Arma 3
HWK AMS SYSTEM - CORE
23 Comments
[EC] HAWK  [author] 12 Jul @ 1:09pm 
I will make in next update variable for turn off fuel system consumption ceof for non mod vehicles or maybe even it will discover if vehicle is setup for mod (compatibile and calibrated) - to proper calibration is neede special template mission with probe of distance and fuel consumption monitoring and excel calculator for make corrct values to real ones for example truck with 600liters fuel tank will make 900km of travel at 70km/h avarage speed. and values are made by test to put them to config (then script on engine start is calculate CEOF value na apply it to vehicle, by this way no special script is needed for correct calculate of fuel consumption and it change with RPMs of engine still)
[EC] HAWK  [author] 8 Jul @ 3:06am 
nooo - just ener it to init.sqf or to init field of any logic object or unit placed on map in editor, you should go deeper in A3 scripting rulez to make good/more advanced missions.
Sheliz 7 Jul @ 11:22pm 
Do I have to keep entering that in the debug console every time I start a mission?
76561199724182764  [author] 1 Jul @ 5:40pm 
"ams_deleteobj_off" is truly this variable - sorry - description fixed (value have no matter only existing of it cause not delete objects).
Chuck Jiggles 1 Jul @ 7:06am 
@Sheliz The mod works fine for me, but I use ams_deleteobj_off instead of described ams_delete_off setting to prevent vehicle disappearance.
Sheliz 30 Jun @ 1:35pm 
the vehicles disappear again
[EC] HAWK  [author] 24 Jun @ 7:03pm 
what effects you have mean ? beacouse most of them are interconected and optimalized together to safe FPs and reduce lags in MP game, so make some of this in external mod is time taking and eventual updates are needed to be done separatelly for every part, I am only one human not studio with many peoples :).
Kevin 20 Jun @ 2:29pm 
be cool if the cruise missile effects was standalone mod
76561199724182764  [author] 7 Jun @ 9:55am 
go on priv to me with bigger cases :) - now i working on MLRS missiles to make them targetable and HIMARS problem remove on shooting missiles - in one shot I will correct missile mpods for MGM140s - in RHS they are wrongly made (no fdiff to bigger rockects)
Chuck Jiggles 7 Jun @ 3:51am 
Thanks for the update, I know you worked hard on it. ams_deleteobj_off works fine now and does not delete objects anymore. I've deleted my older comments, since they're not relevant anymore.

btw, as a friendly suggestion I'd recommend updating the mod description page, since it lists non-working ams_delete_off instead of ams_deleteobj_off. Perchance throw a little line in there too that tells non tech-savvy users to put the parameter code into mission's init.sqf?

Anyhow, thanks again for the A+ dev work. :steamthumbsup:
[EC] HAWK  [author] 6 Jun @ 2:35am 
sheliz - ypu need to use option variable for disable removing objects ams_delete_off = true;
[EC] HAWK  [author] 6 Jun @ 2:34am 
:) jet after crash is not disapear it just go interrain deeply due to speed of crash and agle of impact it is just hidden in terrain (check from console if it exsist and it's position on map and you discover where it is truly)
Sheliz 1 Jun @ 5:39pm 
Some vehicles disappear when destroyed. In my case, it's when tanks are destroyed with the vanilla AGM-65G missile and when a Black Wasp jet crashes, it disappears. I think it has to do with the craters
fowler.joshuadouglas 16 May @ 7:09am 
Basically it will successfully fire the first rocket, the second rocket will either explode on launch or mid launch, and then the next will launch normally.
76561199724182764  [author] 15 May @ 5:15pm 
not yet, but remind me what happen there?
fowler.joshuadouglas 9 May @ 6:07am 
Have you had any luck fixing the MLRS issue with RHS?
jbhop 4 May @ 10:52pm 
do craters not work?
Adeptus 3 May @ 10:14pm 
wat exactly happened sorry if this is a dumb question i would like to know for my mods in the future incase i run into any problems etc and if u feel like it a list to watch out for except for copying peoples stuff i already seen a lot of that
76561199724182764  [author] 3 May @ 8:19pm 
Yep it will be done later with next update
fowler.joshuadouglas 3 May @ 7:33pm 
Dumb question but would it be possible to use the description section of the mod to link to the mods that are unable to be switched to public?
76561199724182764  [author] 3 May @ 4:08pm 
prewious is not possibile to update anymore due to acount blocked and this account is partially blocked and i cant switch to public - ask Bi why they act on modders like that