Author: alexboy
Author Website:

Requirements: Community Base addons A3

Version: 1.0 alpha
Signed: Yes

Short description: These are static weapons that can be manned by either AI or by Player users to destroy incoming rounds.

Date: 2016-02-01 21:49


Comments: (19)
Rating:



 



C-RAM (Counter Rocket, Artillery, and Mortar)

by
alexboy


Description:
Counter Rocket, Artillery, and Mortar
These are static weapons that can be manned by either AI or by Player users to destroy incoming rounds.

As of right now this is still a WIP... this is an alpha release so that the community can help give some input on this extremely long process of getting close to the final product.


Installation:
To install the C-RAM (Counter Rocket, Artillery, and Mortar) you should use modfolders to keep it seperate from the official game content to prevent issues.
With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded.
Please visit the Arma 3 Mod install instructions page for more information about using custom mods and addons in Arma 3.


Included files:
alex_ais.pbo
at_phalanx.pbo
at_phalanx_missile.pbo


Usage:
for use in ARMA 3 version 1.04

Attaching to Hemmit and Nimitz
Hemmit:
C-ram on Hemmit
Credits to jacob
@angelwingGamingJacob
heres a tutorial of a HEMMT mounted CRAM
1.Place a hemmt (non covered), name it P
2. place cram, in its init field put the following
this attachTo [p,[0,-2,-1]];
and boom mobile CRAM
i have tested and it works, targets things just fine

Nimitz:
@Jericko97
if u want it on the nimitz just name the nimitz P

and for and in the init field for the c_ram u put. this attachTo [p,[24,100,13]];
(for the front right gun)
and u put inn. this attachTo [p,[-20,100,13]];
(for the front left gun)

and one for the back of the ship

this attachTo [p,[14.5,-165.5,12.5]];


Media:



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Known issues:
the explosions look off (due to the fact that it wont destroy the actual artillery round (harder to take out the rounds, can last longer) looks more realistic with explosions (rounds hitting the artillery)
Tracking can be off in the beginning may shoot at distant hills (for some reason sometimes white box lock on targets are placed on ground (just one) and the phalanx targets it and fires at it, but re allocates the incomming round and fires at it once it is in range.
The phalanx can get stuck between incoming rounds if there are more than one, most of the time can get all but sometimes cant allocate which to fire at, so it tries to fire at all of them at once... need to find a way to save all incoming rounds into an array and pre allocate the targeting from closest to farthest rounds.. to be more efficient...
Also, need to make the phalanx to be more accurate to hit the target, need to figure out how to force the AI to lock onto the target so that the rounds can (page up) so that it is ranged in and the rounds actually hit the target and not pass way below (short time fix is that i increased the hit box for them, bad side, makes it look unrealistic...


Future plans:
Fix weapon sound to a non-BI sound to make it more realistic (WIP)
Explosive ammo (explodes in the distance or on contact) (check)
Fix script to make it faster and more reliable (WIP)
Fix to track missiles (WIP)
Fix to animate faster to track fast moving object (WIP)
Add an Indestructible version and a version that can be destroyed
Add to weapons to target - MLRS missiles


Credits & Thanks:
ARMA 3 game engine: Bohemia Interactive
Author of original addon and concept: alexboy
Original Script: Bakerman
Config and implementation of scripts by: alexboy
Advisers: WarDoG/Rages123
Model: Adskad

And of course all the community members for being so kind and posting valuable information/tutorials and solutions about how to mod this game.


License:
END USER LICENCE AGREEMENT
DISCLAIMER
You are permitted to install and use this software for personal entertainment purposes only. This add-on is meant for ARMA 3 game platform by Bohemia Interactive only. Any commercial or military use is strictly forbidden without permission from the author.

This addon is released under:
Creative Commons Licence
Attribution-NonCommercial-NoDerivs




Changelog:
Alpha v1.0
Changelog: Updated the script running the mortar tracking and taking down, more efficient but still not 100%
Sound works now, at least on my end of right now, more realistic galting sound, hopefully will find someone to make a custom one perfect for this... make it way better
Changed tracer rounds to be more like the c-ram, looks like a large straight spray of bullets, amazing sight at night
changed some config around in the phalanx's so that they run better
Changed the model a little to run better, future might try to find someone to texture it better and higher quality
Changed the script so each different type of artillery has different hit counts and ranges that they can be detected at.
NEW -> players can get in the c-ram and take down incoming rounds (gun automatically fires, issue cant figure out how to stop it if player is inside)
Incoming rounds are marked with a red and white box, so that it is clearly seen when you are looking for it and also so it shows up on map.
Can target MLRS rounds now...
Can target most Vanilla bombs from aircraft, and AG missles from jets and helicopters (still issues, due to the fact that they are close and fast, tracking issues)
Known issues: the explosions look off (due to the fact that it wont destroy the actual artillery round (harder to take out the rounds, can last longer) looks more realistic with explosions (rounds hitting the artillery)
Tracking can be off in the beginning may shoot at distant hills (for some reason sometimes white box lock on targets are placed on ground (just one) and the phalanx targets it and fires at it, but re allocates the incomming round and fires at it once it is in range.
The phalanx can get stuck between incoming rounds if there are more than one, most of the time can get all but sometimes cant allocate which to fire at, so it tries to fire at all of them at once... need to find a way to save all incoming rounds into an array and pre allocate the targeting from closest to farthest rounds.. to be more efficient...
Also, need to make the phalanx to be more accurate to hit the target, need to figure out how to force the AI to lock onto the target so that the rounds can (page up) so that it is ranged in and the rounds actually hit the target and not pass way below (short time fix is that i increased the hit box for them, bad side, makes it look unrealistic...

v0.5 alpha
- Changelog: Indestructible (armor: 100000) and a destructible (armor: 1000)
- Explosive Ammo (explodes on contact or in air)
- Fixed Script some (minor tweaks)
- Fixed model (some pieces where invisible) and some other minor things

Alpha 1
- first public release


Forum topic:
- BI forums



- Community Base addons A3




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Tags: Anti,   Artillery,   C-Ram,   Mortar,   Rocket