#expeditionary_forces
1 messages · Page 2 of 1
i know they can go straight
that's about it
or change movement direction if they're already speeding forward, that will also work but it wasn't consistent
curious what happens if I give them a kickstart with setVelocity
I'm trying to recreate something like this https://youtu.be/XAjYnz2leoo?t=85
Footage of Republic of Korea and U.S. Marines executing a massive combined amphibious forcible entry landing Mar. 31 at Dokseok-ri Beach in Pohang, ROK during exercise Ssang Yong 2014. The exercise demonstrates the combined responsive amphibious and expeditionary capabilities from the sea while enhancing the partnership and interoperability amon...
i just tested RHS bmd and if i give them a waypoint that's not in front of them they dont work just like all the rest
turns on the engine and then just stays there
even if the waypoint is in front of them they wont move really
so basically the same as all the other vehicles from other DLCs/mods
hmmm I see
I'm using setVelocityModelSpace and it works perfectly well
But, now I need to force the AI to rev the engine up haha
thats with EF AAV9s or RHS vehicles?
i see
once the vehicle is on land it works fine, I might increase the mass so that it can take down trees though
that might cause strange behavior with physx dampers
And by the way basically what I'm doing is
- Start a mission event handler
- If speed is less than 45kmh then set velocity
- if surfaceIsWater is false then end the mission event handler
i dont know if those values scale if you increase/decrease the vehicle mass
I see, i'll have to test
Since you guys did a CDLC, do you guys get more visibility when it comes to feedback?
That's what I did in a mission I recently published using the macks. I used it on 4 mack, and no performance decline like you would get with unitplay.
if a simple workaround can be made we might look into it
perfect, I have 8 of them right now assaulting a beach looks and feels fantastic
awesome
Send a clip please, i'd like to learn how to make that too
The following runs on each frame:
- Force the AAV to turn its engineOn (it'll turn off otherwise unless you give it a waypoint)
- Force engine on
- check if its speed is under 45kmh
- if it is then set the velocity to move 13 m/s (~47kmh)
- If the AAV is no longer over water then stop the mission event handler (basically a loop that runs on each frame, exit if not on water anymore)
addMissionEventHandler ["EachFrame", {
_thisArgs params["_vehicle";
_vehicle engineOn true;
if (speed _vehicle < 45) then {
_vehicle setVelocityModelSpace[0, 13, 0];
};
if (!surfaceIsWater (position _vehicle)) exitWith {
removeMissionEventHandler ["EachFrame", _thisEventHandler];
};
}, [_vehicle]];
You could make it like:
speedAmphibiusVehicleUntilLanding = {
params["_vehicle";
addMissionEventHandler ["EachFrame", {
_thisArgs params["_vehicle";
_vehicle engineOn true;
if (speed _vehicle < 45) then {
_vehicle setVelocityModelSpace[0, 13, 0];
};
if (!surfaceIsWater (position _vehicle)) exitWith {
removeMissionEventHandler ["EachFrame", _thisEventHandler];
};
}, [_vehicle]];
}
And then run it like
[_vehicle] spawn speedAmphibiusVehicleUntilLanding;
And if you have 8 AAV, let's say you put them in the editor named aav_1, aav_2, etc. (I recommended spawning them in scripts instead) you can do like so.
[aav_1, aav_2, aav_3, aav_4, aav_5, aav_6, aav_7, aav_8] apply {
[_x] spawn speedAmphibiusVehicleUntilLanding;
}
This will make your AAVs speed up at 45-47kmh until they hit land. You can also disable brakes so that they don't stop right away as soon as they hit sand
Maybe I don't fully understand how on each frame works, but could there be issues with on each frame? Could varying fps give different results?
Above script works great. I made it shorter and avoided using onEachFrame. My understanding of onEachFrame is that only one of those commands can be running at a time. If another is ran it will overwrite the previous which could mess up another part of your mission if that matters to you.
_vehicle = this;
AAV_AmphibiousLanding = { params ["_vehicle"];
while {surfaceIsWater (position _vehicle)} do {
sleep 1;
_vehicle engineOn true;
if (speed _vehicle < 45) then {_vehicle setVelocityModelSpace[0, 13, 0]};
};
};
[_vehicle] spawn AAV_AmphibiousLanding;```
It can multiple times, it's a mission event handler, it's different than onEachFrame.
addMissionEventHandler ["EachFrame", {...
Is the stackable version of onEachFrame
https://community.bistudio.com/wiki/Arma_3:_Mission_Event_Handlers#EachFrame
I haven't had any issues with this implementation. It's what I use to do things like forcing a helicopter to hover still for helocasting or rappeling, making planes or helicopters fly in formation, etc.
Quick Question...is it save to play the SP Kampagne with ACE medical system or will I have problems?
I don't recommend it, it wasn't made with that in mind
No idea what kind of problems you're going to get
Maybe I don't understand the each frame Event Handlers, but if one pc gets 60 fps, and another gets 30 fps playing the mission, one would be applying the pushing force twice as often, would it not?
you're setting the velocity
not adding it.
So no, every simulation/frame cycle you set it to a same value basically.
What @tired jacinth said
does anyone have any idea how to script the cruise missile to launch and fire at a given position like in the campaign?
I meant the Ship VLS missiles not the titan
But yeah the titan is a cool one i'll learn in free time
Not too different AFAIK. VLS should accept fireAtTarget as long as the VLS recognizes the target
I wrote a script for that a couple years ago I think, I can't recall of the top of my head but it was something like
west reportRemoteTarget [_target, 9999];
_target confirmSensorTarget [west, true];
_vls fireAtTarget[_target, "weapon_vls_01"];
Where target was a laser target attached to a vehicle, if I recall correctly
🖍️ marine faction
Yes but is there any tanks in there
Marine faction is a part of nato right?
No new tanks, there is a new IFV
waz is that
(IFV) Infantry fighting vehicle, it's an amphibious apc called the AAV-9, it has a 30mm, or a 50mm auto cannon.
You can see it here
https://x.com/ArmaPlatform/status/1863999275866239425
they have both variants of the slammer in desert and woodland camo
ok
Looks nixe
some very nice MRAPs as well
I didn't know they added new skins for the slammer...cool.
they're pretty much the vanilla and tropic skins for it
you can see more about the DLC content on the steam store page here: https://store.steampowered.com/app/2647830/Arma_3_Creator_DLC_Expeditionary_Forces
The Marines have landed! Explore new warfare capabilities in Arma 3 with the Expeditionary Forces Creator DLC. Prepare your Marines for action on the Amphibious Warfare Ship, assault enemy shores with AAV-9 Mack IFVs and Combat Boats, bring supplies ashore with the LCC-1 Landing Craft, perform raids behind enemy lines with new Hunter reconnaissa...
$7.99
231
or on our website here: https://tinygeckostudios.com/
I bought expeditionary forces and i really like it
But im having so problems with the vehicles
when they are in the water
what problems?
I use the editor alot and when i set a waypoint for them to move they dont
only when i water i think
the tracked vehicle doesn't work in water when the crew is AI, it's an engine bug https://feedback.bistudio.com/T170421
the boat and landing craft should work
Aww 😦
they work right when the player is in the commander or driver seat
How do i put the tanks in the load thing
in the campaign we had to script them
Wdym
if you're driving the vehicle yourself you drive to the front ramp and do "Load Vehicle"
in EDEN you can just drag and drop the vehicles on the landing craft
Okay
in two of the campaign missions the AI uses the tracked IFVs in the water, but we had to script them to get them to do that
Okay
):
Are you a developer of the dlc?
yes
Great job on the dlc the new faction is really cool
But do you think that problem will ever be fixed?
thanks, it really depends on BI, we cannot fix that ourselves unfortunately
Oh okay
no problem
How do i use the drones in the dlc?
what drones are you referring to?
Stomper
ah, they're from the base game, you need a UAV operator, then you can connect to them from the scrollwheel menu and use them that way
ohh
thank you
Hey sorry if this has been asked before, but am I the only one having issues with the doors to the center of the LPD where you can store 2 boats? I open the doors into that area and there's a second set of doors behind them https://imgur.com/a/8UiYrW9 which makes it rather difficult to get into 😂
Known
Cool thank you
Also if I could make one small request for future updates, could we please have an HMG combat boat with 0.50Cal's instead of XM312's and maybe an option in the edit vehicle appearance screen to remove the remote turret, just so those of us who don't use 2035 stuff can justify the vessel 😂
Either way I ❤️ the CDLC, thank you for all your work
Oh and one final thing I notice the boat racks won't accept modded boats like the vanilla Liberty's boat racks do again not a huge deal because we can always use the ones from the Liberty
regarding the double set of doors, it's an engine issue, it seems to happen when you change attributes on the ship, only happens in eden editor and will usually fix itself after a bit
the combat boat rack was made specifically for the combat boat, it's unlikely that will change, mostly because other vehicles would look really odd in it
You sure you're replying to the developer himself and we're aware the ship is not an naval thing you even mean
I have come across alot of issues using the new boats and stuff in the eden editor 😦
But its still a cool dlc
You twisted my point all the way, but okay
I dont know what you meant
Unless its just me which it probably is now that i think about it
If you mean using them with AI, that's just engine issue
will expeditionary forces eventually be compatible with antistasi?
The people in the antistasi discord would probably know
Ultimate already is, and community also in test build
Yes i like making battles in eden editor thats a big problem for me 😦
But all of the other cool stuff makes up for it
yooo nice. ty for the help man 🙏
Is there a mac update coming by any chance?
i know the mac port is being worked on but i dont have any information beyond that, will ask
Why are the belts/magazines so short on the HMGs on the combat boat? 100 bullets doesn't feel like a lot
Feels like one mean vehicle though, most fun to come to ARMA for a bit I think 😃
thats how big belts are on all vehicles using the same HMG and box magazine
Strange, ARMA tends to lock up for a bit if I'm steering, shooting and taking (Steam) screenshots at the same time
(Was playing from the editor)
@pastel nest Hey, wanted to throw in a suggestion, if it won't be too much hassle, maybe a showcase of the Marines just like Armed assault or Combined arms showcase. Showing you guys as a true standalone asset, and maybe a Mortar version of the Hunter or AAV mack.
I noticed there's another mod out there building US airborne forces and is quite good too, so i say this CDLC is inspiring others. As long as CSAT also gets some love.
Oh yes, thought no showcase or scenario (other than the slow starting campaign) was a minus
But still new to the DLC, haven't even written a review yet
Zerty/JMW devs didn't get immediately excited, none of my friends seem to yet have this... I have some favourite vehicles though, wondering when we get to run something 🙂
I'm loving it so far, I ran a Zeus scenario with my unit the other day and we had a blast. The Mack being faster than walking speed in the water was a big bonus because now you can transport a bunch of dudes without needing a dedicated boat
I'm excited to try this just waiting on the mac port... Dovetails nicely with all the things I'm already interested in within Arma.
I absolutely love this DLC, but my one question is why did they not just incorporate it into the base game?? I feel like if the gear and vehicles used in this DLC were in the base game, it would give it more incentive to purchase it and enjoy it more??
I just ended up refunding it considering not many other people bought it and i couldn't find people to run it with me
Not the devs decision and BI doesnt want to do it
Yeah, I get that. It's not the end of the world, I just feel like the base game needs more inclusive content and this would've been an outstanding opportunity to make it something better. But it's still a good DLC regardless.
both we and BI host servers that run all three 2035 DLCs (on top of EF only servers), unfortunately a3 CDLCs are handled this way and its not going to change for the foreseeable future 😦
The base game is over a decade old my guy
Yes, the game is still very popular and constantly being updated. What's your point?
yeah, i get that. i wasn't trying to sound like i was bitching it just would've been cool if it was in the regular base game 😂 that's all
No worries 🙂 we understand how many people dislike it ourselves
I’m saying that you should accept how Creator DLCs work, learn about how they’re funded vs BI content, and just load them all like mods happily and keeping giving the devs your money.
it's not even that deep, i just said it would be cool to use with other official BI servers because its in the same time period, that was the extent of my point bro.
this cdlc has a fire trucks?
oops
it could have if you load #reaction_forces aswell
How do you load vehicles onto the LCC? Not having any luck just driving up and using scrollwheel options, even with ramps open
Are you approaching from the front? You can't load from the stern.
You can drive any vehicle up to the front ramp, and once in position you'll see "Load Vehicle" appear in the Useraction (scrollwheel) menu. The system is the same as other vanilla VIV-compatible vehicles (Xi'an and Blackfish).
Note that you can load vehicles from the front ramp only due to technical limitations.
I'll give the front a try then, thanks! The side-load variant as an option was a bit confusing, I know it works differently for that same reason
Are there any mods that you recommend specifically for Expeditionary Forces?
Aegis
its probably worded strangely, but it works the same way, it can just fit more light vehicles side by side
how populated are the servers for this DLC though?? like do they usually have a higher player count?? i'd be interested in playing Zeus or something with this DLC, but i probably won't if the server counts aren't high
we maintain a couple multiplayer coop servers but idk about the zeus ones, you'd have to check and see for yourself
Prob need a small group of your own to get the action going there
https://x.com/maruksp/status/1871730249337344057 looks like we're doing very well right now 🥳 top CDLC in sales
merry Christmas!
So china just dropped a 6th gen aircraft, another reason i wish more mods and CDLCs give CSAT more capabilities
I agree with adding more naval assets to CSAT but for the sake of balancing the content not because "China did this" and "China did that"
We got naval assets for NATO in Jets DLC and imo this CDLC was a good opportunity to add a few naval assets to CSAT to fill the gap
but what if for CSAT Iran?
CSAT Iran gets stealth propeller fighters
I just meant CSAT in general. Maybe hovercrafts, frigates and aircraft carriers 
This has a futuristic design for example which could be suitable for the A3's 2035 setting 
https://upload.wikimedia.org/wikipedia/commons/2/22/2022_Sacred_Defence_Week_parade_in_Bandar_Abbas_(43).jpg
2035 Iran F14 Upgraded to Gen 6Th standard and beyond
angy boat
They should have that propeller plane the US built that could only constantly break the sound barrier
Well if you guys just want to shit post take it elsewhere. I was providing genuine suggestions
aircraft carriers model too expensive to make, (unless buying from 3d marketplace)
CSAT should definitely have at least 3 Aircraft carrier to cover multiple oceans
I know. I don't think any major CSAT assets will be added to this CDLC either. But I figured I'd express my opinion anyway
the focus of the DLC was never naval combat or fighter jets, of all the things that could happen an aircraft carrier or a frigate are very unlikely
Just a wild thonk, but wouldn't it make sense for the Mk66 turret to appear in the MJTF (Navy) faction, rather than having 2 identical copies in the Woodland and Desert factions?
Can you not stabilize the gun turret on the combat boat? Not really accurate with any waves even at low speeds
not a bad suggestion 🤔
no, its an engine issue, the coding is there but it doesnt work
(Appearing in the NATO faction to match the Jets DLC ship turrets would also make sense to me, but I can understand why you might prefer to use MJTF)
What id you used like the Targeting pod camera like the jets and drones use, those can stabilize on ground
different tech, doesnt work on turrets like ours afaik
Wonder if theres any modded combat boats that figured something out
question, why not do stabilizedInAxes = 3?
that will give you the same effect as a marshals turret, but you lose out on roll stability when rocking
Cause it doesn't work either
And 4 is what you're supposed to use
Vanilla speedboat also has it and it doesn't work there either
Hello! A member of our Discord posted his second video playing our scenario, but this time he played entirely with your CDLC. Would it be possible to share the link here in the chat? Anyway, I wish you a happy 2025!
i dont know what the rules for gameplay videos are on this discord, but fine by me 🙃
Thanks for the reply. If they torture me for this, I promise I wont mention you! Besides being a good guy, the one who created the video did a solid job, we enjoyed it, and I think it showed off your DLC really well. Thanks again, and best wishes to everyone.
https://youtu.be/cQ4sdnr2eMY?si=5pUHFb-VxGdpjxGa
Officially #videos_arma only, but exceptions (we see it through the fingers) are made for dedicated CDLC content, SOG members/Project lead also posts videos in his SOG channel 😉
alright, we got a waiver by the mods 😄
stabilizedInAxis=4 is just roll stability. Not elevation or traverse stability
And the vanilla speedboat works in that regard. As the camera and weapon on the front turret are generally level with the horizon, only when turning rapidly will it fail, and that’s because it hit its gimbal limits
didnt work last time i tried a few weeks ago
there was no stabilization at all
didnt work with 4 or 3 either
huh, odd, i just tested the speedboat in vanilla, and it had roll stability
can you explain to me what you mean with roll stability? because i tried again and there's no stabilization whatsoever that i can tell, it should behave like a tank/ifv turret where the gun holds the same direction regardless of where the vehicle is turning or rolling but there's none of that on the speedboat
behavior on the speed boat and combat boat is exactly the same
https://community.bistudio.com/wiki/Turret_Config_Reference#stabilizedInAxes_=_3
Roll stabilisation is when the camera stays level even if the turret is tilted to the side. Like say you're parked on a hill, with roll stabilisation the horizon will still appear level.
ok, so that component works, but there's still no stabilization other than the camera staying level to the horizon
It's not clear from the documentation that mode 4 is meant to do anything other than that. The phrasing suggests it is just roll stab, separate from the other modes.
It might be useful to get dev clarification on how it's intended to behave.
i tried 3 as well but it didnt work, as i've stated earlier
I'm not disagreeing with that, I believe you. It's just unclear how mode 4 specifically is meant to operate and it might not be expected to be all-axis stabilisation.
considering how the boats are moving on water and riding/rolling over waves it would make no sense to me to have only roll stability without all the other components, because it makes aiming extremely hard unless you're almost standing still
to me this is just a bug, cause if that wasn't the case then with stabilizedinaxes = 3 you'd get the same behavior of tanks, which is not the case
so whatever problem there is, its out of our CDLC hands 🤷♂️
I'm curious what happens if you use mode 4 on a tank turret.
We can obviously see that yaw/pitch stab don't work on boat turrets - it would be interesting to see whether mode 4 isn't applying them because of that bug (in which case it should apply them when used on a tank) or because it just doesn't have yaw/pitch stab at all
Have you asked the BI dudes about this…?
Unrelated question
Are there any soft dependencies to other CDLCs ín the campaign included with Expeditionary Forces, and vice versa?
i made a ticket, cant do more than that really
no, i think air control was tweaked to feature the LPD since the last patch
thats all that stabilizedInAxis=4 is, no elevation or traverse stability, just roll
Alright, thank you very much 😌
The Tiny Gecko Studios Discord server still isn't in #channel_invites_list like the other CDLC Discords for some reason.
@crisp flint
Hi folks, this is probably a pretty simple question for most players (I am a rare Arma player that doesn't know much about guns and calibers and stuff) but what's the difference between the AAV-9 and AAV-9A1? Is it basically "9A1 has bigger gun therefore more big shoots"?
Basically indeed
Got it 👍
damn you're right 😐 whoever designed it this way didnt play with boats very much 😅
i get why its like that, boats do a lot of rocking, and often dont have a point of reference to stabilize onto
could it be a bitmask, like e.g 7 would turn everything on? 😅
i've never seen it used like that
checking in configs no vehicle uses it like a bitmask
AK-230 https://youtu.be/RzcIyOTW2Hc
AK-630 https://youtu.be/1PQ7UXMydQw
. Marinarii se instruiesc continuu, cu toate evenimentele care se întâmplă la Marea Neagră. De data aceasta au ieșit la trageri în larg. Tunurile rapide binate cal. 30 mm chiar sunt de efect. Acestea sunt asistate de un radar specific, care sprijină cu date precise tragerea la obiective.
. #puitorplasesimine #divizionul146nave ...
30-мм автоматическая артиллерийская установка
Скорострельность: 5000-6000 выстрелов в мин. (~100 в сек)
@tranquil nova yeah…?
maybe this is a suggestion 😄
ah yes of course Russian CIWS on American Navy ship
👆
Would love to see something for CSAT with a AK-230 or 630
⚠️ Official Arma 3 EF+WS+RF CDLC servers were updated with hotfix https://forums.bohemia.net/forums/topic/236830-western-sahara-changelog/?tab=comments#comment-3537965 , https://forums.bohemia.net/forums/topic/284155-reaction-forces-changelog/?tab=comments#comment-3537966 ping me if there are any issues
Rotators Collective will use this thread to provide information about future updates to the Creator DLC: Reaction Forces. Discussions about the updates are welcome in the relevant forum thread: If you have any questions about Reaction Forces make sure you visit our FAQ page.
Rotators Collective will use this thread to provide information about the future updates to the Creator DLC: Western Sahara. Discussions about the updates are welcome in the relevant forum thread: If you have any questions about Western Sahara make sure you visit our FAQ page.
o7
Wondering if there’s any news on a mac version of expeditionary forces? 🤞
it can be played on the release candidate (code Arma3Update218MacRC ) but the build still has some crashes last i heard, until the 2.18 is live on mac as well it won't work, hopefully it will happen sometime soon
Whats the best way to consistently get the AI to land and unload vehicles from the LCC?
So far been having mixed results with move waypoints to slow down and vehicle unload waypoint
the most reliable way would probably be unitcapture and unitplay
and a bit of additional scripting
next patch will have improved handling on the combat boat and lcc when used by the AI (on top of general handling improvements) which should hopefully make it easier to set that up
Looking forward to that update
Today's update of RC should be better, but we'd still want to learn about any crashes of course. Note that I'm not sure you can buy EF on Mac yet (we didn't 'release' it there yet), but perhaps you can own it via Windows already.
thanks for the heads up!
Is the campaign coop
No
Apex one is
Apex campaign is as old as the dinosaurs
Dunno why everyones against coop campaigns for this game like do we really need more SP Content
I believe it is not "being against", it is more a matter of design/time/resources/UX
UX = user experience
I join you on this however; I always welcome a game that can be played both solo and coop
Apex: Co-op
SOG PF: Co-op
Reaction Forces: Co-op
Western Sahara: Co-op
So 1 campaign
That's already mentioned
Not that any of those are had, WS is a great scenario
All of those can be considered campaigns
You get as much playtime from WS and RF persistent scenarios as a full fledged campaign 🤷♂️
yes. at least 4 to 5 hours of playtime. RF scenario is probably even longer
they are campaigns. Just found in scenario tab because on technical side they are single scenarios
Making mp coop campaigns for arma is not easy for lots of reasons, you need a team for mission design and a team for testing and sadly they don't grow on trees
I grow on trees
Ticket: Command didn't spawn a team of coders and testers
it was an italic I 😁 I grow on trees
(the proper bot command is !getMPTeam iirc)
If you're going for a more of a dialog driven story it's also way easier for it to make sense if there's only a single player in the game.
Coop can be PITA to handle all the players at once.
yea thats also true
[ WAITING ON ALL PLAYERS TO BE PRESENT ]
Expeditionary Forces Creator DLC was just fully released for Mac, after its client port got updated to 2.18. This took much longer than we'd planned, sorry for the wait. Use -mod=EF to manually load it.
thank you! great to hear 🥳
Nice!!!
On the Amphibious assault vest, i noticed some kind of tablet modelled on some vests...is it like a UAV terminal or some other purpose?
Android Team Awareness Kit (ATAK) is an Android smartphone geospatial infrastructure and military situation awareness app. It allows for precision targeting, surrounding land formation intelligence, situational awareness, navigation, and data sharing. This Android app is a part of the larger TAK family of products. ATAK has a plugin architect...
So basically the ingame map then lol
Pretty much, yeah. Plus some more sophisticated stuff.
USS Takmyr Welldeck door panel doesnt seem to work when I run it on MP server is this just me or is it a bug?
no it's a bug, it will be fixed in the next build
you can change it with the attribute menu in eden right now
Hi, thx for the CDLC, its great and I can recomand it to every one. It expands and enchances the whole arma 3 expirance and its absolute lore friendly. Love every addition and the ability to also use it on tanoa. The only caviat I have with it is the lack of CSAT and AAF counterparts.A Hero is only as good as the antihero is. If the Marines CDLC is getting any post launch support, I would wish for at the number 1 spot. Static and or lory based ASM launchers as lore friendly and CDLC friendly targets. They would make for supper kick ass targets to destroy for Force recon forces prior to a invasion. Static Ships for AAF a korvet style ship with turrets or and or landing ship. Like how do the AAF move heavy forces from island to island?! Maybe a LST for the AAF?! For CSAT maybe some big strategic transport plane would also make for some good ambience/targets. SOme more civilian ambiance units. More lorys for like transporting goats/animals lorys with dumbers for sand/ore lorys for grain. We have a small van destructed object for a car that is not in arma 3 . Why is no one giving NATO/Westernf orces a proper MBT? Please, no more Merkava. Can you make a modern MBT to be used for the USMC? More ambiance objects for like tents that can be put in tents, kinda the combat patrol tent. Over all super CDLC, love every bit of it. Thanks for that great job, its a ton of joy. I hope you work on other stuff and we see more of you.
thank you for the kind words, im happy you like it so much 🙂 development is currently still ongoing, i hope ill be able to share more in the coming months
YAY!!!!
thanks for response thought i was going nuts. the DLC is amazing love it but couldnt find note of this bug so was running in little circles.
Is there any chance of getting the lifebuoy from the Combat Boat as a standalone prop object (with buoyancy physics, maybe)? It'd be a neat item for naval scenes
ill look into it, no promises
The Combat Boat Cradle Teleporter does what? Assume it will tele troops from boat back onto the ship? Looked on google and it appears its still top new to have any info atm.
no it is not for that, it's used to retrieve the combat boats when using the rack on an LPD
or anywhere the condition for the loading action wouldn't trigger correctly
you drop the module in the water to define the area for retrieval, sync to one or more cradles, when you drive into the area of the module you'll get the action to load the combat boat back on board
And is there a way to deploy the boats from the cradles? Ran first Op with the ships well deck open today had people jump on to attend after work and had higher attendance then our weekend ops plenty of praise for your work from my playerbase and my thanks once again for being open to communication and providing guidance. ATM I'm using that upper deck area in pic for VLS Bay found cradle on the starboard side Forward section with an animated sliding door but looked a little small for the combat boat lol. Will have to ask what my players want the laser guided cruise missile artillery or more boats. Had players running a logi squad transporting players and ground assets from ship to shore in my operation was great to see your DLC should see more sales in the next week as about ten of my members watching today decided to get it on the basis of what they saw.
thanks, im very happy to hear this, it's great to hear how people find the new assets functional and creating new ways of doing things
you can deploy the boats like you normally would, just get in, use useraction menu to unload, the engine will place you in a safe position in water
it does collision checks automatically when handling VIV, the cradle is basically like a big static truckbed
its just hardcoded to only be able to load combat boat type vehicles
the space on the side was meant to fit the smaller RHIBs from arma 2, none of the water assets from A3 could fit in there so i ended up leaving it unused
anyone know how to get the ramp door to open on the LPD with a trigger or calling it on a script?
ive been trying to find what the addaction calls by default on the ship to open the door but i cant find it
nvm i got it
private _lpd = nearestObject [thisTrigger, "Land_EF_LPD_hull_02"];
[_lpd, "RearRamp", 1] call EF_fnc_LPDAnims;
playSound3D ['A3\Sounds_F\sfx\alarm_independent.wss', _lpd];
Hey chaps - is the USS Takmyr friendly to AI's landing? I can't seem to get any any helo to land on it so far.
nevermind - a hidden helipad did the trick
yea it needs some handholding
Kinda sad EF didn't come with the Marine Ospreys those things are amazing. Are you guys planning to add more things to the EF DLC?
There is an NDA for all CDLC creators so they can't really share anything that isn't fully approved and about to be added or details about long term plans. First one is me second two are Chair.
Ospreys were considered but I don't like how vtols handle in a3 currently, also i feel the maps are too small to really get some use out of them
The blackfish can do VIV at least
An osprey would be too small
Also planes dont support slingloading either
not yet 
Fulton incoming 😄
Is expeditionary forces like got missions or is it open world ?
It has a SP Campaign and a COOP Scenario. There is also Support for multiple mp gamemodes.
oh alright
Thanks mate
How many missions ?
3 they are really good imho
The first one especially. Lot of replayability
You're welcome 
I keep forgetting about the NDA. I know the creators can't tell us anything until they make an announcement on the Arma 3 page on Steam.
I believe they can tell us anything as long as BI approved it. I think that Rotators released a few screenshots of new content a few weeks before it was added and it wasn't on Steam.
basically we are not supposed to show anything until it's gone through QA in case they're not happy with the quality and set unreal expectations
its very rare tho
also it's in our own interests not to show anything that is "undercooked" so to speak 😄
I'm trying to find an LHD amphibious assault ship mod and I can't find any. Wanted to use for the EF Anyone know of any?
Sorry if this has been reported already, but i was just trying out the combat boat (AT) and... would it be possible to add turret stabilisation? it's almost impossible to use the laser designator to aim at anything because of how much the boat rocks from the waves.
also can vehicles not be loaded into the LCCs?
its an engine issue, i hope it will get looked into sometime in the near future
yes they can #1312747341920604261 message
Thanks, I guess that goes to the expiditionary forces discord? (It just says unknown for me)
It says:
"Q: How do I load vehicles onto the LCC-1 Landing Craft?
A: You can drive any vehicle up to the front ramp, and once in position you'll see "Load Vehicle" appear in the Useraction (scrollwheel) menu. The system is the same as other vanilla VIV-compatible vehicles (Xi'an and Blackfish).
Note that you can load vehicles from the front ramp only due to technical limitations."
Ahhh okay I was doing that but from the rear ramp. Thank you!
yes it goes to the TGS discord, and yes it only works from the front ramp unfortunately
Why couldn't the load area just go through the entire vehicle and out the other side?
because this way the vehicles are unloaded precisely in front of the LCC so when you beach the ship to drop the vehicles you know they'll get dropped in front of you, if you enable 360degrees they may get dropped anywhere, including in the water
besides it doesnt make sense from a gameplay perspective, the vehicles are loaded near the ramp in vanilla, it would be silly to load them from the sides or something like that
you'd think it was broken or too gamey
and the reason why the rear ramp position was disabled is because the game stores the position you load the vehicle from and uses it to drop the vehicle during unload, so you cant do load in the back > unload in the front
I don't think they meant 360 degrees, I think they meant a narrow zone running from the front to the back, so the front ramp, the internal deck, and the rear ramp would be in the zone, but not the sides.
But that position memory thing rules that out too, anyway.
theres a hidden physx box in the middle of the driveable LCC, you cant drive inside it directly
something to do with the animated hull
Does EF have their own discord server?
yes it's in the pinned ^
#channel_invites_list message can be found here as well
I forgot about that channel, ty
They really should put the servers at the top because people never look at the pinned messages.
@pastel nest For the LCC a passenger seat needs to made to keep It In Auto pilot. In Arma3 All boats can use a type of auto pilot when the drive of any ship (Including APC's) holds the "W" key and switch's to a different seat. This keeps the boat In motion. Not sure If this can be added to the LCC landing craft.
i've never heard of such a thing in the game for boats
besides if you're the driver why would you want to switch to a passenger seat?
Yes you may test this.
Yes the passenger seat needs to be added for long trips sir.
I can display and show you. This will give more Insight of what Is speak of.
if you can record a video of what you mean i can take a look
but this sounds more like some broken AI routine than an intentional feature
It should be a feature brother. It makes using the sub nice and smooth along with other boats.
That sounds like a bug and I wouldn't rely on it.
There is an actual cruise control feature in the engine, and I'd suggest finding a way to make use of that instead (for example: https://steamcommunity.com/sharedfiles/filedetails/?id=2791637140)
i wouldn't say its in the engine, but many mods do have a scripted solution like that, i know ACE does too
I would say it is in the engine: https://community.bistudio.com/wiki/setCruiseControl the mods just provide an interface for accessing it
Its been In arma3 from the start
I am making the video now.
Yes, if you hold W in any vehicle in water (including things like the Marshal) while you switch to another seat, it will keep driving. It makes long trips much nicer because you can go AFK and still be moving. I found a guy in Warlords who sails SDVs all the way around Altis to get to the enemy airfields and camp them with AA even though it takes 20 minutes.
That doesn't mean it isn't a bug
Even if it was a bug, it doesn't mean it still is a bug.
........when would "changing to a different seat magically lets you keep the throttle pinned" ever not be a bug?
We have actual, designed-for cruise control now. Use that, don't expect vehicles to be changed to exploit unintended behaviour.
It's just super useful and there isn't really a reason to fix it.
Agreed with @cunning cedar It has been around and take the stress off travel by water.
I have been teaching many for years how to use this esp In warlords as bait for jets.
@cunning cedar https://www.youtube.com/watch?v=tzQuTqVAWps
I'm not in charge of fixing it. You don't have to convince me whether it should be fixed. But BI might decide otherwise, so you can't rely on it, and since it is unintended behaviour, it's not reasonable to expect assets to be designed to exploit it.
I feel like 50% of each of my messages is turning invisible or something, so I'll say it again: there is an actual engine feature to allow you to make use of this, in an intentional way that will not be removed. Use that, so you can have consistent results, and so you can use it even with vehicles that don't have a second seat.
I am sorry. I did not see the rest of the messages you posted. How does one use the cruise control feature. Never knew about this. I checked keybindings.
This will solve this problem as you said without adding more seats.
Scripted solutions are out of the scope of most things. Being able to switch between seats is harmless and will not need any scripting while the weird behavior persists.
its just an additional mod, or you can script it in the mission directly i suppose
anyway that looks indeed like something broken in the engine, i don't plan on designing a feature around something that may change with the next arma patch 😅
@pastel nest tried to contact you several times...
what about?
Making map for EF perhaps
i won't confirm nor deny 🕵️
about your car's extended warranty
Ice is a leyend, you would win if you pick up the phone 😉
Weird Q, anyone know where I can find the expeditionary forces dlc heads/faces in the files?
Basically trying to make one my custom face so I can use it
Expeditionary Forces is a CDLC (not a regular DLC), therefore I believe its PBO files are encrypted
you should be able to set one of the faces from EF as identity when the DLC is loaded
It's for if I'm joining multiplayer that isn't running EF on the server, can I use the faces/heads without the EF expansion enabled?
I've got pbo manager but it doesn't like encrypted ones, is there any way to extract the heads?
No, they're encrypted
Wouldn't that defeat the point of being encrypted?
No unfortunately that is not possible, the game files are encrypted as others mentioned
Ahh Coolio no worries thanks
I know people were talking about this a month ago, but the LCC does go into cruise control if you hold, W+shift for a little while. I accidentally found this out when I was doing a long trip with the LCC, and walked away from a computer for a few minutes, and the ship was still driving at full speed when I got back to my PC.
What do you have that bound to?
I didn't bind anything, as far as I know, it's automatic.
I really doubt it's looking for the keys, so it must be looking for the keybinds and everyone has their keybinds set to different things. What keybinds do you have assigned to Shift and S?
I'm using default vehicles controls.
I doubt it makes a difference, but I was doing this in the editor. Just get the LCC up to full speed for say about 20-30 seconds, and let go of the controls, that's all I did.
I just tested it with no mods, and in the editor.
W+Left Shift, and once the LCC-1 gets to 75 kph, I can let go of the controls, and it will maintain 75 kph all on its own.
I suppose it's Vehicle Turbo then.
Yes, left shift is default vehicle turbo
It only works for the LCC-1.
There used to be a dedicated key combo in Arma 2 and early Arma 3 that worked like cruise control for all ground vehicles. It hasn't been around in a long while.
in vanilla aye, ACE has both speed limiters and cruise control shortcuts though at least
Why is only like 30% of the destroyer enterable?
I’d love it be able to go into the bridge or maybe the galley
people didnt buy the dlc enough for more interior
Not worth the time I guess.
I really like this dlc but have to say I bought it expecting access to the entire boat. Maybe more dlc would sell if people got what they expected.
You could, ya know, read stuff?
Also you can try even before buy too
the ship is quite complex already, more than the destroyer, adding even more interiors didn't make sense at the time
the store images show clearly the parts of the ship that are accessible, and if that's not enough you can playtest most of the DLC through the compatibility data 🤷♂️
to expand a bit more on this, the purpose was to offer the players a way to launch helicopters and other amphibious vehicles from the ship as an offshore base of sorts, the model is very complex as it is already and some compromises had to be made
It’s great as it is but would love to see additional areas accessible.
understandable
Are there any technical limitations or was it just a time thing?
Both
There is no hard limit but having too many textures and polygons in scene is not the best idea
And time because carving out the geometries and modeling all the extra mesh for the other areas would've taken a lot of time
Does the rifle scope in EF have any special features? It's so bulky that I thought would have laser designation, NV or thermal
It has a rangefinder.
Thanks for the info.
any possible info on future dlc updates?
we cant discuss future plans unfortunately
That kinda sucks, NDAs are cool because you get to do some fun stuff... but never talk about it.
indeed 😦
but i think BI's policy is better than the alternative, not being able to show anything in advance beats disappointing people with promises you may not be able to keep
Yeah true, you should have the ability to show people (I haven't been on the Discord in a while) what's upcoming though, it builds hype and interest, rather than "Here's what we got, now deal with it." etc.
I mean your work is good, but a little preview would be nice
I mean at the end of the day you gotta put out what you got to do, but I mean you're right though, sometimes what's expected isn't what comes out, but in a sense either way you still deal with players discontent, so either way you can't also please everybody too.
Part of the problem is that sometimes there is ideas that fall apart quite late in development, if those are already teased/showcased you now have a problem with player expectations
yea i wont say the process is perfect, i think this was a valuable learning experience for the future, but there is still a fixed pipeline in place, in the case of EF the announcement and closed beta started almost right after QA "certified" the DLC was good to go, and afaik that's how it has always been
so in short if we were to reveal anything earlier it wouldn't have been by much, probably 2-3 weeks at most
Fair point. Back in the day of LOMAC and so on, when I was a moderator there was the mantra from Eagle Dynamics more of "no promises" and you still had to manage a lot of questions every time there was either an update, and so on, so I get it.
Posted this in the EF discord as well, but if anyone wants to add Titan NLOS support to their mission, I made a little script
https://github.com/sirloinsandvich/A3-EF-Titan-NLOS-Script/tree/main
It works with the Hunter AT, Combat Boat AT, and the AH-99J Python. It also features a way to add the missile camera
Exedition Forces DLC Keeps Crashing everytime I enable it and Launch the game
Verify files using Steam and make sure you have no mods or anything running. If it gives you an error, say what it is.
ok
Its working
Nvm It keeps crashing
It wouldn't open at all
What is the last part that works normally? Clicking play with DLC?
Yeah
But it won't load at all. It'll look like it's about to load up but then it won't.
Look at the Battleye part and also look say any errors that pop up.
What won't load?
The game itself
The Battleye stuff is a tab in the launcher.
What loads up?
The game
Alt tab to the launcher.
What are your parameters?
Screenshot it and put it in #arma3_troubleshooting.
ok
It's still crashing
Hey there's no way to hide the turret from the LAAD MRAP like you can with the bobcat is there?
I would love to be able to use it as an unarmed command vehicle with the sensors
no there's no provision for that
Why are none of the MJTF / EF helos available with folding rotors? The hangar bay in the LPD or rather the hangar door opening is quite small for anything but a littlebird. Even the MQ-12 barely can make it out.
Jax the Joker. That's why I write with folding, not foldED. Pack/Unpack call it whatever you may
because there is no way to tow them ingame
i did think about it, but once you drop them there you cant move them anymore
if there was towing i would've probably implemented them
I see. Makes sense.
What would you suggest to put into the hangar? Service vehicles or just "fluff" / decoratioN?
possibilities are endless 😄 you can even put helicopters with simpleobject enabled and hide the main rotor
of course natively the hangar is meant to fit 2 ospreys or hueys/venoms, if you play with cup they should fold and fit correctly
and conveniently there is towing in the mod 🙃
EF secretly made just to promote CUP!? 🤯
maybe its the other way around 🕵️
Ah right the little white tug 🙂
towing tractor, yes
Congrats on the anniversary and new update 
thank you!! 🫡
Hold on? Did we miss the birthday already?
nope, the anniversary is today
🥳 🎂 🥂
Congrats on the anniversary, and the update Chair, that new SMG looks pretty cool.
thanks mate 🙂
Official servers with Arma 3 EF CDLC were updated , there is some technical issue with USNY server so those will be available later (no ETA)
alright thank you!
Out of curiosity what's the Gyra based on?
Italian Puma 6x6 APC, this: https://www.youtube.com/shorts/dmbv7ef7lc0 , BTR-4, and HJ12
Fully Autonomous 120mm Soft Recoil Mortar System
#shorts
#military
the vehicle is the puma, only the turrets are (vaguely) based off of that other stuff
oh neat, i've never heard of this guy before
Congrats on the release of the update.
Thanks 🫡
Why do woodland units use coyote gear instead of woodland or olive?
Any idea why they do that?
I was thinking the same 🤣
the army doesnt have this problem because they have a single uniform camo, marines still have woodland and desert uniforms so it probably makes things easier
"ALL MUST MTP" - The Army
I've tried them on Linovia and coyote gear really stands out in woodland environment. It's fictional version of a unit. I doubt anyone would care, if all gear was woodland on woodland classes. But I guess it's too late for change like that anyway.
It's more fun
that's definitely an incredible feat
do you have any additional mods loaded?
it shouldn't be possible because the turret config explicitly clears any additional turrets nested inside the main turret
if you find a way to replicate this with just EF loaded let me know 🫡
ok but how do i replicate it? is there some specific sequence of actions to get that to happen?
maybe i know what you mean, they were marked as observers in the UI where the team members are listed? if so that's just a quirk of the engine
they're sat in the rear seats where you can turn out of the hatch and fire from the vehicle
cant think of anything else
Sorry for quoting you out of context but would it be possible to add in Expeditionary Forces CDLC the Mi-290 Taru to the pacific CSAT with green hex as camo?
I know its not part of your CDLC but BI didnt bothered about it since Apex released and the pacific CSAT just has no logistics solution for game modes like Warlords
And maybe green hex Taru pods aswell? 🥹
I am currently working on a WL scenario which has no fast traveling and no combat aviation, so the combat only takes place on the ground and NATO has to move its stuff from island to island with the LCC-1 by sea meanwhile CSAT its stuff by air but for that i am missing a transport heli for the pacific CSAT
And it is armed to the teeth and cant transport trucks, Huron containers or the Taru pods
The only thing the Xian can VIV are the fuel barrels on a pallet and the fuel bag but none of the other CSAT vehicles can load them
The Xian is the worst imaginable transport plane possible, it cant transport any supplies or supply vehicles nor anything else vehicle related except a Quad, Quilin and Gyra which have logically no supply versions, to me the whole pacific CSAT feels like BI stopped caring about continuity
NATO had even without EF CDLC a working supply system but CSAT just dont at all if you cant use the Taru bc of its camo not fitting in jungle environment
the taru is a dlc asset, the apex units are also dlc assets, so i wouldn't be allowed to do that other than a simple texture in the virtual garage
-# Sounds like a perfect opportunity to make Expeditionary Forces - Playable Content Plus 😉
but that's not very relevant to my dlc? 🤔
That's what Aegis does, but dunno if it does anything taru in particular.
Well thats sad to hear, would a logistics plane or heli similar to the Mi-26 be in the scope of EF CDLC?
NATO got the Blackfish and with Contact DLC the VIV trucks but CSAT hasnt even VIV trucks, would be great if CSAT finally gets more expeditionary capabilities than what BI left us with
CSAT does have a VIV helo in the form of the tilt-fan jet from the Tanoa DLC. It's interior is far more restricted compared to the Blackfish but it's there.
An Mi-26 would be a neat addition. That thing is huge compared to other helos currently in the game. It's size is closer to the before mentioned Blackfish. Truly a cargo helo.
I definitely couldn't say if the Mi-26 would fall into EF's scope though. The marines don't have a designated cargo helo currently either. That honor would go to the CH-53 but that is neither part of vanilla nor EF. (GM 😉)
I quickly looked into it and a better pick would probably be a Changhe Z-18 for the CSAT marines. It would be an equivalent to the marine's current CH-67.
The Z-18 is a looker, too. Unlike the Mi-26. 😂
Yes this Z-18 would look good in CSAT but is ofc smaller than the Mi-26 which can transport loads up to 20 metric tons VIV and slingloaded which would include also fuel trucks and APCs, so exactly what the Blackfish is capable to aswell
If transport helis/planes arent in the scope of EF there would be still the possibility of giving CSAT a landing craft, maybe aircushion based like the chinese Type 726 which is 33m long and can carry max. 60 metric tons, 20 tons less than the L-CAT which the LCC-1 is based on but still a perfect addition
At the end imho CSAT really needs a counterpart for the Blackfish, no matter if it flies or floats, it should just be possible to transport a good ammount of CSATs vehicles on maps like Tanoa without having to ditch your vehicle bc the next objective is on another island
Something BI should have thought about while creating the Xian tbh
For technical perspective, we don't have a possibility of an aircushoned/hovercraft vehicle unless they make an improvements into the game engine, which is less likely. About Xi'an, I heard it was concepted and made in late development stage of Apex Expansion which results the poor aappearance in the Apex Protocol campaign (alongside of Blackfish, both are effectively done the appearance as a prop, not a vehicle). VTOLs are anyways a neglected good feature
No disagreement here in regards to the Z-18 being smaller. I recommended the Z-18 as a CSAT marine equivalent to the CH-67. I'd be happy with either. The CDLC teams have done a great job with the helicopters.
unlikely at this point, same for hovercrafts which lack the entire framework in game (reason why they weren't made to begin with and i opted for the LCC instead)
there are several issues that make them not cdlc material imo
particle effects aren't good enough/dont work, there are rendering issues with loaded vehicles, physx would be hard to finetune to get a realistic feeling of sliding over the ground (probably not possible)
Yes i agree, pretty much all CDLC helis are fantastic (dont own CSLA) and thats also why i hope one of them will cover the lack of eastern large scale logistic vehicles
Why not a Serna class landing craft, it can carry 45 metric tons and is 26m long? https://en.wikipedia.org/wiki/Serna-class_landing_craft
The Serna class, Russian designation Project 11770, is a class of air cavity system landing craft constructed for the Russian Navy. Twelve boats were built by Vostochnaya Verf between 1994 and 2014. Four boats of the export project 11771 were built in 1994.
Four ships of the Project 11771 designation were made specifically for export to other co...
Official Arma 3 CDLC EF servers were updated, due to some issues they on #perf_prof_branch server binary , please let me know if there are any other troubles.
not sure why but the 12.7mm ash-12 can use the 9mm magazines from the glock 19x, anyone else seeing this bug?
Main reason to my understanding is that it lets them use two different camos without having to flex the money on the vest
Rope in Hand coop mission that comes with the DLC
-
One of the trucks is flipped in the landing craft making it unplayable
-
It would be nice if there were map graphics that could be referenced in the briefing. "Escort the dismounts to the factory" ....yeah, which factory? Same comment regarding the LZ that you need to secure. It's not marked on the map. Nor is the location of your final objective.
-
You sit in Kore forever defending against waves of AAF dismounts and some AFVs while a friendly AAV sits in a battle position on the high ground and does absolutely nothing. There's no indication of approaching enemy or the status of their attack. You just wait for a while. Really boring.
-
Some sort of respawn would have been nice .. preferably jump to remaining/available side units ..except the flipped truck, of course.
the flipped truck is probably just arma being arma, restarting the mission may give different outcomes
The content is all encrypted so I can't even open the mission and fix it, along with improving the quality of life stuff
You don't, creators do
I'm just going to remake the whole mission. Will fix the things and improve it.
The defense of Kore is really weird anyway.
A Marine rifle platoon with AAVs doing nothing during an enemy attack? Waiting for a recon truck platoon to show up to save them?
The whole concept is janky
I'll just remake the mission with the US Army saving them. 😉
unfortunately making a mission centered around vehicles is hard to balance
if we put too many friendly AIs then they do all the work for you and you sit there doing nothing, if we put too many enemy vehicles you don't have the tools to deal with them, etc etc
this is the first time the flipped truck was reported in over a year since the dlc came out, could be just arma being arma
anyway thank you for your feedback, will look into it
whatever friendly troops are in Kore, they are supposed to join the fight, depending on how fast or slow you get there the ones at the eastern edge of the town will already be in combat when you get there once the AAF vehicles roll in
I would love to update this mission for the dev team.
There's some QOL stuff that could be improved.
I think Kore is not doctrinal to a USMC Recon Platoon; it doesn't jive with Arma (design), but imagine if the task was to fight to OPEN the road TO Kore, instead of saving a Marine Rifle platoon with AAV support - which wouldn't need saving by a truck platoon?
sounds like a completely different mission already 😄
the point of the mission is to showcase the new hunter variants, so your design wouldnt really work
My design would absolutely work and still preserve the integrity of the scenarios overall goal of showcasing the new vehicles
You fight your way into Kore instead of defending it.
Players are still using the same vehicles. The tasks are just more realistic
I've already built it, so I'm not sure what engine limitations there would be.
Any other excuses?
but you already captured kore in the SP campaign...? in lore the LAV platoon is sent to reinforce the mechanized infantry because that is what is available
if i wanted to make it super realistic the aviation combat element and carrier group would've razed altis to the ground before the first marine even got to see the island
in the end the mission is made to showcase the hunter's mobility and weaponry while maintaining a semblance of plausibility
Maybe you could just publish your mission to the workshop, and leave it at that.
new Jet im guessing is inspired by the IRL CCA program, very cool
stealth harrier!
Awesome Chair, can't wait to try out the new drone.
forgot to mention (so like 7 hours late) , Official Arma 3 CDLC EF servers were updated, please let me know if there are any other troubles.
thanks!
Question
I'm trying to test the QAV-80 in the VR Simulator, but my UAV Terminals (yes, plural, because I've tried all) dont seem to work on it
UAVs don't really work in the VR Arsenal.
I don't remember exactly, but you need to do some weird stuff if you want to be able to use UAVs in there (and therefore to test UAVs with the compatibility data).
I think it's something like using a debug console/Zeus mod to set your faction side to Blufor by script and spawning in the UAV with Zeus.
thanks joe, I'll do more digging on what you said!
Hopefully I wont have to use a very long script for this
It should just be something like [player] joinSilent (createGroup west).
Sick! Can't wait to try it
Then don't wait!
Also remember its meant to be an array, [player] joinSilent (createGroup west)
usually easier to just go into the editor, place down 1 UAV operator and the drone you want to fly
I mean that's restricted, no?
thanks!
Playing around with the new Harpy Drone. Made me realize how underbaked the drone controls are. Is there a way to get the Harpy to engage a laser target with the Macer missiles? It doesn't have trouble bombing a laser target, and it even seems to dogfight autonomously.
Macer missiles are IR guided and can not target lasers.
well that explains that one. Can drones not fire autonomously at IR targets?
They should be able to, but planes in-general have a hard time deciding to fire in my experience.
Regardless, for the target to be a proper IR target, it needs to have its engine on and have driven a little.
That has been my experience too
IR seekers need the target to have the engine on or be hot
if you spawn an empty tank that's just sitting there turned off it wont be detected by heatseekers
In my little test scenario I had a ifv driving around
The harpy just didn't seem that interested in it
could just be the AI doing its thing
Similar to other drones so this isn't an isolated thing yeah
i found that without some explicit commands they just tend to fly in circles and ignore threats
You might be able to specifically order it to attack the target using the drone menu if it's spotted by you or the drone's sensors.
you'd have to give them waypoints and handhold them a bit
I've tried that. Mixed results most of the time they don't fire at all
I haven't tried with unguided rockets, but I imagine it's the same.
I'd guess AI are even worse with unguided rockets.
Manually flying of course is extremely fun
some of the routines for drones are kind of broken, for example the AI overrides the commands for collision and landing lights, dedmen had to change some bits in the engine to at least allow manual control while you're piloting the drone directly
i dont think that's already in stable branch, maybe performance
we also had to have the particle effects fixed because their position wouldnt get updated to move with the vectoring nozzles
it works correctly in profiling already
I haven't notice any issues when controlling manually
I love how the harpy takes off, is there anyway to make it land vertically automously?
https://community.bistudio.com/wiki/landAt it should work
as well as it ever has, does it land as a heli or plane?
with that command it should land vertically
so in heli mode :), nice
yes
I've already crashed 6 of the new Harpies. Have yet to successfully hit a ground target. 😭
How 😭
Really cool drone though. I am just bad with anything in the air.
crash into the ground targets 😄 - win/win
It's because the terminals are side specific, as are the drones (BLUFOR), and in the VR arsenal you're on the CIV side. So there's no way for you to connect to a drone. Another way would be to give yourself the hacker attribute, and use a CIV terminal.
Chair, I'm having trouble with the PiP in the driver's seat of the Gyra when in first person. The three PiP cameras for the driver are much lower quality than in other vehicles, and the PiP is very jittery. I don't have this problem with any other vehicle, just the Gyra. Tested with no mods, and only EF loaded.
Here's a link to video showing the issue.
https://www.youtube.com/watch?v=3XS-HuIzEMg
Marid's viewports are not PiP.
the mirrors are
but yeah i feel like gyra's vieport pips have "hardcoded" refresh rate because the mirrors are in 60fps for me.
Yes, the viewports on the Gyra have to be PiP instead of being transparent (like all other vehicles) for some reason, but I don't remember why.
because the viewports are mounted on the hatch which needs to be animated
rather than being in the hull
the lower FPS is because there are several PIPs being rendered in scene
iirc they are refreshed in order once per frame, so if you have 8 PIP sources they get refreshed once every 8 frames each
if its just 1 or 2 they get refreshed once every frame or every 2 frames
its not a very good solution, the only alternative was going to be stripping certain PIP surfaces
or take a very unelegant shortcut and model something different
oh, because the viewports are actually below the hull, not above it. Did not notice that before
Are you using bboxes[] on the renderTargets?
its because they're on the hatch
on some of them, yes
the driver ones dont have it, i commented them out, probably there was some other technical issue
like memory points not being animated or something like that
or maybe its because the driver proxy is animated
Assuming it is a confirmed "bug" and not just the OP doing something different, putting bboxes on all PiP's might help, when they're spread around.
There did used to be an issue with turrets and moving camera's which meant bboxes broke the camera movement, but it's obvious during testing (if it is still the case).
bboxes were added and then disabled due to other technical issues
if you ask me what issues specifically i dont remember because its been a while
the proxy is animated, im guessing the positions of the bounding boxes werent updated or would give false negatives
🤷♂️
its only the driver ones that are disabled
I have a tank with a driver that has RenderTarget periscopes, mounted on moving hatches, when he turns out, which work both turned-in and out, with bboxes enabled.
what bug was this?
maybe its related to that
The low FPS on the PiP's that you were discussing with stburr?
I was trying to help with a suggestion as to why your vehicle has that issue, as I've seen plenty with just as many PiP's that don't.
There did used to be an issue with turrets and moving camera's which meant bboxes broke the camera movement, but it's obvious during testing (if it is still the case).
this
Just noticed you have renderVisionMode = 3;. Try renderVisionMode = 0;
I don't think it will be relevant to your case - it was a vehicle I worked on with a steerable gun camera fed to another turret PiP. Very niche and not documented any where that I could find.
tried changing to 0 but didnt see any difference
i also tried reenabling the bounding boxes and they do seem to work
whatever was causing problems is not there anymore as far as i can tell
Is there a way to script the harpy to land on the back of the LPD ship?
with landAt command it should land like a helicopter
then you can target a specific landing spot
there are memory points for each landing pad since 1.1
*1.2 actually
CHANGED: LPD now has memory points for helipad spots ("helipad_X_pos") to allow AI to land more precisely
Maybe I'm misunderstanding something, but neither of these work.
harpy1 landAt [helipad_X_pos, "LAND"];
harpy1 landAt helipad_X_pos;
don't you need to convert mem point to actual world position first?
I tried both of these, and neither works with the harpy, or vanilla helicopter.
harpy1 landAt [helipad_1_pos, "LAND"];
harpy1 landAt helipad_1_pos;
I can't get the harpy to successfully land, even on a runway with waypoints from the drone terminal, or a waypoint from the editor. The harpy just crashes into the ground short of the runway.
Has anyone gotten the harpy to successfully land?
I just want to say that I'm not trying to bust your chops here Chair, I'm just reporting testing results, hopefully it can be helpful.
The harpy will not land on a runway with an editor waypoint, or a waypoint from the drone terminal. The Harpy attempts a conventional landing, but always touches down short of the runway, resulting in the aircraft crashing. I tested with no mods, and only the EF cDLC loaded. I'm using the stable branch version of the game. Test were done on Altis,Stratis, and Tanoa.
The Harpy will not even attempt to land vertical no matter what I have tried, the landAt command does not work either on land, or on the LPD ship.
The MQ-12 Falcon will not land on the back of the LPD with either a editor waypoint, or a waypoint from the drone terminal.
If I place an invisible helipad on the back of the LPD, the Falcon attempts to land, but can't complete the landing.
If I place an invisible helipad on the back of the LPD, and use the landAt command, the Falcon will land on the invisible helipad on the back of the ship.
The Blackfish VTOL will not land on the back of the LPD with an editor waypoint. The Blackfish does land vertically on the back of the LPD with an invisible helipad, and a landAt command.
I don't know if any of this is helpful or not, but just thought I would report my testing results.
does the harpy land with the same scripting of the blackfish?
at the end of the day its an airplane with vtol so the scripting command that works for one should work for the other as well
The Harpy will not attempt a landing with the scripting I was using with the Blackfish, it is completely unresponsive to the script command.
This is what I used to get the Blackfish to land on the invisible helipad.
Plane1 landAt [invispad1, "LAND"];
I just tested it again with, Plane1 landAt [invispad1, "LAND"]; in the debug console, and when I execute it, it returns false with the Harpy. With the other aircraft, it returns true.
was this in stable branch or dev?
Stable
ok thanks
Question, when the harpy is in a hover (vents at 90) and you rotate vents to 75 the aircraft enters a really aggressive pullback maneuver causing it to crash if you're below 150m,
Is there somethin im doing wrong?
There is something wrong with the configuration but we're still not at the moment to find what did we done
im aware of the problem but i dont know if its fixable 😕
this will be fixed in the next patch
it seems that giving it VTOL creates an invalid combination and the AI gets confused, i tried issuing a land order from the UAV menu and it wouldnt land, disabled the VTOL functionality and it worked
so whatever it is, there's something the AI really dislikes about combining drones with VTOL
even when in direct control using the landing autopilot stops working
normal vtol planes also work with landing autopilot
If you get about 100 kph forward speed, then rotate the vents, it will not aggressively pull up.
Ok, I assumed it was something weird going on like that, it's not a big deal, I can always just take control, and land the Harpy myself.
https://feedback.bistudio.com/T197983 made a ticket, fingers crossed 🙃
you can find texture samples here https://github.com/ChairborneIT/EF_Samples
thanks!
The MJTF camo is really cool, I'd love to see it for some of the other vehicles, particularly the combat boat.
great dlc
Does anyone know if the side, or rear doors on the Gyra open, if so, were can I find the command for that, I didn't see anything in my quick glance at the configs.
they do
the rear ramp on the aav9 can also be opened
Cool, thanks Chair.
#arma3_branch_changelog message some progress on ai logic
Cool, so we may get a fix for the Harpy, and the Mack in the next stable branch update. It's awesome that BI is still developing a 13 year old game.
Harpy fix is unrelated to AI, though
i think he's referring to it being unable to land
Expeditionary Forces 1.2.1 Hotfix is now live!
https://x.com/ArmaPlatform/status/2041505221432516828
Creator SPOTREP!
FROM: @TinyGeckoDev
TO: #Arma3 Creator DLC Users
UNIT: Expeditionary Forces
ACTIVITY: Update 1.2.1 Hotfix
SIZE: ~692.2 MB
Changelog: https://t.co/4TJ7THjTEt
Official Arma 3 CDLC EF servers were updated too, please let me know if there are any troubles.

