武装突袭3

武装突袭3

HWK AMS SYSTEM - CORE
33 条留言
Morlock28 10 月 6 日 下午 9:03 
Nevermind, I think it's incompatibility with Drongos Artillery.
Morlock28 10 月 6 日 下午 7:24 
Thanks for the mod, some great additions! Just some feedback since the update, an error when firing artillery and some drone shells:

No entry "bin\config\CfgVehicles\UAV\Sounds\EngineHighIn.frequency"

then an error

'...["%1 %2" , _groupName,_x]}forEach _array;
|#|_groupName
Error Undefined variable in expression: _groupname

No idea what it means but hope it helps.
76561199724182764  [作者] 10 月 5 日 上午 4:14 
on MP this not work as good as on SP (mainly camera features - all other functions could be visibile due MFD only when you seat inside container (map markers and descritpions are only visibile to crew (ARMA limitation)
8byne 9 月 27 日 下午 2:25 
Sorry, developers, but I don't understand how I can see any air targets on the HQ center monitors. Or is this feature not implemented?
76561199724182764  [作者] 9 月 2 日 下午 4:05 
non subammo is targetable but for cluster heads need to reconfigure all avilable lunchers to semi manual guided trajectory rockets and in this situation is possibile to mark those shells even when they have cluster warheads, problem is only in simulation type of ammo if is used subammo the attach function not work on it so marking shells is impossibile in way how I manage this, I have no plans to add zeus shells to be tracked or deformed craters genrated on them.
E N R I X 9 月 2 日 上午 2:48 
Hi ty for your work. Do u fix the problem that mod can't engage artillery shells and shells that launched by zeus ?
76561199724182764  [作者] 8 月 28 日 上午 10:57 
come to our dedicated and you see how it works (HQ container have some problems on Mp with players/cameras and locality but this will be fixed in future - fuel generators are needed for some AA guns and radars but are smaller and bigger if you have big radar you need powerfull generator
LORD THOMPSON 8 月 25 日 上午 2:38 
No ACE, we tried using it on a Wasteland server, would Wasteland overwrite stuff in the mod?
76561199724182764  [作者] 8 月 24 日 下午 6:09 
Did you use some ACE or something what overwrite configs? thy only AMS (we using it on MP still)
LORD THOMPSON 8 月 23 日 下午 1:25 
Is this built to work on multiplayer? me and a friend have been trying to get this working on a server and it works at first glance but things like the HQ container and its generator refuse to work and also a few other things, the generator does not turn on despite having fuel and the container power wont turn on either
[EC] HAWK  [作者] 8 月 4 日 上午 7:32 
Upgraded FPV drone - now can take mortar shells (also model for mortar shell are replaced and is possibility to take them from arsenal to backpack and reammo mortars from it)
[EC] HAWK  [作者] 7 月 12 日 下午 1:09 
I will make in next update variable for turn off fuel system consumption ceof for non mod vehicles or maybe even it will discover if vehicle is setup for mod (compatibile and calibrated) - to proper calibration is neede special template mission with probe of distance and fuel consumption monitoring and excel calculator for make corrct values to real ones for example truck with 600liters fuel tank will make 900km of travel at 70km/h avarage speed. and values are made by test to put them to config (then script on engine start is calculate CEOF value na apply it to vehicle, by this way no special script is needed for correct calculate of fuel consumption and it change with RPMs of engine still)
[EC] HAWK  [作者] 7 月 8 日 上午 3:06 
nooo - just ener it to init.sqf or to init field of any logic object or unit placed on map in editor, you should go deeper in A3 scripting rulez to make good/more advanced missions.
Sheliz 7 月 7 日 下午 11:22 
Do I have to keep entering that in the debug console every time I start a mission?
76561199724182764  [作者] 7 月 1 日 下午 5:40 
"ams_deleteobj_off" is truly this variable - sorry - description fixed (value have no matter only existing of it cause not delete objects).
Chuck Jiggles 7 月 1 日 上午 7:06 
@Sheliz The mod works fine for me, but I use ams_deleteobj_off instead of described ams_delete_off setting to prevent vehicle disappearance.
Sheliz 6 月 30 日 下午 1:35 
the vehicles disappear again
[EC] HAWK  [作者] 6 月 24 日 下午 7:03 
what effects you have mean ? beacouse most of them are interconected and optimalized together to safe FPs and reduce lags in MP game, so make some of this in external mod is time taking and eventual updates are needed to be done separatelly for every part, I am only one human not studio with many peoples :).
Kevin 6 月 20 日 下午 2:29 
be cool if the cruise missile effects was standalone mod
76561199724182764  [作者] 6 月 7 日 上午 9:55 
go on priv to me with bigger cases :) - now i working on MLRS missiles to make them targetable and HIMARS problem remove on shooting missiles - in one shot I will correct missile mpods for MGM140s - in RHS they are wrongly made (no fdiff to bigger rockects)
Chuck Jiggles 6 月 7 日 上午 3:51 
Thanks for the update, I know you worked hard on it. ams_deleteobj_off works fine now and does not delete objects anymore. I've deleted my older comments, since they're not relevant anymore.

btw, as a friendly suggestion I'd recommend updating the mod description page, since it lists non-working ams_delete_off instead of ams_deleteobj_off. Perchance throw a little line in there too that tells non tech-savvy users to put the parameter code into mission's init.sqf?

Anyhow, thanks again for the A+ dev work. :steamthumbsup:
[EC] HAWK  [作者] 6 月 6 日 上午 2:35 
sheliz - ypu need to use option variable for disable removing objects ams_delete_off = true;
[EC] HAWK  [作者] 6 月 6 日 上午 2:34 
:) jet after crash is not disapear it just go interrain deeply due to speed of crash and agle of impact it is just hidden in terrain (check from console if it exsist and it's position on map and you discover where it is truly)
Sheliz 6 月 1 日 下午 5:39 
Some vehicles disappear when destroyed. In my case, it's when tanks are destroyed with the vanilla AGM-65G missile and when a Black Wasp jet crashes, it disappears. I think it has to do with the craters
fowler.joshuadouglas 5 月 16 日 上午 7:09 
Basically it will successfully fire the first rocket, the second rocket will either explode on launch or mid launch, and then the next will launch normally.
76561199724182764  [作者] 5 月 15 日 下午 5:15 
not yet, but remind me what happen there?
fowler.joshuadouglas 5 月 9 日 上午 6:07 
Have you had any luck fixing the MLRS issue with RHS?
jbhop 5 月 4 日 下午 10:52 
do craters not work?
Adeptus 5 月 3 日 下午 10:14 
wat exactly happened sorry if this is a dumb question i would like to know for my mods in the future incase i run into any problems etc and if u feel like it a list to watch out for except for copying peoples stuff i already seen a lot of that
76561199724182764  [作者] 5 月 3 日 下午 8:19 
Yep it will be done later with next update
fowler.joshuadouglas 5 月 3 日 下午 7:33 
Dumb question but would it be possible to use the description section of the mod to link to the mods that are unable to be switched to public?
76561199724182764  [作者] 5 月 3 日 下午 4:08 
prewious is not possibile to update anymore due to acount blocked and this account is partially blocked and i cant switch to public - ask Bi why they act on modders like that