Author: Aplion
Author Website:

Requirements: No addons required

Version: 2.08
Signed: Yes, serverkey included

Short description: A requirement for HAFM submarines and Ships mods (not to be downloaded individually).

Date: 2018-12-09 12:51


Comments: (2)
Rating:



 







HAFM NAVY Core & Weapons part

by
Aplion


Description:
A requirement for HAFM submarines and Ships mods (not to be downloaded individually).


Installation:
To install HAFM NAVY Core & Weapons part 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:
HAFM_Naval_Weapons.pbo
HAFM_Navy_Core.pbo
HAFM_Navy_Men.pbo


Changelog:
2.08
- Tweaked: Anti Ship missiles speed increased (UGM84D & RGM84D - 700kph, EXOCET - 900kph, 3M54T - 1400kph).
- Tweaked: Speed of SCALP Naval missile, also increased (SCALP Naval - 600kph).
- Tweaked: Ship defence system is now working against any kind of incoming missile which is treated as threat to ship (still same logic based on the travel direction of missile compared to ship).
- Tweaked: MEKO200HN back CIWS coverage angle improved.
- Tweaked: Improved CIWS operation in general.

2.07
-Added: Zeus Modules to make Cruise missile attacks
-Fixed: Zeus remote controlled units can access GUIs without any issue
-Fixed: Some sounds and textures issues are solved
-Fixed: Scope for HAFM_Helper and HAFM_Flagpole fixed. They are not in object list anymore
-Tweaked: Torpedoes detects target ships existence better to trigger the detonation
-Tweaked: User manual has new section for mission makers and Zeus

2.06
- Fixed: On dedicated servers under Cruise Missiles panel, fire button turns to "red" marking, when used to fire a missile.

2.05
Just re-upload

2.04
Small fix :
For AI controlled ships/submarines, the behavior is tweaked:
- In case commander/group of ship/submarine has CombatMode "BLUE" (Never fire), it will not attack to enemies but only defend.
- In case commander/group of ship/submarine has CombatMode "GREEN" (Hold fire - defend only) or "WHITE" (Hold fire, engage at will), it will attack only if it is attacked

2.03
Some fix support ...

2.02
small fix for incompatibilities with ACE and other mods containing weapons.

2.01
Small fix for older version crew classnames

2.00


Forum topic:
- BI forums


Steam Workshop:
- Subscribe




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