alexboy 11 Posted May 19, 2014 (edited) Counter Rocket, Artillery, and MortarThese are static weapons that can be manned by either AI or by Player users to destroy incoming rounds.As of right now this is still a WIP... this is an alpha release so that the community can help give some input on this extremely long process of getting close to the final product.Images:http://i.imgur.com/rtR7ylU.jpg (554 kB)http://i.imgur.com/NfU5V5r.jpg (397 kB)http://i.imgur.com/3skr6fY.jpg (178 kB)http://i.imgur.com/LVIiCHg.jpg (408 kB)http://i.imgur.com/Z2Wyxcd.jpg (419 kB)Videos: Future fixes/additions:Fix weapon sound to a non-BI sound to make it more realistic (WIP)Explosive ammo (explodes in the distance or on contact) (check)Fix script to make it faster and more reliable (WIP)Fix to track missiles (WIP)Fix to animate faster to track fast moving object (WIP)Add an Indestructible version and a version that can be destroyedAdd to weapons to target - MLRS missilesCREDITSARMA 3 game engine: Bohemia InteractiveAuthor of original addon and concept: alexboyOriginal Script: BakermanConfig and implementation of scripts by: alexboyAdvisers: WarDoG/Rages123Model: AdskadAnd of course all the community members for being so kind and posting valuable information/tutorials and solutions about how to mod this game.Attaching to Hemmit and NimitzHemmit: C-ram on HemmitCredits to jacob@angelwingGamingJacobheres a tutorial of a HEMMT mounted CRAM1.Place a hemmt (non covered), name it P2. place cram, in its init field put the followingthis attachTo [p,[0,-2,-1]];and boom mobile CRAMi have tested and it works, targets things just fine Nimitz: @Jericko97if u want it on the nimitz just name the nimitz Pand for and in the init field for the c_ram u put. this attachTo [p,[24,100,13]];(for the front right gun)and u put inn. this attachTo [p,[-20,100,13]];(for the front left gun)and one for the back of the shipthis attachTo [p,[14.5,-165.5,12.5]]; Version:Alpha V1.0: Changelog: Updated the script running the mortar tracking and taking down, more efficient but still not 100% Sound works now, at least on my end of right now, more realistic galting sound, hopefully will find someone to make a custom one perfect for this... make it way better Changed tracer rounds to be more like the c-ram, looks like a large straight spray of bullets, amazing sight at night changed some config around in the phalanx's so that they run better Changed the model a little to run better, future might try to find someone to texture it better and higher quality Changed the script so each different type of artillery has different hit counts and ranges that they can be detected at. NEW -> players can get in the c-ram and take down incoming rounds (gun automatically fires, issue cant figure out how to stop it if player is inside) Incoming rounds are marked with a red and white box, so that it is clearly seen when you are looking for it and also so it shows up on map. Can target MLRS rounds now... Can target most Vanilla bombs from aircraft, and AG missles from jets and helicopters (still issues, due to the fact that they are close and fast, tracking issues) Known issues: the explosions look off (due to the fact that it wont destroy the actual artillery round (harder to take out the rounds, can last longer) looks more realistic with explosions (rounds hitting the artillery) Tracking can be off in the beginning may shoot at distant hills (for some reason sometimes white box lock on targets are placed on ground (just one) and the phalanx targets it and fires at it, but re allocates the incomming round and fires at it once it is in range. The phalanx can get stuck between incoming rounds if there are more than one, most of the time can get all but sometimes cant allocate which to fire at, so it tries to fire at all of them at once... need to find a way to save all incoming rounds into an array and pre allocate the targeting from closest to farthest rounds.. to be more efficient... Also, need to make the phalanx to be more accurate to hit the target, need to figure out how to force the AI to lock onto the target so that the rounds can (page up) so that it is ranged in and the rounds actually hit the target and not pass way below (short time fix is that i increased the hit box for them, bad side, makes it look unrealistic... Alpha V0.5 :Changelog: Indestructible (armor: 100000) and a destructible (armor: 1000)Explosive Ammo (explodes on contact or in air)Fixed Script some (minor tweaks)Fixed model (some pieces where invisible) and some other minor thingsAlpha v0.0 : initial release Been a lot of issues about installationInstallation: all addon files go into a mod folder as usual. But the userconfig must be placed in your arma 3 directory to work properly, without the addon will not work and/or display an error. Please do not forgetREQUIRED: CBA AddonDownload Link:New version :https://www.mediafire.com/?0q45splg7iuzsc9Release frontpaged on the Armaholic homepage. C-RAM (Counter Rocket, Artillery, and Mortar) alpha 1 New mod v0.1 available at withSIX. Download now by clicking:END USER LICENCE AGREEMENTDISCLAIMERYou are permitted to install and use this software for personal entertainment purposes only. This add-on is meant for ARMA 3 game platform by Bohemia Interactive only. Any commercial or military use is strictly forbidden without permission from the author.This addon is released under:Creative Commons LicenceAttribution-NonCommercial-NoDerivsfor use in ARMA 3 version 1.04 Edited February 1, 2016 by alexboy 2 Share this post Link to post Share on other sites
SGT Fuller 856 Posted May 19, 2014 Congrats on the release brother Share this post Link to post Share on other sites
LykosMactire 298 Posted May 19, 2014 its time *click click* to attachto command Share this post Link to post Share on other sites
alexboy 11 Posted May 19, 2014 lol angel add me on steam so i can see these attachto commands in action :P and thank you fuller Share this post Link to post Share on other sites
John Spartan 89 Posted May 19, 2014 Nice. Alex, congrats on this one, looking forward to development of this project. This tech in combination with Nimitz can add some interesting gameplay aspect. Share this post Link to post Share on other sites
SGT Fuller 856 Posted May 19, 2014 Nice. Alex, congrats on this one, looking forward to development of this project. This tech in combination with Nimitz can add some interesting gameplay aspect. Agreed 100% Share this post Link to post Share on other sites
alexboy 11 Posted May 19, 2014 Thank you spartan! it is an honer to get such a compliment from you. Glad to see you still finding time to get on Share this post Link to post Share on other sites
chortles 263 Posted May 19, 2014 I have a technical question re: the implementation: does this mod involve any modification/substitution of the existing artillery, i.e. what MMA did in A2 where the BI missiles/rounds would be replaced by MMA-specific ones, or are the mortar rounds (or even missiles) fired straight-up vanilla Arma 3 rounds/shells/missiles/bombs? Share this post Link to post Share on other sites
alexboy 11 Posted May 19, 2014 nothing is altered.... i was trying to do like mma... but couldnt figure it out for arma 3... everything is vanilla except for my cram and the script... possibly future may be something like this... but still unknown... but yes everything is vanilla Share this post Link to post Share on other sites
PenguinInATuxedo 18 Posted May 19, 2014 Oh that is gloriously beautiful. Share this post Link to post Share on other sites
lo0se 10 Posted May 19, 2014 I may be missing something here...but how do I get it to counter artillery? I placed them in the editor and waited a bit to make sure they initiated...and nothing. The CRAM2 with missiles did engage air targets though. Share this post Link to post Share on other sites
chortles 263 Posted May 19, 2014 nothing is altered.... i was trying to do like mma... but couldnt figure it out for arma 3... everything is vanilla except for my cram and the script...possibly future may be something like this... but still unknown... but yes everything is vanilla I remain curious as to how exactly the CRAM/the script are "detecting" incoming rounds, especially when you show a purported interception of a mortar round but lo0se's install of the CRAM is only engaging air targets and not reacting to incoming artillery.;2692955']Gotta test it placing on the NIMITZ' date=' but didn´t test it against mortars... it doesn´t need a specific init for targeting mortars and other ordinance, does it? (just place/spawn and play???)[/quote']Stuff like this is what I'm asking, OP. Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted May 19, 2014 YAY! The C-RAM performed awesomely, it is so overkill that I didn´t included on my steamworkshop mission, or else no CSAT planes (Su-35s, MiG29K, Su-39 nor Neophron) could reach 2 miles near the NATO airfield on Takistan ;) Gotta test it placing on the NIMITZ, but didn´t test it against mortars... it doesn´t need a specific init for targeting mortars and other ordinance, does it? (just place/spawn and play???) cheers! Share this post Link to post Share on other sites
n_icomach 312 Posted May 19, 2014 Awesome stuff! Just ran it through some tests, seemed to have issues tracking long range Arty but got mortars just fine. Noticed they seem to be invincible couldnt actually disable it. Share this post Link to post Share on other sites
chortles 263 Posted May 19, 2014 Awesome stuff! Just ran it through some tests, seemed to have issues tracking long range Arty but got mortars just fine. Noticed they seem to be invincible couldnt actually disable it.Issues would tracking would be one thing, but does it seem to engage at all re: "long range arty"? (I am primarily interested in how it's 'detecting' mortar fire.) As far as inability to disable, have you tried having infantry place and set off charges? Share this post Link to post Share on other sites
n_icomach 312 Posted May 19, 2014 (edited) Issues would tracking would be one thing, but does it seem to engage at all re: "long range arty"? (I am primarily interested in how it's 'detecting' mortar fire.) As far as inability to disable, have you tried having infantry place and set off charges? Here was my play-through. I placed down the CRAM in the editor along with a M1A1. I shot the CRAM with the AT rounds 5x and HE rounds 5x. I then attempted to destroy it with 5x LGB from a A-10 CRAM didnt have a scratch and continued to function just fine. Edited May 19, 2014 by N_Icomach Better structure of post Share this post Link to post Share on other sites
alexboy 11 Posted May 19, 2014 Hey guys... sory I jsut woke up and looked at my config... I forgot to change the armor of the C-ram back to normal... had it on around 100000 for testing purposes (it use to kill itself by shooting at the ground) ill put the armor back to normal so it can be destroyed.... totally forgot I changed it as for using it against mortars... you have to place the c-ram through game editor and have an AI unit inside of it also... the mortars have to come within range of the c-ram (some times doesnt fire due to the inaccuracy of the mortars themselves) if your C-rams dont work... make sure you put the userconfig folder from the download into the userconfig folder in the game... it will not work without that also you have to have the alex_ais installed too Share this post Link to post Share on other sites
n_icomach 312 Posted May 19, 2014 Hey guys... sory I jsut woke up and looked at my config... I forgot to change the armor of the C-ram back to normal... had it on around 100000 for testing purposes (it use to kill itself by shooting at the ground) ill put the armor back to normal so it can be destroyed.... totally forgot I changed itas for using it against mortars... you have to place the c-ram through game editor and have an AI unit inside of it also... the mortars have to come within range of the c-ram (some times doesnt fire due to the inaccuracy of the mortars themselves) if your C-rams dont work... make sure you put the userconfig folder from the download into the userconfig folder in the game... it will not work without that also you have to have the alex_ais installed too Awesome! Let us know when that new link is out and ill gobble it up! Share this post Link to post Share on other sites
PVT Watt.J 14 Posted May 19, 2014 Great to see this released! Share this post Link to post Share on other sites
wansec_6 199 Posted May 19, 2014 Alex, have been having trouble with your download link. Every time I click on download from the Mega site, it tells me it is starting but then does not complete the download. Is anyone else having this problem? Share this post Link to post Share on other sites
alexboy 11 Posted May 19, 2014 Ill send foxhound a message to upload it to his site... because these sites have limited download times (too many download at one time it crashes / stops) but ya hopefully foxhound will post a link Share this post Link to post Share on other sites
RUFFNEK 10 Posted May 19, 2014 My 2 cents...thats awesome, would be great if an air raid siren went off in advance of the CRAM firing...so that nearby troops know mortars are inbound Share this post Link to post Share on other sites
LykosMactire 298 Posted May 19, 2014 a good thing to note if your CRAM isnt attacking artillery, it has, i repeat HAS to be from a enemy vehicle by an enemy unit, best workaround i would say when testing is to place a playable CSAT mortar to test or CSAT artillery gun Share this post Link to post Share on other sites
alexboy 11 Posted May 19, 2014 Sorry thought that would have been a given... yes the mortars have to be from enemy... so if you have Blufor units in cram CSAT artillery... if you have CSAT in the cram... blufor artillery... as for the sound its a WIP if you were following on my discussion page... there was a video with an alarm in it... just have to implement it and it should work... trying to find out how to place a trigger through script... that makes the alarm set off when certain csat are in the area or if there is a certain object coming in (alex_target) for example... and have the radius around 1600-2500 but i havent figured that out yet... so if anyone knows how to do this send me a message or post on here Share this post Link to post Share on other sites
LykosMactire 298 Posted May 19, 2014 plus i like how its invincible for Endless base defense purposes so maybe make one special for simply guarding bases without being destroyed. btw dont let hostile infantry get 300 meters away, its bloody....very bloody...and pretty lights too Share this post Link to post Share on other sites