure when I'll be done, but hopefully within the month. Share this post Link to post Share on other sites
alexboy 11 Posted June 3, 2014 Sweet man thanks !!! means alot to me and probably the whole community... sorry that its a bit bad coding alot of it was trial and error Share this post Link to post Share on other sites
astutavian 3 Posted June 4, 2014 Sweet man thanks !!! means alot to me and probably the whole community... sorry that its a bit bad coding alot of it was trial and error First drafts are always rougher than the final product. The good thing is you got something out there for us to build on! Share this post Link to post Share on other sites
livefire 10 Posted June 5, 2014 As far as making the C-Ram more inaccurate as some are requesting for, the goal should be to make it's accuracy user specific. As in how I would want it to work in my game play is shoot down 100 percent of all incoming air threats not just "70 percent" and stackable (adding more C-RAMS) so it can not be simply overwhelmed by multiple simultaneous air threats. So player specified (fully customizable) should be the goal:) Share this post Link to post Share on other sites
alexboy 11 Posted June 5, 2014 somthing like this, as i added earlier would be something later on, because id rather have a script that works (the way it is now) and working to make it better... then when i get a way more stable version... add stuff like this, so that nothing ruins the script itself... but yes this is one of the future goals to add into this add-on Share this post Link to post Share on other sites
LykosMactire 298 Posted June 5, 2014 a possible way, not sure how, would be making its accuracy depend on skill level Share this post Link to post Share on other sites
alexboy 11 Posted June 6, 2014 @AngelwinggamingJacob That is basically what Johnspartan said :P... he said he could help me do this to my script when we can be on at the same time and probably better when i have a better script!!! :P lol but yes this will be done Share this post Link to post Share on other sites
bullet purveyor 85 Posted June 9, 2014 I have the same problem reported by some others in the thread, the destructible version is unable to target mortars. Another random bug is that it targets nearby wrecks and shoot at them instead of incoming mortars. ( indestructible version) Share this post Link to post Share on other sites
alexboy 11 Posted June 11, 2014 the indestructable is glitches for some reason... i will try to fix it when i have time.... im on vacation and away fomr my computer at thsi time.... im sorry guys Share this post Link to post Share on other sites
tazmania720 16 Posted June 20, 2014 I can't for the life of me get this to work. Can someone give me a step-by-step? Thanks!! Share this post Link to post Share on other sites
ld-silverhawks 10 Posted June 27, 2014 I think that it can be a great addon but I've a problem: my computer don't find the hpp files but i got it. I don't understand it. did someone can help me please? Share this post Link to post Share on other sites
alexboy 11 Posted July 6, 2014 Hey guys.. sorry I been on vacation.. and still on it... if you dont mind being more specific... Ill do my best to help the addons (.pbo) go into a addon folder... or an addon folder you make for it such as : @C_ram => Addons then the userconfig folder goes into the userconfig folder in the Arma 3 File... not into any Addon folders just copy the userconfig folder into your arma 3 folder and press merge.... you should already have a userconfig folder in the Arma 3 file... as for anything else regarding this... please be more specific on whats happening... or photos of your problem will help... I will do my best... and hopefully others will follow... The addon is still being worked on here and there slowly... but right now the released is the newest version.. its pretty stable... and a little hint for yall... a C-ram trailer version may come out soon... and a possible futuristic Russian version... Same coding but awesome models ; D... keep veiwing this forum.. and give me updates of what you do with the c-ram... and how it works and possible glitches... helps me to get community input to find errors Share this post Link to post Share on other sites
giorox 1 Posted October 10, 2014 I still can't get the CRAM to engange Artillery/mortars, no matter what I do, it simply wont intercept artillery and mortar, it does it's job just fine as an AA though Share this post Link to post Share on other sites