Arma 3
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Vanilla CRAM
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Data Type: Mod
Mod Type: Equipment, Weapon
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491.948 KB
2022년 6월 24일 오전 10시 46분
2024년 9월 3일 오전 1시 11분
업데이트 노트 11개 (보기)

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Vanilla CRAM

Dankan37님의 1 모음집
My mods
아이템 13개
설명
Main
This mod enhances the default Arma 3 Phalanx system by allowing it to intercept incoming shells. The turret will detect inbound projectiles and intercept them.
Currently you can choose how the system will prioritize targets:
0 - Random selection: Shells are picked at random (Performance friendly) 1 - Distance/Speed: Shells are picked based on their distance, the system will prioritize shells that are closer to where it's aiming. 2: Threat: The system will prioritize the shells that is going to land closest to it, it will also take in acount how long will it take for the shell to hit. 3: Off
These settings can be changed by everyone simply by approaching the Phalanx and using the action menu to switch mode.

If you don't want a mod, use the following 100% vanilla composition:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2825313831

Note
The shells explosion is based on proximity to simulate explosive fuzes on the bullets.
Due to some internal reason for the CIWS to target the shells a "esotic" workaround has been employed.

Customization
I will allow customization soon, there is a minor issue with the scripts overlapping...

Code
https://github.com/Dankan37/Arma-3-CRAM
인기 토론 모두 보기(1)
0
2023년 2월 2일 오전 12시 37분
`How to use this ??
4212azka1
댓글 105
radioactive 2025년 6월 4일 오전 9시 40분 
I could use some help I'm reaching out as a last resort sorry to bother you and thanks for the mod. My goal is to put the cram in no targeting mode while a trigger is deactivated by script then active it when the air raid trigger is active. I can set active when the trigger fires but I can't get no targeting working on deactivation the I tried using the [ cram1, 2500, 3] pram with function on deact and I tried 1-4 in the 3ed pram no joy. So how would you get the cram to force no targeting with a script. Thanks again
ResidentEvilImpedance 2024년 7월 11일 오후 2시 42분 
Artillery shells can be intercepted by any machinegun/autocannon (if subscribed this mod). You can manually shoot down incoming artyshells using AA vehicles (or any modded vehicle with activeradar and targetleadindication).
ResidentEvilImpedance 2024년 7월 11일 오후 2시 09분 
If player fires 155shells or clusterbombs, AI vehicle crews becomes hostile. Maybe they think RadarTarget(Shell) (Can be seen on active radar) are friendly units and player killed them.
Dankan37  [작성자] 2024년 5월 14일 오전 6시 44분 
Both this and the iron dome are released to the public with no license, see the Github page, I forgot about this mod, anyone is free to fork and reupload them with no credit needed.
wersal™ 2024년 5월 9일 오후 3시 55분 
Hello there! Need to clarify if this mod/script is "licence free" or not. It's just IRON-DOME script is "licence free", and code for both is basically identical so...
ForrestGump 2024년 3월 18일 오후 12시 50분 
Hello, what can I write in the init of the cram to set it off at mission start and let people activate it manually when they is needed?thank you
Section 8 2023년 11월 17일 오후 9시 13분 
If I place the "init CRAM" module on a CRAM in Zeus, the CRAM works.
Section 8 2023년 11월 17일 오후 9시 01분 
"I think the issue was the fact the init wasn't triggering with Zeus placed units, I made some changes and added a new unit to prevent mod conflicts." in my experience, init doesn't execute at all for zeus placed units in multiplayer (only singleplayer), if I place a composition with some init code inside it on multiplayer with zeus, the composition will have its init code completely deleted, and it will function the way it was without the code.
Section 8 2023년 11월 17일 오후 8시 50분 
The mod works in multiplayer if you place the CRAM down before launching the scenario, but if you place it at zeus while in multiplayer it wont work.
Section 8 2023년 11월 17일 오전 6시 12분 
This doesn't work on Zeus servers. The Praetorians do nothing to enemy artillery and there's no option to toggle the CRAM control systems.