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About snoops_213

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    Gunnery Sergeant

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  1. future-compatible with non-missile equipment such as fuel tanks, pylon mounted HMG, electronics equipment,... This is from the biki on loadouts and I know gun pods work but do fuel tanks or EW equipment work? If not possible to do this now, could we get a script command to disable turret cameras including pilotview camera that way we could at least simulate flir/targeting pods.
  2. Is there a hardcoded limit to radars? I know you can mod the ranges but it seems radar wont pick out a target beyond 22.5Km, even when tracking one already, it drops out beyond that range. If it is hardcoded any chance of increasing that range? Edit: on a side note the datalink doesn't seem to suffer from this limitation I've seen targets show up beyond 70-80km away through datalink.
  3. Added: New waypointLoiterAltitude, setWaypointLoiterAltitude commands Fixed: Editor waypoint loiter altitude did not broadcast to clients - FT-T126772 About to go test it out, but if this is fixed thank you so much guys and well done. Any improvements/fixes to the game from here out is much welcome and appreciated.
  4. ok i will use my eyes properly next time
  5. @killzone_kid here or on the ticket page?
  6. snoops_213

    Scripting Discussion (dev branch)

    Is there a way to disable turrets and or pilot camera(target pods in planes)?
  7. So I was looking at the pylon settings page over on the biki and this kind of stood out to me "future-compatible with non-missile equipment such as fuel tanks, pylon mounted HMG, electronics equipment,." I know gun pods are in the game but is it possible to set up working fuel tanks and sensor pods that actually add extra fuel or targeting camera or does it have to be a scripted solution?
  8. You are right I wasn't clear enough so I've edited the feedback but not sure if it will ever get fixed or any chance of a script command for the loiter height either.
  9. https://feedback.bistudio.com/T126772
  10. I've posted about this bug on the feedback tracker and been told all is normal from BIS's end. Are you Dev branch? I've not tried with stable but been told that it works fine with stable branch but i have the same feeling as you about the 'hack" with the loiter waypoint
  11. Well that is a little disappointing, but must say not that unexpected. Hopefully something more comes of it as EW will play major part in future conflicts.
  12. Is the EW side of things scripted for the campaign or is it going to be part of the base game?(fingers crossed for the 2nd option)
  13. snoops_213

    Arma3 Videos

    My first videos of some private WIP projects, nothing fancy but hope you enjoy and No scripts are used in either of these videos, its all AI with some config work done on the vehicles, the willie pete rounds are not fun to stand in either they are deadly. edit: the artillery in the last video is shooting from across the other side of the VR map so about 12km+ , i just wish the AI arty firing solutions didnt take terrain blocking LOS in to account! I can only hope as we head into the experimental stage of Arma 3's life cycle.
  14. Looking great cant wait to try some of the new stuff thats coming. In the mean time This is without any scripts thats all AI doing the CAS run. As i said a while ago in the addons completed section i would like to offer what little help i can with this awesome mod. PM if your interested and i can send you the files to look at. Keep up the great work!
  15. Is the Ar-2 supposed to be able to report its laser designator via datalink or was this purposely left out? @reyhard with the introduction of fx for when sub munitions are released, is it possible to change it via config or is it hardcoded?