Nearly at 2k hours and on lot now deciding to learn this stuff for single player tinkering. Safe to say I’m going to have a lot more fun with this informations cheers!!! Now to blow up some Civ- I mean CSAT with supports…
Awesome tutorial, thank you for creating and sharing it with the community. I have a couple of questions: 1. Can you explain in the Support Requestor module what the "Custom HQ" option does and how to configure it? 2. Do these modules work on dedicated servers?
Welcome! 1. Never used it myself but i believe what it does is it acts like a "general" in a mission, cant say for sure, but the wiki explains and shows different setups with it, take a look: community.bistudio.com/wiki/Arma_3:_MP_Support_Guideline 2. Yes i've used them in my own missions through mp lan, and on a rented server and had no issues.
You may want to share how to make the vehicles careless that deliver supply or transport and take damage false so they don't get wrecked before arriving. Even more about what kind of supplies drops like arsenal or specific coded lines box. It can get very detailed too. Am getting back into arma with the sog dlc and alive. It's fun setting stuff up but a lot of detail. One last idea, making a side mission template from script. Do you have an examples to share?
Disable damage in the vehicle's attributes, and or in the vehicle's init box put this allowdamage false; works either way. Ya details help, but trying to keep videos short and to the point is a bit of a challenge when you start adding a ton of details. This tutorial is basically for the new player to show them the basics of how to do it. Side mission template from a script, never done one so no cant help you there. Good points though and welcome back!
@@Gunter_Severloh I figured it out, it was a few mods messing with each other, reset and used only mods I needed, fixed the issue and I gotta hit backspace then 0-8 when using it
Ok so question with the bombing run I’m currently using the IFA3, I have it set the same way you do (CAS Virtual) is there a way to keep the ww2 planes from spawning in just to crash over where I asked for the support?
I never tested this but assuming the plane spawns at the module position, you could raise their spawn point to high enough altitude so that when they do spawn in, their high enough off the ground to be able to continue into level flight. You could also add the community.bistudio.com/wiki/flyInHeight to the module for the plane, idk if that would work though, but try the module height first and see if that does the trick.
Broken in mp? Are you sure, never had issues with it in mp myself, runs fine in mp lan, what modules are you using and what type of mission are you playing with other scripts i presume and mods? And what do they all do?
@@TheLukio Ya then idk, you'll probably need a script for artillery and supply drop then, for supply drop you can use the HAS script forums.bohemia.net/forums/topic/220740-hermes-airlift-services-script/ wouldn't know any other way around for getting the modules to work, it might actually a game bug or something else that the devs need to fix related to them being used on a dedicated. Should report it on the feedback tracker and see what they say.
@@Gunter_Severloh Cheers mate. Just wanted to say your posts on the forums and your collection of links have been handy quite often, o7. Just recently found your channel here
@@julienfrisson9372 Make sure the Support Provider: CAS (Bombing Run, Virtual) module is synced to the Support Requester module, and the player is synced to the Support Requester module. Also make sure that the Support Provider: CAS (Bombing Run, Virtual) module is far out away from the player so the plane has time to travel and be in the air. When you have those setup then ingame make sure you go to 0 then 8 Supports in the radio menu. Also refer to the timestamp and review that part of the video: 9:20 CAS Bombing Run Virtual
@@Gunter_Severloh that's exactly what I did and nothing it does it bombs the position my doesn't hit the gau-8 cannon and displays a script error I don't know why?
Hello Gunter , First of all, thank you for your continuous efforts in contributing to this community. And please forgive me for seeking your assistance on your old videos. I have tried setting up the supportModules feature, and it works fine in both single-player and local multiplayer modes. However, when I upload the mission to the hosted server, it completely fails to work. Could you provide me with some advice on how to solve this issue? Thank you very much.
Hi, your welcome, old or new dont matter ask any questions you need help with, older videos are still information about how to do something in the game so regardless dont matter to me. For multiplayer thats a bit trickier, but do this onlineCombatBN explains it best here and shows you how to restore the modules. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-cu88CZqThuY.html
The helicopter CAS doesn't seem to work, after looking it up online it seems that many others have had similar issues. With Di Choppa (Arnold voice ) not attacking ground targets. It just flys constantly back and forth overhead loitering. Any workaround? My mission is in the 1970s they didn't have laser degs yet.
Try my mod instead, its a script and mod, which ever you want to use, works best with vanilla assets but should work np with any mod heli's. steamcommunity.com/sharedfiles/filedetails/?id=1610601744 Theres a link to 2 forum threads if you need help, one for the script and one for the module. Also tutorial there on how to setup the module and script, easy to use with alot of features. Only workaround i know of aside the vanilla cas module.
@@mbrad9379 Welcome, again any questions if you decided to use either script or module, not both at once, then ask on the release threads linked on the workshop page. Cheers!
Hello, I have a problem because I made a artylery like you but I have a communication about "incorrect range" I know that is a problem with artylery calculator. Do you know how to turn off the distance range? I would like to open fire where i want. Thanks for your answers. Cheers!
Hi incorrect range could mean your not within the range of where the artillery can shoot. I've seen it before but i think you need to choose closer targets.
@@bednar560 I dont think you can, unless you specifically code it to do so, cant really help you there best ask on BI forums about the artillery and the artillery computer.
In the module itself, at the bottom it says "crate init" in that you can use this code: clearMagazineCargo _this; clearItemCargo _this; clearWeaponCargo _this; _this addMagazineCargo ["classname", 10]; where it says classname, put the classname of a weapon, ammo, or whatever, you can get classnames from the assets wiki, or from the config viewer. The 10 part is how many of that item. Another way from what i understand never tried it is to sync an ammobox with weapons/ammo you want to use to the module itself. You could create a custom ammobox by placing an ammobox, editing its content and adding/subtracting what you want and dont want. Then sync that box to the module, try it.
@@Gunter_Severloh yeah I'll try creating a custom box and synching and check. Just to make sure do I synch the custom crate to the Support Provider module or to the heli?
if you don't want the support to be ready for the player at the beginning of the game you can use this to give it later, in a Trigger or something. yoursupportrequester synchronizeObjectsAdd [yoursupportprovider] Just remember to name your Modules and the Requester