武装突袭3

武装突袭3

Equipment PLUS
100 条留言
eJimmy 11 小时以前 
Hey! I was testing your mod for use with my unit and ran into an issue with the Scanner Utility ability. Its really cool and I would love to give it to my marksman, but its way too powerful as is.

What I would request is for you to add two server settings to the mod for this ability:
1. A setting to control how long the Icons stay on the hud (Cause for me I'd only want it to be a second or two, more like a 'radar ping' sort of deal, not a constant update on their position)
2. A setting to control who else the information goes to (Right now its side, but I'd like to change it to group or just the individual with the scanner)

Thanks and lovely mod!
CHASKOH 10 月 13 日 下午 5:38 
Aight. Thankful the suggestion went through :)
Phenosi  [作者] 10 月 13 日 下午 2:33 
@CHASKOH I get wha you're saying, it would be added to the long to-do-list, for whevenever we get back to actively developing this mod.
CHASKOH 10 月 13 日 下午 2:21 
Makes sense. But back before I mentioned the explosive charge stuff. You understand what I was saying right? Maybe a faster animation? The wrist watch does seem slow, plus it's already balanced enough as is without being able to shoot period, that I understand.
Phenosi  [作者] 10 月 13 日 下午 1:51 
@CHASKOH the explosive charge thing
CHASKOH 10 月 13 日 下午 12:43 
You mean the explosive charge thing? Or both?
Phenosi  [作者] 10 月 13 日 下午 12:32 
@CHASKOH that seems more like an arma issue tbh
CHASKOH 10 月 13 日 上午 11:35 
+ can't set down charges/claymores with it either. Unfortunately :/
CHASKOH 10 月 13 日 上午 11:33 
You can't shoot with it on, Seems pretty balanced to me, plus what balance is there with anything if you can change settings to make stuff OP with CBA anyways? Give more control to the player/host right?
Phenosi  [作者] 10 月 13 日 上午 4:44 
One of the reasons we added it was because the deployment time was a bit too fast, makes it too OP to use, animation just adds some polish to the feature as well.
CHASKOH 10 月 12 日 下午 1:53 
Option to turn off cloaking animations for faster deployment?
Phenosi  [作者] 8 月 3 日 上午 4:27 
There is an update planned to fix a lot of that.
BANZAI 8 月 3 日 上午 3:57 
Is the cloaked AI supposed to be invulnerable? They don't receive any damage when the cloak is active, at all.
Phenosi  [作者] 7 月 27 日 下午 2:18 
@THE!seal go: (press ESC)[in-game] > press 'configure' > press 'controls' > Press 'addons' (bottom-right) > select equipment PLUS from the dropdown menu
THE!seal 7 月 26 日 下午 7:45 
Forgive me if this has been answered somewhere already, but for the life of me I cannot find the keybind that activates the equipment from this mod. I had a friend help me look in this comment section and supposedly it is found in the addon settings for the mod but looking in there myself I am still unable to locate it.

Any help is very much appreciated, thank you! c:
Phenosi  [作者] 7 月 13 日 下午 1:12 
None, For now. That kind of stuff isn't easy to script.
ceebee 7 月 13 日 上午 11:01 
Other than cloaking, what other abilities can AI use?
Z3R0 von Degurechaff 6 月 6 日 上午 3:08 
For the Offensive update, something like a wrist-mounted launcher for AT purposes or as an anti-infantry burst grenade launcher would be a classic choice, but another idea I got is something that you use in the same way as the Threat Scanner, but instead it calls in an orbital laser strike or something like that, a heavy precision hit for taking out a single emplacement or tank with little area of effect (with a nice delay between calling it in and it actually firing so as to not make it overpowered)
Not exactly any unique ideas, but ones that seem fitting for offensive purposes yet are still generic enough to fit in with almost everything
Phenosi  [作者] 6 月 2 日 上午 3:15 
@SpooNNNeedle the melee ones are breaking bc melee AI made by Webknight isnt able to be used with 'captive' units, so I need to filer that out again, which I did before.. but maybe I changed something..?
SpooNNNeedle 6 月 1 日 下午 5:09 
also, when loading into a singleplayer scenario with equipment pieces equipped on a custom loadout, the UI breaks, separating the "cooldown ring" from the armor ability icon in the bottom-left, leaving it at an annoying position on the screen in the top-left. This can be remedied by equipping and unequipping the item in your inventory.

haven't gotten to toy with loadouts and stuff in a multiplayer environment yet, where you spawn in with your loadout mid-mission, to see if it applies there, too. I'll try it sometime the coming weekend.
SpooNNNeedle 6 月 1 日 下午 5:05 
@Phenosi Yes! It is also not a LAMBs issue, I just tried it without those mods loaded. I tested by throwing down a linked virtual zeus and game master module in a singleplayer scenario.

I also tried giving them move, seek and destroy, or no waypoints, all of which still resulted in them standing still and being unresponsive until their shields are depleted (as others have said, I can't seem to deplete their shields with small arms, either, and have to use some kind of explosive weapon).

This doesn't affect the regular SpecOps elites, just the Melee ones.
Phenosi  [作者] 6 月 1 日 上午 6:21 
@SpooNNNeedle hey, thanks for the kind words. Question, Do the icons for them turn purple/captive color by any chance?
SpooNNNeedle 5 月 31 日 下午 4:54 
Cloaked SpecOps Melee elites (WBK), when placed in Eden, simply stand still and don't do anything until shot to the point of their shield breaking.

I believe the only reason they break the invisibility is because, when an elite's shield is broken, WBK's AI automatically plays an animation and sends them into a sort of "rage mode" where they get super aggro.

Possibly a problem with LAMBs, I'm running WBK's AI and LAMBs compat tho.

Your projects are easily my favorite, just wanted to let you know that you're awesome and your efforts make a lot of people's gamenights so much better.
Phenosi  [作者] 5 月 15 日 上午 1:01 
@WE SPOOKY FEW Yes, That is why we made these and future equipment work with any mod or theme.
WE SPOOKY FEW 5 月 14 日 下午 12:49 
can you use these armour abilities without the optre mod ?
Phenosi  [作者] 5 月 13 日 下午 3:12 
Sound good!
CHASKOH 5 月 13 日 下午 1:55 
@Phenosi its all cool man! (Also yeah, I tend to feel bad on asking that kind of stuff sometimes when it comes to some who upload some already really awesome stuff! I just like to see if they think it's possible or not, lol.) But yeah! I've mainly been using it for like a 2035+ kind of thing! Adding extra vests, weapons, etc, trying to expand that side of A3 into something GR:FS-like in terms of looks! And this mod helps that feeling A GREAT DEAL! I might need to see what the other stuff does in this mod sometime soon? Just haven't had all the time yet! :steamthumbsup:
Phenosi  [作者] 5 月 13 日 上午 9:08 
@CHASKOH appreciate it man glad you’re enjoying it; yeah the CBA options were a late addition but super handy:praisesun:

that cloak reactivation idea is cool but honestly feels like a bit of an edge case; most folks don’t push the cloak system that deep and my time’s a bit more limited these days so I probably won’t be adding that kind of logic anytime soon

good suggestion though
CHASKOH 5 月 12 日 下午 9:40 
If I'm remembering correctly, awhile ago I was asking for an AI squad feature for cloaking, for a "GR:FS" kind of deal or something and thought it wouldn't really happen tbh. So I decide to play with the mod for a single player scenario just for the fun's, and NOTICED it has a CBA option now! (Your a legend honestly.)

I guess the ONLY thing I could recommend, is if the AI go into cloak while the player is still cloaking aswell and they fire their weapons or sprint and go un-cloaked because of it? To have them re-cloak if the player is still cloaked within the time frame set in the CBA options.

(Also perhaps CBA options for if the penalties do anything or not?) I think the other cloak mod had that kind of stuff, but I've never seen an AI squad one like this! It's cool as heck!
Phenosi  [作者] 5 月 8 日 上午 2:51 
@Lime, do this, ESC > controls > Configure addons > find Equipment PLUS > check the keybind there.
fwuit 5 月 6 日 下午 4:45 
I may just be silly but I haven't been able to get this to work with or without ACE, I thought you press O to active the items but it just pulls up my watch, I do not cloak or place down the shield and such, I am new to arma, returning after not playing for years, and got this mod and I did push every button on the keyboard with no luck
Arnodlx 4 月 28 日 上午 6:50 
I am using an invisibility module, and regular firearms cannot cause damage. Only explosives can cause damage and remove the invisibility.
Phenosi  [作者] 4 月 24 日 下午 1:38 
I will fix this next update, we are aware of it.
Antonoid 4 月 23 日 上午 7:35 
Hi, I'm experiencing the same issue as Wotsup described, exo mod hud elements that show armor and power values are missing. Hope you can fix it, thanks
Phenosi  [作者] 4 月 7 日 上午 4:43 
@Charles B. Punchington omg, @Marbeairs you forgot something xd
@Wotsup how odd, i will have a look
Wotsup 4 月 7 日 上午 4:10 
Not sure what's causing it but when I run both E.P.S.M Exo Mod and Equipment plus together I lose some of the hud for the Exo mod.


Replicated it with only the two mods running but other than that it's fantastic! Gives the sessions much needed variety
Charles B. Punchington 3 月 29 日 下午 2:21 
Don't know why, but it seems this mod is executing systemChat "smelly"; on player respawn. Perhaps some dev code that wasn't commented out?
Lak1z 3 月 28 日 上午 5:31 
Understood, thanks for the quick reply, will take a look within antistasi part then :)
Phenosi  [作者] 3 月 28 日 上午 5:03 
@Lak1z Idk, seems like AntiStasi Related issues, not much we can do on our end.
Lak1z 3 月 28 日 上午 2:30 
Is it possible to restrict items, that they would not be provided on spawn? As in our case we are playing with Antistasi Ultimate mod, and items are being provided at the very beginning, but we would want to remove them from the start and allow to have later only
Voiden Venari 3 月 24 日 下午 7:13 
Ah ok, well need a config to shoot while invisible, anyways nice mod they made me back to play arma 3 as well, congrats :steamthumbsup::lunar2019piginablanket:
Phenosi  [作者] 3 月 24 日 下午 1:49 
@ its not a config value, its the third parameter of the function: [_yourUnit, 30, true, false] call PHEN_EquipmentPLUS_CloakUnit;
'BOOLEAN' just means its either true or false, not a number or text (string/"string") etc.
Voiden Venari 3 月 24 日 上午 11:00 
Where i find config to put this ? ----> 2: INFINITE CLOAK - BOOLEAN (True/False)
Phenosi  [作者] 3 月 22 日 下午 1:50 
@Frost Glad you like it
@Shurelia That would require a whole new animation set, maybe in the late future.
Frost 3 月 22 日 上午 4:38 
Very good mod.
Shurelia 3 月 18 日 下午 1:20 
Be able to add the ability to shoot with a weapon while using a hard light shield?
Phenosi  [作者] 3 月 10 日 上午 1:33 
@Mr. J Soda that's just arma physics, its a physical object after all.
Mr. J Soda 3 月 8 日 下午 3:53 
Not sure if it's a bug or not, but if players touch each other with the hard light shield deployed it ragdolls and damages them.
Delta29 3 月 5 日 下午 1:29 
also as a suggestion can the cloak module's icon turn purple if its active? im confused by what the UI is telling me when im in the middle of a firefight in antistasi
Phenosi  [作者] 3 月 2 日 下午 12:10 
It's pretty much there until destroyed yeah.