Arma 3
HAFM NAVY Core & Weapons part - (discontinued)
196 Comments
Ace 7 Sep, 2024 @ 12:59pm 
In the modder's own words:

Munger (random Steam user):
Hello. How are these ships different to the ones in the HAFM pack? They look the same.

Lee Rebecca (author)
they are different only by names, but it is temporarily
Ace 7 Sep, 2024 @ 12:58pm 
I thought you should know. Someone has content taken directly from your mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3326381497

Now, personally, on the one hand, I think any discontinued mod should open its doors to community and allow them to rip and modify and reupload the mods to their hearts' desire. Ergo, I think you should change your license to allow people to do what they are doing.

But on the other hand, they are just ripping your content and not even bothering to give credit. That's not okay even if you do change your license.

Take this information as you will.
xtankkiller 5 Apr, 2024 @ 12:12pm 
Indeed, Arma 3 maps are not that big but i made my test on Stratis, i placed my ship at the farest end of the map which is [-50000,-50000,0] ( just to simulate a naval task force entering an ennemy territory) and Stratis military base was already 75km away. Your scripts have been well enough coded so the missile doesn't get lost so i think a timeToLive of 3600s would be a good idea.
Gotcha, no unofficial release. But are you really sure ? I don't intend to re-upload your mods, i just intend to make a mod to modify some scripts such as the missile launch systems, the radars ( i'd like to separate sea radar and air radar) and add some more systems...
Devastator  [author] 5 Apr, 2024 @ 4:27am 
Arma maps are still not that big yet so we tried to adjust the values to adapt it to reality of arma.
Unofficial releases are not allowed and we tried to remove them from steam by reporting them
xtankkiller 4 Apr, 2024 @ 11:24pm 
I'd like to suggest to increase the timeToLive value for the scalpel and the tomahawk. These cruise missiles are supposed to have a range of 1000km, yet, i can't reach a target at 75km distance. I followed the missile with a camera and it autodestruct itself before reaching the target. The missile is suppose to reach the target in 7m45 but for a weird reason, it looses an enormous amount of time uring the first 15km an in the end, the missile takes more than 15 min to reach the target. I'm working on a new multiserver military roleplay framework and i will need your ships an submarines. I will make my own script because i need more settings on the missiles an i need to be able to launch a missible from a server to another. I may release an unofficial update of your mod.
Shepard-Commander 3 Oct, 2023 @ 10:19am 
Ships not showing up on Zeus menu, or after placing them in Eden editor when loading up a server
Aplion  [author] 2 Oct, 2023 @ 1:50am 
@fibaloon ... you was lucky ... some other guys reported that their oven start to work and a car battery dried. Seriously .. nothing between a mod and what happened to you. Discontinued means that the authors will not support the mod on that version any more.
fibaloon 1 Oct, 2023 @ 8:16pm 
I should've listened when I read "(discontinued)," starting the game with this mod loaded made my computer bluescreen and start installing Windows 11 unprompted
Spindriftmoa 22 Aug, 2023 @ 12:45pm 
@Hawk Our server has no issue so I am not sure what is going on with you, mod may be corrupted.
Hawk 5 May, 2023 @ 10:11am 
Hi! I'm trying to get this mod to work for my Arma server however none of the ships are appearing in the Zeus menu, I've added it to the initiation line as well as installed it both client and serverside but none of the ships are showing up.
Devastator  [author] 30 Apr, 2023 @ 10:18am 
what is not working anymore exactly?
Armata_555 30 Apr, 2023 @ 8:59am 
This mode had the best cruise missiles in the entire Arma 3 game. I've never seen cruise missile better done than in this mod. Its really sad that it is not available anymore.
Does anyone know how to get it?
I would be interasted even in purchasing it for myself.
James.Leahy15 22 Jan, 2023 @ 6:45pm 
Does that mean I can't upload the ships as static objects in mission editor?
religioniscool 6 Dec, 2022 @ 7:49pm 
I believe the mod is discontinued, comment below, thats the most info i can provide you with
Americaissupior 6 Nov, 2022 @ 11:23am 
my ships spawn with no ammo
GOMERSGOOD 27 Oct, 2022 @ 8:13pm 
EL PHANTON it works for exile? you just use only one key?
Aplion  [author] 7 Oct, 2022 @ 2:41am 
Nope, reupload is not permitted
Skif 6 Oct, 2022 @ 3:33pm 
Good afternoon, I would like to increase the build of my server mods, and I want to ask if it is possible to upload your mod to the workshop?
I won’t change and open PBO, I’ll just upload it to a separate technical mod, I’ll also provide a link to the original
Devastator  [author] 16 Aug, 2022 @ 1:36pm 
will be there again there in arma4 I believe :)
Ace 16 Aug, 2022 @ 1:17pm 
RIP the only decent ships mod in ArmA 3
Aplion  [author] 6 May, 2022 @ 11:41am 
@^2Jared ... I will but you can also find it into modfolder ..
гойдослав 6 May, 2022 @ 10:32am 
Manual is deleted. Can you please download it again
Phœnix 24 Apr, 2022 @ 4:31am 
Hello how reload ammo submarine is ship ?
God's right hand 19 Apr, 2022 @ 4:47am 
Would appreciate if you can add some ships&Submarines of PLA.
El Phanton 9 Feb, 2022 @ 9:41am 
I asked a couple months ago via chat if you could make it work for @exile.
The only thing that needed to be done was to have different key names.
Well time to unsubscribe because i simply cant use it.
Devastator  [author] 8 Dec, 2021 @ 11:41pm 
does it recognizes normal boats?
Mopit 8 Dec, 2021 @ 4:20pm 
I am trying to build a sector control map on the signed version of MSKE2017. I have a 300 meter zone in the ocean. The problem I have is the zone does not recognize the player until the avatar exits the ship or sub. How can I make the zone register the ship's presence?
liwocom 6 Jul, 2021 @ 4:41am 
It is better for the missile to hit 100 to 150 kilometers.
Aplion  [author] 23 Dec, 2020 @ 10:25am 
@四级防了解一下 ... wrong mod ... this is NAVY mod and the error you got is probably from my ground units mod ... I'll fix that anyway.
Ka1t 23 Dec, 2020 @ 8:16am 
Why is it displayed“No entry'bin/config.bin/Cfgweapons.HAFM_M107"?I can't solve it:steamsad:
Screa'M 19 Jul, 2020 @ 2:53am 
süper
Devastator  [author] 15 Jun, 2020 @ 12:25pm 
Florian document is not updated. Fixed text is published only in BI Forum. https://forums.bohemia.net/forums/topic/219506-hafm-navy-ships-v20/?do=findComment&comment=3369690

Update of document will happen when we have a new release in future
Fluffy 15 Jun, 2020 @ 8:51am 
@Aplion thank you very much, can you please notify him so if he have time he can look into the documentation (i think it needs to be fixed/updated) and if he likes to into my script too?

Thank you for the mod, amazing so far! You should create a github project so we can also submit bugs etc. and track them
Aplion  [author] 15 Jun, 2020 @ 4:05am 
@FlorianGeyer ... for scripting matters you have to speak with Devastator ... I'm just the modeler :)
Fluffy 14 Jun, 2020 @ 5:44pm 
Update: I have made a script to control the AI ship cruise missle launch so it can be used for missle to land support, scenery etc. https://pastebin.com/S4AMLi2E feel free to include or do anything you want with it, if you can I'd also like to know why the submarines seems to not respond correctly to the depth command so I can fix that part too
Fluffy 14 Jun, 2020 @ 2:31pm 
@Aplion i am trying to make a ship fire a cruise missle, I am following your manual and doing:

ship setVariable ["Cruise Waypoints", [0,0,0], true];
["HAFM_CruiseFire", [ship]] call CBA_fnc_serverEvent;

I get an error however:

"23:29:59 Error in expression <tVariable "Cruise Waypoints" select {_x select 1});
private _Target = obj>
23:29:59 Error position: <select 1});
private _Target = obj>
23:29:59 Error Generic error in expression
23:29:59 File \HAFM_Navy_Core\scripts\CruiseMissile_Fire.sqf [HAFM_fnc_CruiseMissile_Fire]..., line 71"

Any clue why it's not working?
Schaksie 22 May, 2020 @ 10:51am 
I am looking for a script to start a mission with a helicopter attached to a ship.
Does anybody know something ?
GENERAL1980 18 Apr, 2020 @ 7:45am 
It’s a pity that you can’t walk on the ship and that the ship cannot sail directly ...
GENERAL1980 18 Apr, 2020 @ 7:44am 
yes understood
Aplion  [author] 18 Apr, 2020 @ 3:59am 
@MARSHAL ... please write in English as I can't read in Russian.
GENERAL1980 18 Apr, 2020 @ 1:41am 
@Aplion - κάνει τι;?
Aplion  [author] 17 Apr, 2020 @ 2:01pm 
@MARSHAL ... Απο Ελληνικα πως τα πας ? ρωταω επειδη τα Ρωσικα μου δεν ειναι καλα ...
GENERAL1980 17 Apr, 2020 @ 8:13am 
Жаль что по кораблю нельзя ходить и то что корабль не может сам плыть прямо...
Devastator  [author] 7 Apr, 2020 @ 1:03pm 
you mean adjusting the minimum range of the arty?
The Jawa Wrangler 7 Apr, 2020 @ 12:36pm 
Is there any way to remove the artillery lock the ships have, I would like to do a short range artillery bombardment while having the ship close to shore
JustTsugo 26 Mar, 2020 @ 5:41pm 
how do you get the ships of opposite sides to engage each other? Also the manual link does not work.
Devastator  [author] 21 Mar, 2020 @ 1:19am 
They lock on engine sounds
Robbo_B 20 Mar, 2020 @ 10:03pm 
I'm loving the mod, just wondering about something not clarified in the manual. Do passive torpedos also lock and home in on active radar signatures or only sounds generated from movement?
HalfdeadKiller 5 Sep, 2019 @ 7:03pm 
It looks like this mod has a compatibility issue with this Mech Mod. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=935053587
The cruise missile is turned into the mech, and fails to function properly.