Arma 3
Vanilla CRAM
105 Comments
radioactive 4 Jun @ 9:40am 
I could use some help I'm reaching out as a last resort sorry to bother you and thanks for the mod. My goal is to put the cram in no targeting mode while a trigger is deactivated by script then active it when the air raid trigger is active. I can set active when the trigger fires but I can't get no targeting working on deactivation the I tried using the [ cram1, 2500, 3] pram with function on deact and I tried 1-4 in the 3ed pram no joy. So how would you get the cram to force no targeting with a script. Thanks again
ResidentEvilImpedance 11 Jul, 2024 @ 2:42pm 
Artillery shells can be intercepted by any machinegun/autocannon (if subscribed this mod). You can manually shoot down incoming artyshells using AA vehicles (or any modded vehicle with activeradar and targetleadindication).
ResidentEvilImpedance 11 Jul, 2024 @ 2:09pm 
If player fires 155shells or clusterbombs, AI vehicle crews becomes hostile. Maybe they think RadarTarget(Shell) (Can be seen on active radar) are friendly units and player killed them.
Dankan37  [author] 14 May, 2024 @ 6:44am 
Both this and the iron dome are released to the public with no license, see the Github page, I forgot about this mod, anyone is free to fork and reupload them with no credit needed.
wersal™ 9 May, 2024 @ 3:55pm 
Hello there! Need to clarify if this mod/script is "licence free" or not. It's just IRON-DOME script is "licence free", and code for both is basically identical so...
ForrestGump 18 Mar, 2024 @ 12:50pm 
Hello, what can I write in the init of the cram to set it off at mission start and let people activate it manually when they is needed?thank you
KSI - Vril Of It 17 Nov, 2023 @ 9:13pm 
If I place the "init CRAM" module on a CRAM in Zeus, the CRAM works.
KSI - Vril Of It 17 Nov, 2023 @ 9:01pm 
"I think the issue was the fact the init wasn't triggering with Zeus placed units, I made some changes and added a new unit to prevent mod conflicts." in my experience, init doesn't execute at all for zeus placed units in multiplayer (only singleplayer), if I place a composition with some init code inside it on multiplayer with zeus, the composition will have its init code completely deleted, and it will function the way it was without the code.
KSI - Vril Of It 17 Nov, 2023 @ 8:50pm 
The mod works in multiplayer if you place the CRAM down before launching the scenario, but if you place it at zeus while in multiplayer it wont work.
KSI - Vril Of It 17 Nov, 2023 @ 6:12am 
This doesn't work on Zeus servers. The Praetorians do nothing to enemy artillery and there's no option to toggle the CRAM control systems.
❤☣☠☢REAPER☢☠☣❤ 21 Oct, 2023 @ 7:49am 
Hey,. on dedicated server, it shoots the target rounds, they blow up in the sky, but then there is a explosion shortly after on the ground anyways? It fails to delete the actual round.
EmberD 26 Sep, 2023 @ 9:41am 
Have same issue. Gun shoot straight. Set it to never fire mode and it aimed and actually tried to shoot the projectile, but unsuccessfully. Used different CUP artillery units
Tagged 1 May, 2023 @ 8:00am 
Hey, i think something broke your mod, the guns arent able to turn the just shoot straight.
To4sTy 13 Apr, 2023 @ 10:54pm 
I may have found another thing, but not knowing the Structure of the Mod it could be nothing again too, but with your new Asset you made

class CRAM_AAA_System_01_base_F:B_AAA_System_01_F {
displayName = "CRAM";
class EventHandlers: EventHandlers {
class CRAM37 {
init = "[_this select 0] remoteExec ['CRAM37_fnc_handleCRAM', 2];";
//init = "[_this select 0] spawn CRAM37_fnc_handleCRAM; systemchat str (local (_this # 0));";

You´re referring to Exectute CRAM37_fnc_HandleCRAM, even tho the Folder in the Addons isn´t called CRAM37 it´s called D37, and in that D37 is the fn_HandleCRAM file, maybe you´re trying to open a handle CRAM file that is not existing and it needs to be called D37_fnc_HandleCRAM?

Or is the Class CRAM the thing you´re trying to execute,because there is no other file called CRAM37 i think

Cause at this point i´m not thinking the mod isn´t working because it won´t load but the Interaction menu won´t come up bacause it´s not getting adressed or something
To4sTy 13 Apr, 2023 @ 11:09am 
Yeah to validate i did it again, unloaded all mods exept antistasi and Vanilla CRAM, spawned one of your CRAMS that you created and couldn´t interact,the error message is no longer in the server RPT file and i get nothing indicating the addon is not working..
To4sTy 13 Apr, 2023 @ 11:04am 
i don´t know how to launch the Zeus or anything with zeus at all on the server tbh... when i´m getting into the Editor the mod works fine,when im hosting a server via my Game and not dedicated it works too,but just dedicated not,and on the dedicated i don´t know how to use Zeus... As i said i tried unloading CBA and launching just Antistasi and the CRAM and it had no effect..
Dankan37  [author] 13 Apr, 2023 @ 10:53am 
I fear that XEH might overwrite the EHs, tough I'm not sure, have you tried the Zeus module?
To4sTy 13 Apr, 2023 @ 10:18am 
Ah well, didn´t know that ^^ Another thing i found in the RPT file is this :
18:34:44 [CBA] (xeh) WARNING: B_Plane_Fighter_01_F does not support Extended Event Handlers! Addon: jets

Doesn´t your mod use the B_Plane asset for the shells or something? maybe thats the problem? BUt since it´s running from the same directory as my game and my game works with the mod i can´t really tell... I checked every log file and everything for any Errors but got nothing,i just tried to Just launch the server without CBA and VET uNflipping and just antistasi but still no luck..
Dankan37  [author] 13 Apr, 2023 @ 10:07am 
The ! infront stands as a "Not", meaning if "It's not the server", it's to avoid the script running on each machine
To4sTy 13 Apr, 2023 @ 10:02am 
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To4sTy 13 Apr, 2023 @ 10:01am 
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To4sTy 13 Apr, 2023 @ 9:40am 
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To4sTy 13 Apr, 2023 @ 9:09am 
One thing that bothers me as a noob in arma coding is this one:

if(!isServer) exitWith {};

the first line in the handleCRAM.sqf is an Exit command with if is server,should it be like that?
I mean it is a server,why exiting? xD
To4sTy 13 Apr, 2023 @ 9:05am 
ok i tried both Spawn versions now, both spawn a CRAM, the CRAm_AAA_System is spawning a cram that is actually called CRAM and the other one spawns a normal one, but both are not interactable at all for me
Dankan37  [author] 13 Apr, 2023 @ 8:09am 
I added a new vehicle called "CRAM_AAA_System_01_base_F", try that one. Also you can manually init a CRAM with this code:
_arr = [position player, 0, "B_AAA_System_01_F", independent] call bis_fnc_spawnvehicle;
_veh = _arr # 0;
[_veh] remoteExec ["CRAM37_fnc_handleCRAM", 2];
To4sTy 13 Apr, 2023 @ 7:50am 
Ok, for me it still is not working, to spawn the CRAM in Antistasi i use

[position player, 0, "B_AAA_System_01_F", independent] call bis_fnc_spawnvehicle;

is that maybe the problem? i am closing the server everytime we don´t play and respawn the CRAM manually evertime with that command.. When the server was not dedicated it worked with this too but now still no option to change anything on the cram
Dankan37  [author] 13 Apr, 2023 @ 3:46am 
I added a zeus module to manually init a CRAM
To4sTy 12 Apr, 2023 @ 1:15pm 
Ok i just reloaded the mod and still no effect, the Error code from the RPT file is gone but the CRAM is still not able to change targets.. if needed here is my server RPT file: {LINK REMOVED}
To4sTy 12 Apr, 2023 @ 1:04pm 
Did you find the Error or is it just bugged? my game didn´t start a new download thas why i am asking ^^
Dankan37  [author] 12 Apr, 2023 @ 11:19am 
I use visual studio code but the library I use is kinda outdated, I may have missed that because I changed a few lines at the end but didn't feel like re-testing, sorry for this mess
dafrandle 12 Apr, 2023 @ 10:13am 
ah the developer does not use error highlighting
To4sTy 12 Apr, 2023 @ 9:27am 
Ok i just tried launching my Server and i still can´t interact with the CRAM at all, i use the tool FASTER to manage the server and it showed the mod up to date after starting steam.. the Download section in steam said i downloaded ~285 kb for ARMA 3 wich most likely was you change.

The server RPT file showed this Error,wich is new i think.
18:17:04 File D37_cram\config.cpp, line 18: '/cfgFunctions/CRAM37/scripts/postInit.postInit': Missing ';' prior '}'
To4sTy 12 Apr, 2023 @ 9:00am 
Nice, do i have to do something like re install the mod/re subscribe or should it be updated automagicly by steam? Thanks for your work with this, the mod is epic 😁
Dankan37  [author] 11 Apr, 2023 @ 11:53pm 
I think the issue was the fact the init wasn't triggering with Zeus placed units, I made some changes and added a new unit to prevent mod conflicts.
ŦHË ǤÄMËⱤ ǤŮƔ 11 Apr, 2023 @ 9:59pm 
I also cant get it to work on my dedicated server. The praetorian acts completely default.
Dankan37  [author] 11 Apr, 2023 @ 4:49am 
I'm working on an update that will greatly improve the effectivness of the system, should be up soon
To4sTy 11 Apr, 2023 @ 12:35am 
I actually did that here on steam and reddit, it really bothers me that i can't get it to work because it should...
dafrandle 10 Apr, 2023 @ 7:08pm 
you should make a new discussion post so that your solution becomes public documentation for other people who might run into the same problem
To4sTy 10 Apr, 2023 @ 9:18am 
Hello Mate, i got some Problems getting the Mod Work on my Dedicated server, i got it working when i Host a server Via my ARMA Game, but when launched via a dedicated server just this mod doesn´t work,all others do... I sent you a Friend Request if you could write me that´d be Great!
4212azka1 6 Feb, 2023 @ 5:39pm 
How to Use is?
Rocketman_02 22 Dec, 2022 @ 11:04pm 
Is it possible to make the C-RAM's target AG missiles and bombs?
Dankan37  [author] 18 Dec, 2022 @ 9:14am 
Like an automated 20mm sentry gun?
.xevvy 14 Dec, 2022 @ 4:36am 
Love using this. Although I have a single problem, the C-RAM is mainly used to shoot down Missiles and Aircraft. And yes it does that, although it also lights the literal hell out of ground vehicles. Any script to change that?
Dankan37  [author] 24 Oct, 2022 @ 12:37pm 
It's already there
aDRI 24 Oct, 2022 @ 5:53am 
Perhaps you could add a action to toogle the cram on/off. That way you can turn it of when calling in friendly firemissions and turn it on again after the mission is finished. Via a simple addaction, radio or command vehicle
gazpacho 18 Sep, 2022 @ 3:44am 
can it intercept missile?
Dankan37  [author] 27 Aug, 2022 @ 4:10am 
Turrets tab for NATO
weedhelengar 27 Aug, 2022 @ 12:53am 
i cannot find the cram anywhere in zeus
Dankan37  [author] 18 Aug, 2022 @ 12:10am 
It's not hard at all, all you have to do is to run:
[this, 2800, 2] spawn CRAM37_fnc_handleCRAM;
On the vehicle init and it should work. (Untested)
dafrandle 17 Aug, 2022 @ 8:52pm 
how hard is this to port to the c-ram in CUP?

since you talk about classes i'm guessing that means you have to dig through the CUP code base and check everything?