武装突袭3

武装突袭3

Sci-fi Support Plus
572 条留言
Cyberwolf 10 月 3 日 下午 12:13 
the mods only exist on nexus but stuff for thr titanfall mods would be cool
Phenosi  [作者] 9 月 28 日 下午 12:49 
I am aware of the bug, please be patient.
SpooNNNeedle 9 月 28 日 上午 1:16 
Can confirm this same bug, and I was calling the function myself in the eden editor in the exact manner the github wiki describes.

Called in the MAC round with ship, and as it was departing from the battlefield, the ship rapidly began spinning in place before shooting off and teleporting away.
Phenosi  [作者] 9 月 17 日 上午 7:39 
Someone reported that bug yeah, I do not know why this is happening yet. I have tried but can't really recreate it either?
Doc. 9 月 17 日 上午 6:25 
Weird issue I noticed recently with the FTL ships, they start spinning when ships shoot each other.
And the zeus who jumped said ships in dosen't see them spin but the other players do. This didn't happen before
Phenosi  [作者] 8 月 31 日 下午 11:26 
@Barker yeah be careful with that xd
@mr.tosted I am not sure what this gamemode is? but given its a custom zeus mode of some kind they need to add my modules to their mode/mod not the other way around, thank you for understanding.
mr.toster 8 月 30 日 上午 11:20 
it was incompatible with the mod zeus wargame
mr.toster 8 月 30 日 上午 11:13 
hi recently tested this mod when ships spawn they somehow spin in an emotional way I'm interested to know how this will be fixed in new updates
Barker 8 月 29 日 下午 6:12 
I will give it a try thank you, I was wanting to use it with JM's effect mass effect ships, given what can happen with JM's stuff on the workshop, I'm hesitent to ask to make them compatible
Phenosi  [作者] 8 月 23 日 上午 4:28 
@Barker you can add them via script but most ships require a specific sort of internal rotation that is harder to script and is part of an internal function of the mod. Most people just send me their classnames tbh. alternatively you can try it yourself with this

Here is a code snippet: https://pastebin.com/8fEYWvaf

...and if it flies in backwards or something then just lmk.
Barker 8 月 22 日 下午 11:16 
is there a way to add in ships separately from the main mod itself?
𝕽𝖚𝖈𝖆 8 月 5 日 上午 1:41 
gotcha, thanks
Phenosi  [作者] 8 月 5 日 上午 1:35 
@Ruca I found the ones you mean, they were in 3AS terrains for some reason, I will add them for next update.
𝕽𝖚𝖈𝖆 8 月 5 日 上午 1:01 
@Phenosi yes warmantle, and jmsllte is fully supported, just not 3as
Phenosi  [作者] 8 月 5 日 上午 1:00 
@Colonel Lingus hit the center of the ship where the core object is, the turrets just for defense.
@Ruca I see. I am pretty sure I support a lot of these already but i can have a second look.
𝕽𝖚𝖈𝖆 8 月 4 日 下午 8:13 
the 3as star destroyer isnt supported
𝕽𝖚𝖈𝖆 8 月 4 日 下午 8:12 
@Zeozzz all empire ships are from the warmantle armoury mod: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2954535667

it has star destroyer and venator class star destroyer

there is also a star destroyer from the mod: JMSLLTE, there are only reuploads of this mod, i use this one: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3447903805&searchtext=long+live
Colonel Lingus 8 月 4 日 下午 3:29 
How do you damage the ships? (Specifically OPTRE FC Corvettes and Cruisers) I shoot the turrets, but it doesn't seem to do any damage. Can't tell if its a bug or if im doing something wrong.
Phenosi  [作者] 8 月 4 日 下午 3:05 
I already support a lot of Ship from various star wars empire era mods, which one is missing?
Zeozzz 8 月 4 日 上午 11:21 
Hello, is it possible to locate the Empire's ships somewhere? In the hyperspace section.
Tim Stonks 8 月 3 日 下午 12:58 
So for the Gravity Beam Eden modules (not the zeus ones) is there a way to make them work on dedicated servers? They appear where placed on a local game, but on a server they never show up, even with a trigger. They're really cool atmospherically.
𝕽𝖚𝖈𝖆 7 月 26 日 上午 9:47 
thanks alot
Phenosi  [作者] 7 月 26 日 上午 9:12 
@Ruca, yep; the last LS update changed a bit of of the prefixes they used before and I need to convert a few things, will do next update. Thank you for your patience.
𝕽𝖚𝖈𝖆 7 月 23 日 下午 4:26 
may just be an issue on my end, but when using blaster cannon of any type (legion studios star wars) nothing happens, just alot of lag, and then it passes
joshpetrus69 7 月 15 日 上午 3:23 
Hey everyone, just wondering if there is a way to have the ships jump in placed in the editor, seem to be struggling to find an answer / way to do it
Phenosi  [作者] 7 月 8 日 上午 6:16 
That shouldn't have been there to begin with... not sure how that made it into the public branch LOL; I will fix it later.
jennderqueer 7 月 7 日 下午 7:14 
New script error in 7/7 update. In XEH_preinit_list.sqf, line 1685.

Should be
---
"[_x,(configFile >> 'CfgVehicles' >> 'LandVehicle')] call CBA_fnc_inheritsFrom &&
---
rather than
---
"isKindOf 'LandVehicle' &&
---

IsKindOf doesn't take config entries (also wrong syntax here anyway)
Phenosi  [作者] 6 月 25 日 上午 8:30 
@Ryker Maybe do something like the reveal command at 4 for that turret so its fully aware it there and doesnt need to guess? For example the OPTRE scythe and Sundevil tank work just fine for me with that command.
Ryker 6 月 25 日 上午 8:23 
Seems like its because anything classed as "HE" (every single thing i can find...) the AI refuse to fire at the FTL ships. what a shame
Ryker 6 月 25 日 上午 8:09 
anyone know how i can get ground units to fire at a ship that has jumped in? even AA missile turrets just sit and stare at the cruiser as it wipes them out, But UNSC snipers will fire at the cruiser? and aircraft will lock and fire their weapons at it too.
Phenosi  [作者] 6 月 24 日 上午 11:43 
@W0LFZ That should of been fixed last patch
@Glloyd thanks for the heads up
Glloyd 6 月 24 日 上午 11:19 
The blaster volleys for the star wars stuff also don't seem to work anymore post Legion Studios rewrite
W0LFZ 6 月 14 日 下午 1:26 
Legion studio rechanged the drop pods class name so the droid dispenser module no longer funcitions
Gunther 6 月 6 日 下午 1:14 
Maybe have an option for ships to spawn fighters for air support?
cubapather 6 月 5 日 下午 2:11 
I'm having an issue, the halo capitol ships are not spawning and is saying acquired
ship core.
Phenosi  [作者] 6 月 5 日 上午 11:22 
@Snofy You are correct they weren't working, I have update the mod immediately with a fix for the problem.
Snofy 6 月 5 日 上午 10:47 
Hey, not sure if it's just me, but the Combine mortars aren't working for me. All the other modules work under that section (Headcrab Shell and the teleporters) none of the 3 mortar modules work. I have all the required mods installed and only them loaded.
Shadowblade 5 月 31 日 下午 1:11 
Anyway you can make it so when a ship warps in, a marker of the ship is attached to the prop so players can see its position on the map? Obviously not all ships have markers, but there are some mods that add the proper ship markers.
Phenosi  [作者] 5 月 23 日 上午 5:47 
Don't use the innie pelicans, they don't work anymore for some reason?
MasterBeefwd40 5 月 22 日 下午 6:29 
pelican vehicle and troop drop doesnt work unless im doing smthing wrong
Glaphitus Kage 5 月 15 日 下午 10:19 
Ah I see Phenosi. Thanks for letting me know, and I will have to suggest that.
Phenosi  [作者] 5 月 9 日 上午 7:15 
@Glaphitus Kage those are just props and have not inventory properties. If you want that added you'd need to head to the discord and make request/suggestion
Glaphitus Kage 5 月 9 日 上午 7:14 
Fantastic mod! The only issue that I have found is that the supply crates for the TIOW mod do not seem to have inventories in them? It does not even give me the option to open an inventory on the crate. Is there a way to fix this, or add my own crate that can be dropped?
Phenosi  [作者] 5 月 9 日 上午 7:14 
@Bill, no... it's not. can you head to the discord and make a bug report for it, then i could have a look.
Bill 5 月 8 日 下午 6:38 
my ship keeps spinning on axis until I delete the AI (but then it does not provide any support or/and get targeted by AA). Is this a common error?
angelitomig 5 月 3 日 下午 4:27 
Ok
Phenosi  [作者] 5 月 3 日 上午 10:21 
@angelitomig Old style 'armed' ships got phased out for 'support ships' as that new system is much better and actually run-able on a server without 20 turrets eating up all the server and clients FPS. Support ships can be spawned under the jump in tab and supports any ship. they still have real turrets but run mostly on scripted behavior to preserve peformance.
angelitomig 5 月 3 日 上午 7:11 
hey what happened to the Armed Frigate on the UNSC
Phenosi  [作者] 4 月 29 日 下午 11:05 
@Soyuz. I am using a BI function to place it around the core yeah, not more custom blueprints per ship per mod,etc. that is just an insane amount of work.
Soyuz. 4 月 29 日 下午 5:39 
hey, for some reason the extra turrets aren't properly placed on any of the star wars ships for me. I'm not sure exactly why, but they all seem to be stuck in the hangar bay.