武装突袭3

武装突袭3

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[A3UE] Built-in Radio Supports
   
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Data Type: Mod
Mod Type: Mechanics
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283.401 KB
8 月 13 日 上午 11:57
11 月 6 日 下午 11:27
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[A3UE] Built-in Radio Supports

描述
This Antistasi Ultimate Extender (A3UE) lets you make use of Arma 3 built-in
supports via radio menu (0-8).

Discord[discord.gg] | Source[gitlab.perfect-co.de]

Features

  • Find a support specialist via a custom Antistasi Ultimate mission
  • Build support coordination buildings on your base
  • Support types implemented:
    • Artillery
    • Close-air-support helicopters
    • Close-air-support planes (bombing)
    • Air transport
  • CUP compatible

Usage

In order to use radio supports, you'll need a support tent built in your HQ.
Once a tent is built, an Antistasi rescue mission for a specialist will start.
Go rescue that specialist and bring him home to your base to activate support.

Any vehicle on your base related to that specific type of support can now be
assigned to radio support.

Assignment happens via vanilla interactions or ACE interactions (if mod is present).

Assignment using artillery
  • place a mortar
    • ACE: assign via interaction menu "Supports" >> "Assign as artillery"
    • Vanilla: mouse-wheel scroll in the interaction menu and find "Assign as artillery"
  • ungarage e.g. an MLRS
    • as commander, recruit a vehicle team and assign it to the vehicle
    • wait until crew is mounted
    • ACE: assign via interaction menu "Supports" >> "Assign as artillery"
    • Vanilla: mouse-wheel scroll in the interaction menu and find "Assign as artillery"

Aerial support

Due to Antistasi's restrictions on AI piloting aircraft, no crew recruitment is
necessary. Simply ungarage a helicopter and assign it to a transport or CAS role.

CAS and transport helicopters will only take-off once you assign them their
tasks via the radio menu.

Warning: planes will immediately try to take off and loiter until they are
tasked. Place them onto the right end of an airport's runway; otherwise they
are almost sure to crash.

F.A.Q.

I can't see the vanilla / ACE interactions

You'll need to be the commander.

I still can't see the ... interactions

Make sure, the vehicle isn't crewed. For static mortars you should see an
option to eject the crew. Anything else needs to be vacated by traditional
means.

I still can't see the ... interactions

This mod makes use of a vehicle's class config property
(`availableForSupportTypes[]`) that tells it which roles a vehicle is suited
for. It works on any vanilla and (c)DLC vehicle, but if it doesn't work with
your Starwars mod, that's that mod author's fault, not mine.

Bugs

¯\\_(ツ)_/¯

Authors

gor3Splatter/UnseenKill
26 条留言
gor3Splatter  [作者] 11 月 11 日 下午 3:44 
@Munger Thanks for the feedback. My ego needs that sometimes.

As for the RHS question: that should be fixed by now; I used the base class for vanilla artillery, not the actual base class from which almost any other mod derives their vehicles.

And regarding the transport query: sadly, Bohemia has limited the "transport" support to Helos, exclusively. Looked in the source code and the FSM; both are heavily coded towards helicopters. Maybe use HC for vehicular transports? This, at least, allows you to place waypoints.
Munger 11 月 11 日 上午 8:54 
Fantastic mod. Reminds me a lot of Simplex Support Services but more well integrated into Antistasi with the need to rescue the specialist first etc.

Shame to hear that it may not work with some of the RHS artillery. Perhaps the M252/D30 are missing the 'availableForSupportTypes' config? It may be worth checking the equivalent guns from other factions (for example in 3CB Factions) in case they include it, though I doubt it if they inherit from the base RHS.

One query - can the support functionality be used on ground vehicles or only air? For example could I set up a truck to so that I can use the same ACE menu to ferry my squad around and have it automatically return to base afterwards?
Five Owned 11 月 9 日 上午 8:19 
This work is a godsend. I play mostly singleplayer, but I use a lot of Drongo's Air Ops to manage air support, mobility, and logistics.

Having this mod saves me a lot of time setting them up or saving my assets manually every start/end of the game. It used to be debug + Zeus work, which is a hassle.

Great mini mission to acquire the specialists too, makes having supports feel earned and actually make sense in my headcanon. The specialists move with you when you move bases, and are lost when they get killed in the base.
Saaretalu 11 月 2 日 上午 4:12 
@gor3Splatter Vanilla MK6 mortar works fine but yeah for M252 by RHS it doesn't
gor3Splatter  [作者] 11 月 2 日 上午 1:37 
@Saaretalu So, the M252 by RHS is correctly configured to be used as artillery support. My mod just looks for that config (availableForSupportTypes) and acts accordingly. Can you get vanilla mortars to work? If not, may I kindly redirect you to the Discord [discord.gg] to solve your problem?
Saaretalu 11 月 1 日 下午 5:27 
@gor3Splatter Okay, interesting. When i tried to use support on M252 mortar, D-30 artillery by RHS, then it didn't give me a option to make them as support
gor3Splatter  [作者] 11 月 1 日 上午 9:06 
@Saaretalu No, it's compatible.
Saaretalu 11 月 1 日 上午 3:11 
It isn't RHS compatible yet, am i right?
АзрикДрим 9 月 14 日 上午 6:21 
Listen, you were right about the conflicting mods, as it turns out Achilles (Addon for Zeus) affects your mod, after I removed it I started receiving notifications about support readiness and everything worked, even with some howitzers from RHS
gor3Splatter  [作者] 9 月 13 日 上午 2:47 
@АзрикДрим If that guy in the tent does anything other than stand around and gesticulate wildly, there must be an AI mod messing with it; especially, if you say, he sat down? If you can't live without those sorts of mods for some reason, you can modify the addon settings. Maybe remove the specialist/tent requirements.