its a config tweak and is per weapon class. reyhard could do it in A3 itself if he agrees.
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Jul 21 2020
Jul 20 2020
By things you mean the vehicle being tracked by the missile? Or the object that the missile is going towards? Because the bad things here are two: That the missile looses track a of target just because you lowered your viewdistance and the fact that if you shoot your rocket towards an object if you reduce your viewdistance the missile just goes randomly anywhere instead of the original direction of said object. If the missile looses an object it just needs to continue going straight towards the last known position of said object or the direction it was fired at and not any random direction or perhaps position [0,0,0].
@Leopard20 Ok thanks i will try.
@mickeymen
If you want the missile to "run out of fuel", change the thrustTime parameter, similar to how I changed the timeToLive parameter in the above code (though I'm not sure if it works for guided missiles).
I would like to create a simulation of the loss of fuel from a missile, so that after 22 seconds of flight, the missile falls to the ground, using the current inertia of its flight
If you want those features, you can do it yourself by creating a mod for it
Dear @dedmen ! why don't you understand me. I speak in plain language.
@mickeymen
As Dedmen said, the missile's flight pattern is very close to a real life missile, and given the fact that Arma is a milsim, those changes are not needed.
Why would she ever need a lifetime? Real Missile won't auto-explode senselessly, if it already capture target and was launched.
The cost of one Javelin rocket is about 80 thousand US dollars!
Also keep in mind setFeatureType might make things render and visible even outside of any view distance setting.
Jul 19 2020
This simple config patch fixes the issue.
class CfgAmmo { class SmokeShell;
all vector commands
@BIS_fnc_KK
Is vectorAdd supported too? I didn't see the change note on the wiki (only vectorDiff is mentioned):
https://community.bistudio.com/wiki/vectorAdd
https://community.bistudio.com/wiki/vectorDiff
In T152657#2089190, @BIS_fnc_KK wrote:[1,1] vectorCos [1,1] = 1
[1,1,1] vectorCos [1,1,0] = 0.816497You can resize any 3d vector prior to operation https://community.bistudio.com/wiki/resize the resizing is lightning fast
its a config tweak and is per weapon class. reyhard could do it in A3 itself if he agrees. otherwise you need to make your own mod, or script it with setWeaponReloadingTime
You can resize any 3d vector prior to operation https://community.bistudio.com/wiki/resize the resizing is lightning fast
@BIS_fnc_KK
Thank you, but just a question (this question applies to all of my requests but I'm asking just one here).
1.99.146528 i:<command> filter
1.99.146526
Added support for 2d vectors in 1.99.146539
Added support for 2d vectors in 1.99.146539
Added support for 2d vectors in 1.99.146539
Thank you KK! This is very useful!
Not a bug, updated https://community.bistudio.com/wiki/cadetMode
@kju-PvPscene Thanks, but as far as I understand aiFireRate for all weapons. I in turn bringing up the only AI-Titan launcher theme.
Unfortunately, I have no opportunity and no desire to edit every mission that I play, every soldier, it will make the game hell.
Jul 18 2020
this should be tweakable via config parameter https://community.bistudio.com/wiki/CfgWeapons_Config_Reference#aiRateOfFire.3D5.0
Jul 17 2020
how you can see - https://www.youtube.com/watch?v=hYGHaXc0_gk&feature=youtu.be
Doesn't work in 1.98
I used a stopwatch and watched my video again! The missile auto-explodes at 22 seconds! Try it yourself! 22 seconds - where does this number come from? Why is it needed? So this is not enough!
Hey hi Glad that feedback operative works/
Duplicate of https://feedback.bistudio.com/T139588
Jul 16 2020
Are you sure you're not using any mods that can break this? Everything works normally on the latest dev build (I shot a Titan AT in the air, and it exploded after 22 seconds), so either your issue has already been fixed, or is invalid (I think the latter is more likely)
Jul 15 2020
Glad to hear. Hopefully the compromise isn't too bad!
Is it not possible to ask if an item is listed in this array while arsenal is open?
And if is listed then don't show and don't make it chooseable in any case.
Fixed in this/next weeks dev branch