Arma 3
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HWK AMS SYSTEM - CORE
   
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
44.028 MB
16 Mar @ 9:16am
16 Jul @ 1:12pm
27 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:

- added special mobile container for monitoring on screens drones feeds - also possibile to show there other data, container can be loaded to truck platform.
- 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=3445880305
- CUP units (maybe will be added in future)
- USAF units https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3446106293
- PSZ mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3446109908
-BW MOD https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3500485039
for some single additional units https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3446114263

for turn off:
realfuel system
AMS_ENGINE_STARTUP_OFF = true;
deformations of terrain
AMS_CRATERS_OFF = true;
on nuclear explosions
AMS_CRATERS_NUKE_OFF = true;
creater textures
AMS_TEXTURES_OFF = true;
textures remove after delay time
AMS_TEXTURES_REMOVE_OFF = true;
objects removal/vaperize in centers of explosions
AMS_DELETEOBJ_OFF = true;
on nuclear explosions
AMS_DELETE_NUKE_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]
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