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View Code? Open in Web Editor NEWSupport system for Arma 3
License: Other
Support system for Arma 3
License: Other
an "abort mission" for CAS could be great. may be available up to 30 seconds before the ETA to reflect that can't cancel a mission from the field at the very last second (or it could be a parameter)
When using our headless client, virtual simplex supports (ex CAS) will ALWAYS report no valid/suitable signal.
I presume this is to do with them getting transferred to the headless and losing their tasking.
in milsim mod, if you type a 10 digit coordinate, you still get an acknowledge message using 6 digit coordinate.
Been having all sorts of trouble lately with all CAS aircraft reporting "No suitable signal found" whenever I call for a bombing run, they'll then fly over the map location but not drop any ordnance.
This only seems to happen on the dedicated server, in the editor there's no issue at all.
I've tried both dumb bombs, A-10 gun run, laser guided munitions, all with the same issue.
I am using the USAF mod for aircraft, but not sure why that would make a difference in the editor compared to on the server.
Any ideas what could be wrong?
Hi,
Loving the mod so far, by far the best enhancement to Alive and far outclasses the original support system.
One issue I have noticed recently is with Transport Helicopters and the pick up order.
The helicopters land near the smoke/strobe fine, however when I then give my AI squad a "GET IN" order the helicopters do this weird thing where they take off again and land 20m away.
I have tried being in the helicopter first and then ordering "get in" as well and it still presents itself as an issue.
Any ideas ?
THANKS :D
Ai helicopters are all messed up with certain AI mods such as VCOM and LAMBS. The helicopters only seem to take off when ordered after all players have exited vehicle. Helicopters also will just circle LZ and never land or will take off just to hover in place. This issue is with all helicopters. Especially Helicopters that are added in from RHS. Both transport and CAS. The reason why I think the mods that make AI smarter are to blame is because I've used SSS for years with minimal issues, until i started looking into mods to make AI more challenging.
A tiny improvement:
if the "weapon set" is empty, it could be treated as empty array. Empty field will generate an error in this line:
parseSimpleArray (_logic getVariable ["WeaponSet","[]"]),
Issues with RHS PKL map, CAS Planes unable to find either; grid location or laser target.
Need to create some sort of permission system for designating what certain players can request.
I synced 3 ammo/repair trucks from RHS to the transport modules (1 per vehicle) then synced to the new "requester assignment" module.
I did the same for x2 ammo repair truck from vanilla arma.
I then went into the game locally and sent them on there way. At first they moved to there first destination. But upon trying to get them to RTB 1 RHS truck would not respond and stayed put. The other returned but collided with the others back at there starting point.
One of the vanilla trucks was knocked on its side and i was prompted with a "new vehicle will respawn in 60 seconds". When the new vehicle spawned 2 of the trucks clos by (1 RHS, 1 vanilla) vanished. No respawn message appeared nothing just gone into thin air.
may be because of the rope, requesting an hovering altitude of 1m is not working, the chopper (tested with an huron) is not going below 2m.
Is there a way so i can make 2 item as a requirement?
I want to make to roles Forward Observer and JTAC
And they both use the ACRE_PRC117F plus a ekstra item that seprate the 2 roles
Seen this a few times now, when you tell the transport choppers to RTB sometimes they will fly back to base and just hover there until you tell them RTB once more, then they will land.
Adding land vehicle support would be an excellent step forward in supporting smaller milsim groups and casual communities who want missions that are easy to play with support so that they don't get overwhelmed during missions.
Vehicle Transport Module
Sync this module to any ground vehicle with passenger seats. Options:
Pick Up - AI drives to a selected location on the map and waits. Optionally you could add so that it looks for a smoke or strobe so it can go to a more precise location after confirming.
Move - AI drives to a selected location on the map
Move ( Engine Off) - AI drives to selected location, turns the engine off on arrival.
Patrol - AI drives to the selected location, then drives around, patrolling the immediate area within a specificed area. Should include a "radius" slider to specify the patrol distance.
Vehicle Support Module
Sync this module to any ground vehicle with weapon turrets.
Patrol - AI drives to the selected location, and then drives around, patrolling the immediate area. Should include a "radius" slider to specify the patrol distance.
Sentry - AI drives to the selected location and waits, attacking and killing any enemies it encounters.
Search and Destroy - AI drives to the selected location, looks for any enemy in the area, engages them.
Support Player - AI drives to within [x] distance of a specified player, and remains within that distance as the player moves.
It could be expanded in the future with cargo supply modules that could look for specific compatible ACE loadable crates in the base area, loading them via ACE cargo, driving to a location, and then ACE unloading them.
We recently included ZEN in our mod pack, and have since had issues with Fixed-wing CAS (CAS Planes consistently fail to acquire target, regardless of target type (smoke, laser, map position, etc)) & Artillery. It works fine on a local server, but breaks on our hosted server. This implies a configuration issue, but we've had no success in resolving it.
Is this a known issue? I've researched the problem but haven't had much success in finding anything. I've started here but I am happy to take this to the ZEN team if it's more likely to be an issue they can resolve.
Thank you.
After using the Transport support option, and asking a chopper (Ghost Hawk) to sling load a vehicle (Land Rover by RHS), the chopper just hovers around while drifting very slowly in one direction, sometimes dropping down in altitude so low until the slung vehicle bangs into trees and buildings below and gets dragged along the ground.
After this happens, nothing else works. No other commands work, like RTB, loiter, move, Unhook. The chopper just continues hovering and drifting slowly in a random direction while dragging around the slung vehicle into trees/buildings/dragging it along the ground.
Tried it with a Polaris DAGOR/Prowler as well. Same issue as above.
Although I just tested it with a Quad Bike, and it seems to work alright with the Quad Bike.
Adding the ability to call for maritime.
Having the VTOL loiter and then to Fire on Smoke. Just like the other CAS.
When milsim mod is active, when requesting CAS you have a first GUI to type the grid ref then a second one to select the bearing from the plane while still showing the second option (use the map) that should not be there.
A single interface would be better.
Issues with Artillery only firing one round, even when multiple rounds are selected and default module settings.
Could you add a field in the requester module that we can add the classnames of items needed to call supports? That way I can limit support to only people with a long range radio pack for example.
ALiVE does this quite well in that I can add all the long range radio classnames into their module and then anyone who picks up any radio pack can call supports.
A RTB option for the Gunship support would be nice too. Sometimes we're done with the gunship before the timer is up, but because the timer is still running we can't call it on a new location.
As the title says, when playing as zeus and placing a "CAS Gunship" module, you get the value from the filled in prompt, and a secondary "Blackfish" option. This also applies to the Logistics Station as well.
Just set up a dedicated server for testing purpose and all the sudden no function from any simplex module. They work fine in eden multiplayer test and also exported and run on a local server but when loading it to a dedicated server it fails. Donno if it's only me having this since I've not found anything about it.
sometimes spawn a transport helicopter on map, add a Transport to it use the modular, but when give it order to move to loactions, it always climb to a very high altitude and not moving to the location.
when creating CAS plane support, we can limit the type of ammo that we'll be available.
the same option for artillery would be great.
When resquesting CAS in milsim mod (grid), there's an off by one error
Requesting CAS at 030002 gets an acknowlede of a CAS at 029001 and these are the coordinates used by the plane.
Hey
We play with the mod IFA3 and use planes from here, for that we use Simplex Support Services.
But when we have to use CAS, they always hit several 100 meters to the side, anyone know what the problem could be?
They never hit their mark or just miss, always 100 meters to the side
Anyone know what the problem might be?
Is it possible to type an 8 digit grid ref ? and would it have any real effect ?
Is it possible to make a choice to select more than 10 shells in one volley?
Can you add the Variables that you mentioned in the Steam Workshop onto Github
Make a helicopter come to you with pickup order. wait for it to ask for smoke. Hold a smoke in your hand(the ACE way) without popping it makes the helicopter see the smoke(that isnt there) and ask it its the correct one
Mods run:
https://youtu.be/RNXWgXg-kZE
Feel free to comment on this issue about any feature requests or tweaks.
If a CAS plane is assigned an ATGM type missile, such as a Vanilla Macer, when called in the plane fires a full salvo of these as if they were rocket pods, instead of a single missile. This occurred with the following ammo class: Missile_AGM_02_Plane_CAS_01_F
I think this may be related to the way vanilla CAS modules work, as this sounds familiar from those. Is it possible to set the weapons to be treated like a bomb in some way (drops/fires a single one) or something to that effect?
request for a new milsim parameter: no marker, so that nothing appears on the map.
Works when I play the mission in the editor. Does not work when I pbo the file and load it up on dedicated server. It also appears to work on a locally hosted server.
Hey I seem to be having all sorts of trouble getting the special items to work properly.
No matter how I set it up the special item doesn't seem to make any difference at all.
The scenario I'm trying to achieve is anyone with the TFAR_rt1523g_rhs
backpack can call for support. So if the team leader gets shot. anyone can pick up his radio pack and call for support.
So I've tried having all the player units named in the requester module, then I have TFAR_rt1523g_rhs
listed as the special item (no quotes) and Special Items Logic set to Assignment AND item. - The result is anyone can call support even without the item.
Then I tried having nothing in the requester module and the logic set to Assignment OR Item - The result is then that no one can call support.
How can I set it up so anyone with that backpack can call for support?
Was just chatting with my guys about this and thought it would be cool if instead of clicking on the map for Artillery/CAS targets there was a "Milsim" mode where you had to give say a 10 digit grid coordinate instead.
Not so much for the transport side of things, but definitely for artillery/cas having to work out and punch in a 10 digit grid would really add to the immersion for your JTAC.
Some maps have (the geometry for) airports, but the runways are not marked as such, resulting in AI not being able to use or see them. While this is a map bug (and ideally would be fixed there), some maps are basically unsupported these days, making fixes very unlikely.
Here's my proposal for a workaround:
In the transport module, allow the specification of the "teleport here" marker, which stands in for the starting location the plane teleports to on an airdrop request.
Add another option to specific a marker that specifies the end of the runway. This way, the plan can teleport, orient itself in the right direction and then do the takeoff.
Alternatively, the second part could be a compass direction to specify, but I fear that may be very fiddly on some runways and with bigger planes.
Observation is that the choppers don't spin down at RTB generally after a hot exfil, ie the door gunners have fired.
Is there the chance that the mod isn't compatible with the TFAR mod?
Need to create a cargo drop system that can call in supplies or vehicles via airdrop or slingloading.
A full land convoy would be cool, if only AI drivers were more reliable.
Hello, on steam you mentioned that if we needed help we could contact you. Precisely I will need help on how to configure so that only one person has access to the simplex mod command? Without other people having access. Your help is welcome. thank you in advance. ( Sorry for my English )
allow stringtable so that the mod can be translated to other language
It would be cool if you could choose the number of missiles / bombs that the plane drops(CAS plane)
The SOG-PF UH-34 Stinger will only engage targets with its door gunners.
Hello, I have a concern, the words do not initialize during the launch of the mission, all the supports are absens during the launch of the game, I am obliged to put the modules directly in Zeus
What do you think about the use of HEMTT?
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