Arma 3
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Ambient Modules
   
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Data Type: Mod
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306.427 KB
4 Jun, 2022 @ 4:17am
2 Mar @ 4:31am
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Ambient Modules

Description
# Ambient Modules
By IR0NSIGHT
## Overview
Steam Workshop Link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2816705133
GITHUB[github.com]

This mod adds modules to the ZEUS interface and the 3den Editor:
- Single airstrike
- Artillery barrage
- Cruise missile strike
- Ambient Airtraffic
- Ambient Anti-Air fire
- Sniper Anti-Air fire (eden only)
- random Anti-Air fire
- stabilize patient

### Single Airstrike
Place the module, select your parameters from the popup-dialog. A single plane will spawn at the edge of the map, flying over the modules position and releasing (scripted) bombs. The plane doesn't have to be able to carry the bombs. Flying altitude will cause a greater spread of the bombs, except if the bombcount = 1. Then the bomb is a guided one and will always precisely hit the target. The target position is selected once and not updated.
The spawned plane will be engaged by enemies, select civilian to avoid that. After the target was bombed, the plane will return to the edge of the map and despawn.
If you experience your planes refusing to leave the area, it might be because the plane detected enemies and tries to engage them. use side civilian next time to avoid that.

### Artillery Barrage
This module allows to bombard a circular or rectangular area around the module position. You can select from a variety of projectile type, choose the duration, radius and intensity of the bombardment. The impact positions are distributed randomly but uniformly across the area. Choose a delay time to simulated far away artillery firing.
The outline arrows only appear to the zeus and only if the anchor object is selected. Delete the anchor to end the artillery fire immediately.
Possible usage: illuminate a battlefield; high intensity bursts of mortar fire; Smoke an area to cover an attack; Bombard a city; Suppress/Slow an enemy attack with widespread mortar fire; etc
Showcase video:
https://youtu.be/vF5dLML7H18

### Cruise missile
This module will spawn a cruise missile, targetting the modules position. The missile will follow terrain and impact precisely at the modules position. Extreme terrain, like high, vertical cliffs, might prove difficult for the missile to cross when flying at low altitudes.
Altitudes below 200m will skim the terrain at given altitude and skim the sea at 1/4 altitude. Altitudes above 200m will fly at constant height above sea level, and only skim terrain if necessary to avoid collision.
The missile will launch vertically upwards from its spawn position. The spawn position should be 10 meters away from any obstacles to avoid explosion of the missile upon spawning.
Showcase Video:
https://www.youtube.com/watch?v=qHyAr0hJ_2A

### Ambient Airtraffic
This module will spawn ambient flybys, flying over the head of a random (slow-moving, <15m/s) player.
In the Zeus dialog, the planeclasses, weights and maximum squadsizes can be chosen. the aircraft type is chosen randomly from a weighted list. These aircraft are 100% ambient, they will not engage anyone and will not be engaged by AI.
The airtraffic will stop after the selected amount of minutes, or if the helper object is deleted.
Intended use: Bring life to the skies on missions where one side has total air-superiority, f.e. Afghanistan Patrol Missions

Eden module: find class names of planes (rightclick plane, log class, requires eden enhanced mod). put into string array.
module is trigger activated or directly active if no trigger is synced. define marker zones to restrict where flybys happen using inclusion/exclusion zones

### Ambient Anti Air fire
Place the module on a AA unit that uses cannons (missiles not supported). The unit will now engage all enemy aircraft with wild and aggressive fire, but will not hit them.
Optional: Set a lethal range where the AA unit switches to deadly fire if the aircraft get to close.
Meant to create immersive fire, mostly for hot heli insertions/extractions without endangering the pilots
https://youtu.be/VccGZs8KudA

### Sniper Anti Air fire
Eden module will make synched units instantly detect all aircraft within 2kms. Units will try to engage asap.
Works for all types of units: Missiles, Cannon, etc.

### Random Anti Air fire
Place the module in 3den Editor and sync it to your AA units. Can be anything that can shoot. Each unit will spawn their own invisible target that moves and will try to engage it. The target is NOT a radar target, so radar guided missiles cant engage it.

## Stabilize patient
heals the unit, then deals 5 bullet damage. Use for players who got totally shredded in order to save them from death and save time for the medic without anyone noticing.
Popular Discussions View All (2)
12
23 Feb @ 4:08am
Feature request
IR0NSIGHT
4
8 Jun @ 3:10pm
Bug Report
IR0NSIGHT
44 Comments
Canned Chicken 6 Jul @ 3:07pm 
downloaded for the cruise missile only to find out that the cruise missile is missing :(( idk if thats a mistake but i'll be i'll uninstall until its fixed
Lady Inquisitor 13 Jun @ 1:42am 
I have a spreadsheet that will contain all the credit needed (links to the mod and everything required/additionally listed) contained in that document, along with a link to it in the readme.txt file. It'll also contain a list of the mods that are packed together in that file itself for ease of access. :)
Lady Inquisitor 13 Jun @ 1:40am 
Hello!

Would like your permission to pack this mod into an modset for a unit. The mod itself is unlisted and isn't distributed outside the unit.
MM 29 May @ 5:00am 
Does this create a dependency when mission is exported?
Jubilant 11 May @ 2:04pm 
Hi when I use your single airstrike module, several times after at least 10 usages bomb drops without causing any explossion or sometimes doesn't even drop from the blanes
Raptor 11 Apr @ 9:53pm 
Sometimes the Single Airstrike module breaks where the aircraft distance gets set to 1.0. Basically spawning the plane on top of the target, then I can only set it to 1 or 0. Only fixes itself when I restart the whole scenario/mission or editor
xanderarizona 3 Mar @ 1:53pm 
is there any possible way to make the random aa module for eden work with zeus so i can make ambient aa fire in my missions when it goes dark for my players as we are on normandy and the anti air fire would be a near constant as the germans were paranoid of enemy aircraft all the time.
Just James 3 Mar @ 1:05pm 
Howdy, I noticed while I'm testing a scenario to see if I want to use this for an upcoming campaign for my unit, on the air traffic module, when I select which side the vehicles will spawn as, it always defaults them to civilian.

I'm trying to use a workaround for the ambient AA modules, since the random AA doesn't seem to work with non-modern vehicles (this scenario is specifically WW2 and I'm trying to go for ambient flak), and I figured my next best step would be to use the air traffic module to bring in Blufor planes over the AO and have the ambient AA module instead target them as they fly over.

Do you know of any solution to this? Your pack seems to be my best shot of simulating this in Eden instead of having to rely on a Zeus for it.
IR0NSIGHT  [author] 1 Mar @ 4:27am 
Airtraffic can not be limited to certain areas, no
Kometax 28 Feb @ 5:01am 
Is it possible to somehow define which part of the map the airtraffic is coming from and which part it's heading towards?