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Found 6 results

  1. Arma 3 has: An awesome sensor overhaul which includes radar. Golf ball radar buildings sprinkled around the maps. It would seem logical (and awesome) for these radar buildings to be capable of more than decoration and actually operate as radar for a certain faction. I could not find any function or scripting command that would add a sensor to anything, let alone a building. One hacky idea I was thinking was to create a AN/MPQ-105 or R-750 Cronus radar inside the building and then somehow make the building transparent to sensors. But I'm not sure if there's a way to do that. Anyone have any ideas or thoughts on achieving this?
  2. Hey I'm trying to add some additional damage simulation to tanks and was trying to figure out how to disrupt sensors and displays. DISPLAYS: I've found the render targets for the example vehicle; "commander_display" and "driver_display", but I can't quite figure out how to modify them. I don't know how to refer to that render target for that vehicle when using a command like setPipEffect. SENSORS: So some vehicles have incoming missile warnings and such. Is there a way to disable these? I'm thinking I might also be able to disable data link send/receive. Are there any other sensors or electronics I may be able to disrupt? Cheers
  3. Hi! I'm currently working on a few mod. Most of the planes within the mod has a radar, and I got that shit working just fine. My only problem is the fact that I can't figure out a way to set the zoom on the radar panel. The radar is set to a range of 15 km, but the display can't zoom further than 4km. Does anyone know how to fix this?
  4. Hi, I'm updating my custom SAM (NASAMS) Launcher to the new sensor update from Jet DLC. I've a working SAM Launcher, sensors are doing its job except for a litlle issue. Which is the Right Display Manager Component isn't heading to the real direction of the turret azimut (but it's attached to, via "animDirection"), instead, it's heading to the opposite the turret is heading... Also, the poiting vector (the arrow inside the display) is pointing to the backward of the vehicle. Here is a short video: https://gyazo.com/dc8d800d44b355af29b7a0d85cd0211f All stuff is working right, like the spawn point, direction of the missile. I was wondering if it's something related to the config or the model itself. Here is the config: Any clue? Greetings.
  5. I have been playing around with the new sensor system a bit to try to get a feel for how it works. I want to make a small library of radar templates based on real radars that can be applied to vehicles. I made a test template that would bring the range of the cheetah down from 9000m to 5000m. When I try to override the active radar of the cheetah it defaults back to the original radar. I am not sure if this is because I simply cant override the existing radar by inheriting a template or because my template is set up wrong. config.cpp for my test templates class CfgPatches { class Test_Sensors { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; author = "Pttn40" authors[] = {"Pttn40"}; }; }; class SensorTemplateActiveRadar; class Test_TestRadar : SensorTemplateActiveRadar { class AirTarget { minRange = 5000; maxRange = 5000; objectDistanceLimitCoef=-1; viewDistanceLimitCoef=-1; }; class GroundTarget { minRange = 5000; maxRange = 5000; objectDistanceLimitCoef=-1; viewDistanceLimitCoef=-1; }; typeRecognitionDistance = 5000; angleRangeHorizontal=360; angleRangeVertical=100; aimDown=-45; minSpeedThreshold=30; maxSpeedThreshold=90; minTrackableATL = 25; maxTrackableATL = 3500; }; config.cpp for overriding the cheetah class CfgPatches { class Test_AAIFVTest { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Armor_F_Beta", "Test_Sensors"}; author = "Pttn40" authors[] = {"Pttn40"}; addonRootClass = "A3_Armor_F_Beta"; }; }; class Components; class Test_TestRadar; class CfgVehicles { class B_APC_Tracked_01_base_F; class B_APC_Tracked_01_AA_F : B_APC_Tracked_01_base_F { displayName = "Test AA"; class Components : Components { class SensorsManagerComponent { class Components { class ActiveRadarSensorComponent : Test_TestRadar {}; }; }; }; }; }; Does anyone know if this is because of an issue with how I have the configs set up, or if it is because I am simply not allowed to override the existing ActiveRadarSensorComponent through inheritance?
  6. Hey there, I need help with the 'new' sensor Technic. I'm searching for the right targeting approach so that an automated AA like the Mantis or an C-RAM would only shoot at a target provided by an Radar( or basically any Vehicle which broadcasts 'remoteTargets'.) An script solution would be possible, but as far as my understanding goes, there should be an solution to do this via config. Any help would be veeeery much appreciated :)
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