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Hello, 31-Jan-22 I am playing Warlords and would like to know how to set-up a SAM system to shoot down aircraft. If you can send me a link to an already made guide or thread that would be great. Basically I know that you need both a radar and a SAM system MIM-145 Defender or S-750 Rhea. That's it The questions I have are: Do you need to man the radar and SAM system with your AI for it to work? or does accessing it via UAV then selecting automatic suffice? Next to the Sam system does the ammo truck need to be manned with an AI to keep the Sam system loaded? Are they hacked much in game play? how are they hacked? how to you stop it? It seems that the radar will pick up planes within 16km, is that the range of the missiles too? Regarding range, is each grid square 1km on the map? Radar placement - Is it better is be in the open, or can I place it between buildings or trees? Radar dome (active radar) - I take it, it needs to face the best direction to pick up planes. Is that done via UAV? Does an AI person in the radar move it automatically? Passive radar - Is that still used to target aircraft? Are radars lit up on planes radars? And thus easy to destroy? Apart from the Sam System, does the radar help any other element for your team? Like provide vehicle placement on the map? or help the the mobile AA tanks locate aircraft? Thanks for all views and replies!
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- sam
- s-750 rhea
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SAM Pack. 'nuff said Copyright 2018 hcpookie. This item is not authorized for posting on Steam, except under the Steam account named hcpookie -------------------------------------------------------------------------------------------------------------- MAJOR UPDATE: also hosted on my onedrive. It is also on Steam for those who can't figure how to install mods. - addresses AAA script lag issues, and includes new Ground Control Intercept (GCI) function. Tutorial vid for GCI found here: REQUIREMENTS: The only requirement for "vanilla" play is my camonets pack: https://forums.bistudio.com/topic/186395-pook-camonets/ Default factions are now supported: -------------------------------------------------------------------------------------------------------------- MANUAL DOWNLOAD (in multiple parts): https://onedrive.live.com/?id=5B54FC51A7917265!22139&cid=5B54FC51A7917265 STEAM DOWNLOAD HERE: http://steamcommunity.com/profiles/76561198032494151/myworkshopfiles/?appid=107410 READ: Read the guide. Please! The Guide represents all the documentation, information, configuration settings, etc. to successfully enjoy this addon! Lots of pictures too, so read it 😄 STATUS: All known / reported issues have been addressed. Change log below. ANY ERRORS / POPUPS WERE NOT NOTICED IN TESTING... Please let me know if you find anything broken or simply... strange. I am already seeing several little things that need some TLC. It is somewhat difficult to test 50+ vehicles in all their scenarios so I am certain that some issues will be discovered.... MEA CULPA if they do! SPECIAL FEATURES: There are several new features that enhance gameplay. Included with the units are: Proximity fuses / indirect damage SHORAD counter-missile defense (yes I can shoot down your incoming missiles) ARM weapons (anti-radiation missiles) for use against key SAM/AAA site radar units. RWR missile alerts. Automatic, MP-friendly spawning of SAM and AAA sites. NEW in v4.2: Support for external ECM / JAMMING scripts UNITS: The addon includes both EAST / SOVIET heritage systems and WEST / NATO heritage systems. Due to the changes in 4.1 the vanilla factions can now access most all systems regardless of origin, with a few exceptions. All your favorite A2 factions are present (via CUP units) for their respective factions' systems, now within their own OPTIONAL download (see above). If you desire to run with CUP, you will need that additional file. If you do not use CUP, DO NOT USE THE FILE. Further information is found in the Guide. CHANGELOG Full detailed description and information from my A2 pack is collected here: https://forums.bistudio.com/topic/176187-pook-sam-pack-v10/
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@all Hello, I have a problem. I have a SAM Rhea, and a radar system. I am on the side of CSAT. 1. i can't reload the Rhea. The SAM is empty. There is also no soldier in the SAM. It's stationary only. I tried to move the ammo truck in front of the SAM. But nothing happens. I need help urgently. I need this knowledge for the multiplayer "Warlords". I have to build up a strong air defence in the occupied territory. It won't work with only 4 rounds. And a Rhea costs almost 27 000 CP. That can't be a disposable weapon. And as always, there is little information about it on the internet.
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SAM system reloading - strange behavior
pierremgi posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi all, Trying to make an automatic reload for the S-750 Rhea, i discovered a strange Arma engine behavior. I placed via editor one player, one S-750 and R-750 (sensors are active by default). Then a black Wasp as enemy, disabled damage and a loiter waypoint around the SAM system in order to make it fire again and again. So, when out of missile, you need to reload the SAM. I placed in init field of the launcher: this addEventHandler ["fired",{ params ["_unit"]; if (magazinesAmmo _unit select 0 select 1 == 1) then { _unit addMagazineTurret ["magazine_Missile_s750_x4",[0],4] } }]; That works, but there is no delay to reload the SAM and I'd like to add a decent one for more realism. So I tried, as test, to spawn a code: this addEventHandler ["fired",{ params ["_unit"]; if (magazinesAmmo _unit select 0 select 1 == 1) then { _unit spawn { params ["_unit"]; waitUntil {magazinesAmmo _unit isEqualTo []}; sleep 5; _unit addMagazineTurret ["magazine_Missile_s750_x4",[0],4] } } }]; This last code doesn't work. Not a script question. The magazines are added but the launcher remains empty and don't fire. I added a loadMagazine with no more success. The strange thing: If I remove the simple line: sleep 5; the code works again (but missiles are loaded with no delay.) Any clue? -
A start.... the version for A3 will be officially "v4.0". It will be "mostly" standalone in that it will only require CUP for the factions. Otherwise, no other dependencies will be required for install. It certainly will not require CBA, although CUP does. In case the pic doesn't show: https://onedrive.live.com/?id=5B54FC51A7917265!22140&cid=5B54FC51A7917265&group=0&parId=5B54FC51A7917265!22139&o=OneUp I have literally WEEKS worth of work ahead of me, to convert proxy references, \ca\xxx references, etc. So let's not get in a hurry :) With any luck I'll have "version 1" ready for the holidays. With any luck!!! This WILL require CUP as I intend to leverage their hard work w/ the A2 factions, etc. Link to all the work I have done to this point. https://forums.bistudio.com/topic/176187-pook-sam-pack-v10/ Note that THE GUIDE is a 50-page information resource that will explain everything you likely need to know about these systems. Download it, as it is worth a look! The release thread: http://forums.bistudio.com/topic/186438-pook-sam-pack-v4-arma3-version/
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