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Arma 3 zeus mod modules
Arma 3 zeus mod modules











Green Hex: Tropical Hexacam pattern camouflage.Useful for forested, grass plains, and desert environments.

arma 3 zeus mod modules

This is used in heavily forested and tropic environments. It exclusively relies on other systems in order to acquire enemy aircraft: The S-750 by itself does not have access to any sensors aside from the ability to utilise data link. The S-750 is data link-capable with all sensor-equipped vehicles and aircraft, but is specifically designed to interface with the R-750 Cronus radar. It is able to receive ( not transmit) target location information from any site within 16 km range of the S-750's current position. Note that while the launcher itself is theoretically capable of locking onto targets at an unlimited distance, it is actually limited to a hard range cap of 16 km. All weapons are compatiple with almost all vanilla bomb and missile pylons. Their yields can be selected mid-flight by switching through the firemodes, current yield will be displayed on your aircraft's HUD. The five weapons are:Ī laser-guided bomb, with the selectable yield of 0.3/1.5/10/50 kT of TNT. Currently the only weapons compatible with my AI nuking script, detail further down.Ī super-sonic missile with laser guidance, it can lock a laser target instantly up to 15 km range. It has a yield of 1/5/15/25 kT of TNT.Īn Air-Launched-Cruise-Missile with 100 kT yield. It can lock on a laser target upto 32 km range (like the vanilla cruise missile) and flies slowly to enable the aircraft to escape the danger zone when firing at shorter ranges. Be advised that targeting range is impacted by your aircrafts sensors, a 32 km lock is not always possible. Also the model looks a bit weird, this might change in the future. The big brother of the B-61, yield is selectable to be 50/150/350 kT or 1.2 MT.Īt 1.2 MT a crater with a diameter of 400m will be created, everything within 2300m will be destroyed and the nuke will affect objects as far as 12500m away, covering an area of 491 km^2, equivalent to the combined land areas of Altis and 11 times Stratis. !!!This feature is experimental and may cause lags/crashes, disable it in the addon options if you experience problems!!! This is a huge explosion which will likely cause lag and take its time! So be careful when using this!Ī long-range radar guided air-to-air missile with a 0.75 kT nuclear warhead, capable to strike targets up to 32km away. The mod now contains a script which allows AI to use nukes on their own. 2.4 Advanced settings - wake-up abilityĭynamic Simulation is a feature that extends the possibilities to define and control object simulation.

arma 3 zeus mod modules

Its goal is to allow mission designers to increase the number of objects and AI units that can be present in the mission without destroying game performance. No backward compatibility with other older systems like the scripted Sites or FPS Manager.ĭynamic Simulation is active by default, but it affects only objects that are flagged to use Dynamic Simulation, which are none, by default.No support for moving entities entities will stop moving when disabled.No line of sight detection designer needs to make sure player cannot see transition between enabled/disabled states.Silent background operation no lag spikes or FPS drops.Can be selectively applied to entities and groups.This is achieved by selectively simulating only what is needed. Flagging such object for Dynamic Simulation can be done either manually by ticking a checkbox in object or group attributes directly in EDEN editor or by script during the mission runtime. The Dynamic Simulation system settings are divided into 2 areas - global 'system' settings that define the rules and behaviour of the system - mainly the activation distances for different types of entities - and local object / group settings that tell the system if the object / group should use the Dynamic Simulation or not. The global Dynamic Simulation system settings are located in EDEN > Attributes > Performance > Dynamic Simulation section. When unchecked Dynamic Simulation will shut down.

arma 3 zeus mod modules

Good for testing.ĭifferent distance values for given entity types. Distance is approximate, slider snaps to multiples of 50m. Default values set for infantry mission where players do not have large magnitude scopes or binoculars at their disposal.

arma 3 zeus mod modules

If such devices are available, try multiply the ranges for Characters and Manned Vehicles by 2x-3x. Set to a reasonable distance, player should not see disabled infantry units.













Arma 3 zeus mod modules