Ex3B
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Spawning laser targets specifically for Independent side
Ex3B posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I would like to know if there is a way to spawn a laser target that only the independent side will see/attack. If I spawn a LaserTargetE, then Opfor will attack it. The independent side will also attack it if they aren't friendly to Blufor If I spawn a LaserTargetW, then Blufor will attack it. The independent side will also attack it if they aren't friendly to Opfor If I spawn a LaserTargetC or LaserTargetC, it doesn't seem like any side will see/attack it. There must be some way to spawn a laser target that only the Ind side attacks.... otherwise... what is spawned in normal gameplay when AAF designates something? In a 3 way fight (example: KoTH), anytime AAF lased something, there'd be a chance of another side engaging in friendly fire by dropping ordinance on something designated by the AAF instead of their own side. -
You mean EF, I guess RF is for the 2nd 2035 cdlc 10m seems excessive Seems to be based on this: https://en.m.wikipedia.org/wiki/AHEAD_ammunition Which actually has a tiny explosive charge, and instead makes the round detonate before reaching the target to achieve a shotgun blast like effect - I don't think aiming 9m to the left or right of a hovering drones should yield a kill. Ah well, I guess I will try to make a mod for that next week
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That's for missiles, does the function look at that? Can't go on arma for another week
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Where can I do that? Is there documentation like for the BIS functions: https://community.bistudio.com/wiki/Category:Arma_3:_Functions Currently still on holiday w/family and don't have access to arma 3 Nearby as a fixed range? Or as a function of the radar it's reporting to? Ie will drone detection range be the same if applied to the radar nyx with it's 8km radar? So then blast damage and blast range is determined in the ammo config, and not fixed by the script? There's no way to vary the proximity that it detonates? If I made a 105mm flak gun with a huge HE blast, it would still need to get just as close to trigger the detonation?
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I am asking for details about how the functions work, ie what they do internally, not the names of the functions
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Ah, how does that work? IRL, many of these stealth platforms have an RCS smaller than these drones, coupled with the dramatically smaller radar and AA missile ranges in game, I think the balance is out of whack. I would love to add this feature to other platforms (the Cheetah/Tigris/ Nyx in particular) Although it may just be simpler to increase drone RCS (so far, instead I have been relying on modding in some IR sensors to the Cheetah/Tigris/Nyx) Yes, but how does the script function? It seems that the ammo has an event handler that calls a function added by EF. I would like to have this airburst function for some other weapons: in particular, again, the 35mm shells of the Tigris and Cheetah - to have them serve as a heavier alternative to the Hunter LAAD (requiring transport by landing craft rather than helicopter) If the script has a fixed damage that it applies, then presumably a 35mm round calling the script will do no better or worse than the EF ammo - but if the script does something like check the indirect hit range and damage of the ammo calling it, then the script would be very versatile when applied to various other ammo types. I'd really like to see this script applied to red and blufor units, allowing both to create areas at least a few km wide that are relatively safe from small drones. Imo, A3 needs to improve it's small drones mechanics. Ukraine showed us how important they are. The WS CDLC added small combat drones. RF added even smaller ones, and no new defense against them Jamming doesn't seem like it would work well in game, so these airburst systems seem like a very needed addition
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Can you clarify how the LAAD radar works? The small drones have an RCS modifier of 0.1, so normally to detect a drone at 2km by radar, you need a radar range of 20km. Did you just give it a 20km range, and cap the display to 2km, or...? I notice it also has an IR sensor, and the small drones have no IR stealth. As for the airburst shells, how does this work? Is damage determined and applied via script, or does the script just detonate the rounds? If the latter, can I call the function for other ammo types to get larger or smaller blast radii? At the moment the lethal range of these 30mm shells seems to be a bit too high
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"F-35F" a F-35B derived standalone port
Ex3B replied to Ex3B's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It should already have that Here's an updated version: https://steamcommunity.com/sharedfiles/filedetails/?id=2754316499 With a new model that is (mostly) not an arma 2 port -
So I noticed, years after Arma 3 has been out, there are still very few mods for an F-35B, and none are standalone. I think my F-35B port is not bad at the moment, much better than when I first uploaded it and shared in the addons discussion forum, so I figured I'd make a thread in the "complete" forum, although I still plan on tweaking it. https://steamcommunity.com/workshop/filedetails/?id=1583193287 So I started with a port of the Arma 2 F-35 (ie an X-35 model), and updated it. Its got working radar/sensors, stealth properties, dynamic loadouts, partially configured hitpoints, and a pilot camera. I've made the model more F-35 like, and less X-35 like (such as the lift fan cover, a bump on the nose for the EOTS, a sawtooth edge on the tailpipe, a changed canopy, etc). Early version showing the sawtooth edge: I've also given it much more capabilities than Arma 2's loadout. Maximum A2A loadout is now 6 missiles As the AGM-88C (C!!! wtf, the E model was already around in 2018) is too big, I made a smaller and weaker ARM, the ALARM (Advanced Light Anti Radiation Missile). 2 hits are needed to disable/destroy a Tigris (in testing, the crew is able to bail before the tigris goes up in flames after the 2nd hit, and survive). Each of the two outer pylons supports: 1x Bim-9x/1xASRAAM/1xAMRAAM D/1xALARM/1x12 DAR Pod/1x12DAGR pod Each of the two inner pylons supports: 1-2x AMRAAM D/1x ALARM/4x SDB/4x Scapel/1x GBU-12/1x CBU-85 It has an internal 20mm gatling gun with 300 rounds I had thought about giving it a 25mm internal gun (files for such are in game, but not well balanced)- however for a space and weight limited V/STOL model, a smaller 20mm cannon makes more sense. Also since it can fire rockets for use in CAS, a heavier hitting cannon isn't needed so much for taking out armored targets. Therefore it gets the same 20mm cannon as the blackfoot - which should be a 3 barrel version of the good old M61 Vulcan, "the world's lightest 20 mm Gatling cannon". Top speed is the same as the Black Wasp for now (I think I'll scale it back a little*). Radar stealth and range is the same as the black wasp. Its IR stealth is a 20% reduction in detection range (a 0.8 multiplier). Its IR sensor is the same as that found on the A-164 wipeout, except not limited to view distance settings (I don't know why they do that for vanilla assets *). * The F-35 and the F-18 have similar top speeds, but both are significantly slower than the F-22. If the F-181 is supposed to be a F-18/F-22 hybrid, then it should be faster than the F-35 I also found the pilot view in the F-35 from Arma 2 to be too obstructive, so I changed it to improve the field of view. (its an old pic, but the geometry is more or less the same, the default gun has changed, the CM magazine size, and the sensors as well) Fictional lore for the F-35F in armaverse: These pics are a little out of date (textures have been darkened, but they show the basics: I welcome feedback.
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To quote Wikipedia: "The EFV's need for high water speed has resulted in an engine that is 1,200 hp (890 kW) more powerful than the M1 Abrams, even though the EFV weighs far less."
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https://en.m.wikipedia.org/wiki/Expeditionary_Fighting_Vehicle Is it? Fast water speed was the whole point of adding it- otherwise just use a marshal or the set texture command to give a Gorgon a NATO skin
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Oh? Which one? Do you have an example of how to use it? I would love to add similar capabilities to so e other weapons
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How do the airburst rounds work? A script? Does the arma engine natively support proximity detonation? I see so enstate for missile proximity detonation on the wiki, but I don't see anything in the config files about this
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I love the concept of this cDLC, and have been waiting for this: I have been making a similar themed mod, but not to the same quality (although some of the assets I use are modified versions of others, and aren't bad at all) I'm not sure the AH-99 variant is much of an improvement of DEGA's version or my further iteration of it. The LCAC is much better than my version of Burnes' which still has has incomplete textures. The new ship is great. I suppose the LHD mods are already good enough. https://steamcommunity.com/workshop/filedetails/?id=1737598604 These assets, alongside an LHD and F-35 mod, are great. The new Amphibious assault vehicle is nice, but a bit redundant with the Marshall and Gorgons... and I wish it had vehicle interiors. I also love the new combat boats I just wish there were CSAT assets.
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I'm surprised that there's no discussion thread for the Prarie Fire DLC yet. My thoughts: Generally speaking, looks awesome. The setting and the groups they follow seem like there could be some nice stories/missions. Multi/singleplayer balance: I'm (personally) a bit concerned about the MP focus, because I simply do not have sufficient time to set aside for large co-op missions or such. Apex protocol missions and KOTH are the limit for the time I can devote to multiplayer. OTOH, 14 player coop campaigns do sound awesome for those that actually can do them. The Map: I've only seen small screencaps of the overall layout, but it seems to be like Chernarus, with the north west border being land, and south and eastern borders being sea. Generally, I like this configuration much more than landlocked maps, and one does get more land area from this configuration (for the same grid size) than an island map. My concern is that it is a fictional terrain (as opposed to a terrain derived from real world data like altis, stratis, tanoa, chernarus, etc), and many fictional terrains simply do not look natural... the geopgraphy is... off. They are trying to pack in many different types of terrain to represent many different relevant areas from the Vietnam war, I hope that they manage to pack all that in without it looking un-natural - but it is a concern I have. The vehicles: The F-4 Phantom looks awesome, I never realized how much I wanted one... The light tanks are awesome, with Vehicle Interiors!!! (something Global Mobilization was lacking) I fear that some content that would complement its assets is lacking, and thus it will need to be compatible (ie balanced) with other Arma mods or DLCs. The F-4 should naturally have a Mig-21 or Mig-17 available to the opposing side - even if it never factors into the missions/campaign, it would be great for user created stuff in the editor The F-4 has the option of navy colors, and thus naturally I hope it comes with a hook and is carrier capable. Compatibility with the USS Freedom is, IMO, a must. A Kittyhawk or Forrestal class aircraft carrier would be great... simply because they'd open up a lot of possibilities in the editor, but using an ananchronistic USS freedom wouldn't be too big of a deal. Creator DLC musings: This CDLC is temporally close to the Global Mobilization CDLC. Many of the weapons and vehicles are simply redundant between them. I wish there were steps taken to reduce this redundancy. We don't need every CDLC to have its own version of an AK/M16, or in this case even more obscure vehicles like an Mi-2.
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For the LHD I did, I actually made a separate unit that is basically just a ViV space, with a script that will attach and orient it to the nearest LHD when placed, so that the ViV hangar is optional. It would also allow for separate ViV hangars... but either way, attachto gets used at some point. I wasn't overly concerned about animation states and such, just functionality and "good enough" aesthetics for something that is out of sight for most of the mission. A moving drivable ship like that, perhaps another story
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Would this be a ViV hangar? Or a more "physical" hangar? That's a whole lot more complex than I did for a ViV hangar for the LHD, in which the helis just have their blades unfolded and clipping into their neighbors. It's not a problem for ViV, but relying on arms physics would be a problem Immersion breaking? Yes, but one doesn't really spend much time below deck
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My Brother-in-law's wife's father recently died from complications following an infection shortly after his chemo had finished for Hodgkin's lymphoma - many of us thought he decided to travel too soon after his chemo finished this stuff is serious, I wish you the best, and do all that you can to increase your odds. I'm interested in taking a look at any asset that would be useful for amphibious/airborne/offshore assaults (be it a transport ship, a carrier, an amphibious vehicle, a vehicle that can be airlifted, an aircraft capable of airlift, etc)
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I don't know if that's possible, I tried to extract the model file from the.pbo, but I couldn't open it, guess it was binarized. It's a shame, it's very good, and just needs a few more tweaks and parts to be textured (and those could just use generic vanilla textures). The HSSV is great though
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S--t man, I remember that you had medical problems back when you released a partially completed version of the HSSV, and I was glad to hear it went into remission. I'm sorry to hear that it is back, and I hope you can make it through this!
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I know this is an old thread, but thanks for releasing the hssv source files. For your other hovercraft, I guess that the ramp open/closed state is like having a wing folded state? Any update on its progress/ where it can be downloaded? Chance of releasing those source files too?
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So I am trying to add a bit of flavor to some missions by adding custom sounds and speech. I am using an online text to speech tool (https://toolsaday.com/text-to-speech), and I placed the resulting .ogg files in a "sounds" subfolder of the mission folder. (Example .ogg file here: https://www.dropbox.com/scl/fi/jldjkzml1m9usbtkgjrrt/Rifle_1.ogg?rlkey=fykfm37lq5ih7mhklu360we4x&st=8tfagfre&dl=0 ) I started just with some NATO brevity codes, as these can also aid in gameplay (an audio notification when the AI wingman fires an ARM is useful, for example). In description.ext of the mission folder I have the following: I have also tried to make an addon (EX3B_sounds) with the .ogg files in it (as I would like to use the brevity codes across multiple missions, and then just have mission specific .ogg files in the mission folders) In either case, I have an event handler that will display a message in sidechat, and use the playsound command. The sidechat message displays correcty, so the event handler seems to be working correctly For some reason no error message pops up, but sounds don't play. Can anyone tell me what I am doing wrong?
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.ogg sound files not playing in mission
Ex3B replied to Ex3B's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Necropaulo "Try to remplace your "playsound" with a simple hint "test 1", hint "test 2"" As I said, the sidechat messages performed that function, the EH works. I changed the file toa .was, and referred to it, I barely heard it: "sounds\Magnum_1.ogg", 1, 1, 100 Changed to sounds\Magnum_1.wss", 5, 1, 100000 worked (or was it "sounds\Magnum_1", 5, 1, 10000) -
[SOLVED] Script to center helicopter gunner's aiming at pilot's view/screen?
Ex3B replied to JCataclisma's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have a really simple solution: Add a laser designator to the pilot camera. Have the AI gunner target the laser designator. The AI gunner will point the gun wherever you point the pilot camera. Use manual fire to fire- 3 replies
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- helicopter aiming
- gunship weapons
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Making Static weapons stay static when firing
Ex3B posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
So I recently ported and modified Arma 2's M119 Howitzer, for use as a sling-loadable static AT gun, using the 105mm cannon weapon already present in A3's game files (left over from the old version of the Slammer UP). The problem is that it slides a lot when firing. I moved the rearmost landcontact point back, and increased the model mass from about 750 kg to 3950 kg, and it then moved only a little when firing 105mm HEAT shells. Then I loaded 105mm APFSDS rounds into it, and it was sliding all over the place when firing. I don't want to increase the mass any more than I already have, because I want it to be air-liftable by Ghost hawks and Mohawks. I'd even like to make it lighter so that Hellcats and Orcas can lift it. Is there anything else I can change to make it move less ? Will I have to make a custom weapon for it with less recoil?