Arma 3
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HWK AMS SYSTEM - CORE
   
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
28.823 MB
4 Apr, 2023 @ 1:04am
12 Mar @ 6:34pm
167 Change Notes ( view )

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HWK AMS SYSTEM - CORE

Description
On the begining was invented as System for marking cruse/balistic missiles and artillery shells to make them be targetable by radars and AA systems or planes:
Now it include:

- rebuilded BOBCAT vehicle for make terrain deformations like buldozer and with working crane, and side plates destroyable, and visibile destroyed tracks, new animations for tracks (with physix forces).
- FPV drone with unique system of replace cargo charges (grenades or lunchers warheads - just put into drone grenade or luncher ammo,
- radars with animations and real scan capability no more discovers of objects thru terrain),
- dynamically calculated (based on power of warhead and terrain type - hardness) craters using deformation system of terrain on explosions and air units crashes,
- real fuel values for most vehicles and extended cargo options for load fuel barrels for example (whole REALFUEL addon functionality now added to AMS)
- fast rope extraction for players and AI (with animations, and ropes - RTM+models+scripts),
- nuclear effect based on warhead power (light/crater/blast/smoke/damage on detonation area.
- changed 3d models animations, sounds, configs, targeting, flight control methods of cruise missiles like VLS tomahawks
- cebuilded C-RAMs and AA guns with programmed ammo,
- changed radars and missiles parameters (closer to real) - range/speed/targeting.
- nuclear contamination system (chemical detector and ABC clothes are used, also vehicles with ABC sealing are with config additional valuse like : ABCresistant[] = {"hatchGunner","hatchCommander"}; where array are animation sources of dorrs/hatches - if stay open too long contamination of inside of vehicles is happen and crew without suits is irradiated), for use effect without nuclear explosion use syntax like:
["position of contamination center",range of contamined area,time of life contamination] remoteExec ["HWK_fnc_CBRN_radiation",2];


additional versions for manage units in other MODS:
- RHS units https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2999681415
- CUP units https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3421559035 (maybe will be added in future)
- USAF units https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2999126012
- PSZ mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3076637948
for some single additional units https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3252441430

demo mission: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2962610738

for turn off:
deformations
ams_craters_off = true;
creater textures
ams_textures_off = true;
textures remove after delay time
ams_textures_remove_off = true;
block object removal in center of explosions
ams_delete_off = true;

System works on radars classes - adding to them function for discovering cruse missiles on fly and make them visibile for radars and possibile to target and shot down (even by airplane's AA radar rockets - watch movie), don't need to add any init lines or scripts - just place radar and AA gun and watch for incomeing cruse missiles) - of course discovering only when radar is turned on.

(1 option easier but more CPU use)
for turn on ability of radar to discover cruse missiles or mortar shells use actions (default are off to reduce cpu usage) near radar (just go near radar after start game and use one of user actions on it) or in init line of radar unit (in editor) put:

this setvariable ['missile_on',true,true];
this setvariable ['shell_on',true,true];


(2 option no CPU use)
used with implemented in arma incoming missile detection system (good for ships to defend from missiles) :) :
this addEventHandler ["IncomingMissile", {[_this#2,_this#4] call HWK_Fnc_AMS_markincome}];

for make autospawn marker on fire missile by luncher put in init of this luncher unit:
this addEventHandler ["Fired", {[_this#0,_this#6,[['rhs_ammo_kh55sm','hwk_ams_cruse_targetN'],['rhs_ammo_kh55sm_nocamo','hwk_ams_cruse_targetN'],['rhs_ammo_kh55sh','hwk_ams_cruse_target'],['rhs_ammo_kh55sh_nocamo','hwk_ams_cruse_target']]] call HWK_Fnc_AMS_mark}]
-[' ammo1','markertype']/['ammo2','markertype']..... - (obligatory) types of amunition to be marked when vehicle fire/lunch (to prevent mark for example bullets from guns). Second type is type of dummy to mark target there are following types of markers:
- "hwk_ams_mortar_target" - mortar ammo marker
- "hwk_ams_cruse_target" - cruse missiles marker
- "hwk_ams_cruse_targetN" - cruse missiles marker with nuclear warhead
- "hwk_ams_scud_target" - ballistic missile marker
- "hwk_ams_scud_targetN" - ballistic missile marker with nuclear warhead

Example:
this addEventHandler ["Fired", {[_this#0,_this#6,[['BombCore'],['RocketBase'],['MissileBase']]] call HWK_Fnc_AMS_mark}];
For plane or helicopter adding only crater effects to designed ammo (even for tank ammo it is possibile) for example:
this addEventHandler ["Fired", {[_this#0,_this#6,[['Sh_120mm_HE']]] call HWK_Fnc_AMS_mark}];
or for artilery units
this addEventHandler ["Fired", {[_this#0,_this#6,[['Sh_155mm_AMOS'],['Sh_155mm_AMOS_LG'],['Sh_155mm_AMOS_guided'],['Cluster_155mm_AMOS']]] call HWK_Fnc_AMS_mark}];
this addEventHandler ["Fired", {[_this#0,_this#6,[['Sh_82mm_AMOS','hwk_ams_mortar_target'],['Sh_82mm_AMOS_guided','hwk_ams_mortar_target'],['Sh_82mm_AMOS_LG','hwk_ams_mortar_target']]] call HWK_Fnc_AMS_mark}];



in script default is only cruse missiles and mortar shells models added for mark.
- feature is already implemented to VLS vanilla (destroyer) luncher.
Nuclear warheads can make big craters after detonation (made by script below - builded in)
plane addEventHandler ["Fired", {[_this#0,_this#6,[["USAF_Bo_B61","hwk_ams_bomb_targetN"]]] call HWK_Fnc_AMS_mark}];

At last sub munition is possibule to track (to make deformer craters but not possibile to connect marker for radar - some issue like with ragdoll bodies - phisx calculated on GPU not on CPU or whatever but it not works on it.
Also marking cruse missiles for hand AA lunchers is problematic after attachto missile simulation from parent block discovering IR target.

- for free use function for generate crater after impact:
[(getpos impact),depth,diameter,true] spawn HWK_Fnc_AMS_CRATER_GEN
(true mean clear all objects in blast area)

- example of using crater create dunction with bombs to make craters on drop specific type of bomb or parent classes of ammo:

- example of use it for make crater after impact crashed plane:
this addEventHandler ["Killed", {[_this#0] spawn HWK_Fnc_AMS_impact_crater}];

For manage cruise missiles on VLS luncher just put in init field in editior, in trigger or by cript (for cript use of course change to your real VLS object name from "this") command like this:
this setvariable ['target_path',[[6462.05,3482.44,0],[1744.62,4126.01,0],[3592.01,842.168,0],getpos target],true];this Fire (currentweapon this);

Function for add to helis Fast rope system wich wichch is prepared to work with implementation to user actions in any mod just paste in useractions this line for fast rope:
#include "\HWK_AMS\FAST_ROPE\FROPE_useractions.hpp" //for correct work must add in init handler variable with mount points of roopes and anims of doors: (_this#0) setvariable [['FROPEpoints',[1.5,2,-1.65,90,'Door_R'],[-1.5,2,-1.65,-90,'Door_R']],true]
and this line for winch manage
#include "\HWK_AMS\FAST_ROPE\WINCH_useractions.hpp" //for correct work must add in ini handler variable with mount point of roope and anim of doors: (_this#0) setvariable ['winchpoint',[1.5,2,-1.65,'Door_R'],true]
170 Comments
8589869056xx 18 Jul @ 1:54pm 
I don't know why that there's no damage at all for cruise missles without nuclear warhead.
LiaM-DooD 16 Jul @ 4:31pm 
Awesome, thanks guys!
[EC] HAWK  [author] 14 Jul @ 11:40am 
sorry to all i forgot it was already inplemented :) , just use in global
AMS_ENGINE_STARTUP_OFF = true;
Door  [author] 12 Jul @ 5:04am 
Is possibile to make this in 2 ways (one deactivation of realfuel you can do it with command used for calibration process - named " setFuelConsumptionCoef" for eaxample "this setFuelConsumptionCoef 0.0001" or less number, or second is calculate real value of this vehicles fuel tank aumont and consumption - and make special mod for change this to correct values _ bi describes that values of fuel tanks in A3 config is in litres so...... WTF in vanilla configs in compare to this declaration?
Door  [author] 12 Jul @ 4:05am 
Yes beacouse this system make real fuel tanks and if using other mod with not calibrated vehicles it causing this issue
LiaM-DooD 8 Jul @ 8:35am 
Hi all, I'm having an issue when using this mod. Many vehicles rapidly deplete their fuel tanks (within seconds). Land Rovers, SDV's and the AAV-9 Mack are some of the culprits. I believe it's to do with the Real Fuel aspect of this mod, which I'm not too fussed about, I mainly use it for the epic Fast rope capabilities. Does anyone know how to deactivate the Fuel aspect? Or of any other mods I need to allow that to work correctly?
[EC] HAWK  [author] 8 Jul @ 3:12am 
Yes it is normal - it is shown beacouse fuel system in mod make fuel tanks placed on map as real fuel tanks what you can use to transfer fuel to fuel truck as cargo fuel and in oposite way too, by make them fuel tanks engine make them as sources of fuel supply and that ability was't imagine to use like that _ I don't know why beacouse this ability have fuel stations distributors on the same map and for them this info is not shown. Anyway is no reason to afraid we use it from 2 years and nothing happen even after last updates, maybe beacouse we use our own system of menus to transfer fuel so this is not causing problem in engine work at all.
Alagan 30 Jun @ 8:54am 
WARNING: Used restricted combination of settings for
_large_P. Shape class
"house" and it has supply ability in a same time.
Binarization of the map may provide unstable results
and game can even crash when used.
Is this warning normal?
Door  [author] 28 Jun @ 12:28am 
What you mean? for fast rope you need to be limited speed to 30km/h and height about 10m, ("fast rope prepare" option is for that) then you mark units and press V or use option from menu, for winch You need turn it on, limit speed and height (3km/h/<25m) and mark unit press V or mark unit and order it to load on hook if unit will be loaded from ground.