Masnooper 42 Posted February 2, 2016 It's now much more playable. Haven't tested by myself yet but AI is good with it. Thank you. Share this post Link to post Share on other sites
Meiestrix 25 Posted February 3, 2016 Tanks for the update. Can you explain how to use the C-RAM against incoming mortar? When i place them with zeus they just attack CSAT helicopters and vehicles, but they dont fire at incoming mortar rounds. Share this post Link to post Share on other sites
alexboy 11 Posted February 8, 2016 Thank you for all your support guys !! Still haven't heard if the sound works for ya'll lol, could someone give me confirmation it works for you guys. If you guys want/can upload photos and videos of you using it, will show others how good this addon is as its an alpha and all. will help support me and see how you guys are using it. @meiestrix As for mortars... when there are helicopters around and other stuff that are enemy, itll attack whatever is closest or what it targets first... can you see about placing it with just a artillery unit and fire that unit to see if it targets the rounds? havent tried placing the c-ram by zeus before.. I am not at my apartment to see this for my self... The script should over-ride the targeting of the c-ram, but i guess if its targetting something already, could mess it up. Share this post Link to post Share on other sites
Masnooper 42 Posted February 8, 2016 Yes, it has sound now however you had better sound files in PBO already but the one works too. It last a little longer than it should but it's OK. Share this post Link to post Share on other sites
alexboy 11 Posted February 9, 2016 I know there are issues with the sound, the other sounds in the file are testing and alot of them I havent been able to modify properly where it sounds good enough. I been trying to contact a sound guy to make a fully custom one and all so it sounds perfect... as for the gun shooting long, its for the taking down mortars to make it more realistic, once I can make the script and targeting better I will be able to decrease the firing time. <- that issue is the reason for it shooting at ground and all at times. I do apologize but it is alpha : ) Share this post Link to post Share on other sites
Meiestrix 25 Posted February 10, 2016 @meiestrix As for mortars... when there are helicopters around and other stuff that are enemy, itll attack whatever is closest or what it targets first... can you see about placing it with just a artillery unit and fire that unit to see if it targets the rounds? havent tried placing the c-ram by zeus before.. I am not at my apartment to see this for my self... Here is a little test: Also there is a texture failure at mission start. The texture of the missile tube is broken. Share this post Link to post Share on other sites
alexboy 11 Posted February 15, 2016 The Texture is a simple fix, I will try to fix it soon, i have midterms this month so I dont know when i will be able to. But from the mortar perspective, there is no initialization of the c-ram code, there should be hints / side chat code going on when you fire the mortars. Do you have the userconfig in place.... ie: main directory This is how mine looks ===> (C:\SteamLibrary\steamapps\common\Arma 3\userconfig\alex_AIS) You must have this for the c-ram to work, its little code, but its required for it to run properly. If you have that, then there may be another issue that I dont know of, but what I can see the c-ram code (anti-mortar) isnt even starting on yours. Share this post Link to post Share on other sites
Meiestrix 25 Posted February 15, 2016 Thanks for your answer. Looks like there was something wrong with my mod setup. Now there are hints and chat massages and the C-RAM is aiming and firing in the direction of the round. But there are hundreds of script errors and the C-RAM is not able to destroy the round. http://pastebin.com/HF08ULDf This is only a small part of the rpt, but it always repeats. In my case the rpt has over 100000 lines in 20 seconds with this repeating error. Looks like the error stops when the mortar round hits the ground. Share this post Link to post Share on other sites
alexboy 11 Posted February 15, 2016 Are you talking about : _targetproj_red enableSimulation false; > 20:46:32 Error position: <_targetproj_red enableSimulation false; > 20:46:32 Error Nicht definierte Variable in Ausdruck: _targetproj_red 20:46:32 Error in expression <ect 2]; if (_boop == 0) then { I will try to fix that... think that is from my debug that was left in the code by accident. can you translate : Error Nicht definierte Variable in Ausdruc guessing error in undefined term? or what? Share this post Link to post Share on other sites
Meiestrix 25 Posted February 15, 2016 Oh forgot to change the language. Yes I mean this part. Just notices that the first error is different. https://www.dropbox.com/s/u459rr1jvue1zv7/C-Ram%20RPT%20Spam.JPG?dl=0 Share this post Link to post Share on other sites
alexboy 11 Posted February 15, 2016 Alright, ill take a look at it in my free time, sorry for this error... I never received it I dont think.. Thank you tho Share this post Link to post Share on other sites
liveandletdie 11 Posted February 25, 2016 First of all i gotta say THANK YOU for this mod, one of my favorite MODs for ARMA! I was wondering is there anyway to get around not using the userconfig file and still have it engage projectiles (mortars/arty/rockets)??? Share this post Link to post Share on other sites
rory_pamphilon 16 Posted March 6, 2016 Hi Alex, First of all, great mod, thinking about implementing it on my topgun mission for carrier protection however I'm having a few issues... Is it possible to disable the chat/notifications, it keeps the message 'projectile scanner' on screen all the time? As others have mentioned, there is a texture error on startup Is it meant to shoot down incoming missiles? Using john & sauls SU35 mod, missiles keep getting to the carrier even with 4 of your turrets placed. Could you put this on steam workshop? would make it so much easier for people to play missions with this mod. Thanks, and keep up the great work :) 1 Share this post Link to post Share on other sites
Wisenhammer 0 Posted May 19, 2016 Hey alex just found this mod and love it on the nimitz and i get all sparkly eyed watching it at night. But i was wondering if there has been a fix for the error that Meiestrix was getting because i am also recieving the same error and it blocks a major part of my screen every time as well as after the mortars get destroyed the turrets start unloading into the water and dont stop until out of ammo. If anyone has fixes for these please let me know anything is apreciated. Also can the hints be turned off? I didnt look to see if thats been answered yet. Thank you for the hard work on this. Share this post Link to post Share on other sites
masterdebator 12 Posted June 6, 2016 Any chance your still working on this? Share this post Link to post Share on other sites
matkob 6 Posted July 10, 2016 Hi, I have a problem that there is a lot of error messages as stated previously and then the C-RAMs try to target the mortar instead of its rounds. Share this post Link to post Share on other sites
Mitrivaker 0 Posted April 12, 2019 Is this project dead ? btw I'm recieving a lot of error messages when the C-RAM sees a rocket. Share this post Link to post Share on other sites
Dedmen 2703 Posted April 15, 2019 On 4/12/2019 at 11:40 PM, Mitrivaker said: Is this project dead ? btw I'm recieving a lot of error messages when the C-RAM sees a rocket. Errors were already mentioned. Author hasn't been online for 3 years, and the last request about progress also hasn't been answered for almost 3 years. Also, please be aware of our forum rules which state: Quote 10) Do not dig up old threads Threads older than 4 months should not be dug up unless something significant is being added. Closing this for now, if the author comes back he can just notify any moderator to reopen this thread. Share this post Link to post Share on other sites