Arma 3
(Alpha)Pook Soviet Overhaul
GamenatorGR  [developer] 15 Mar @ 1:01am
Suggestions for fixes
Here write any suggestions based on what you saw that may need to be changed and I'll check
it out
Eg X plane has too little fuel
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Showing 1-7 of 7 comments
Arnslyff 27 Apr @ 8:21am 
Can you fix the fact that if you do a custom load-out of almost any plane, especially bombers, you can no longer select said weapon even though it is on the pylon and is set to be fired by the pilot in the pylon editor?

The fixes so far have been amazing and I love to see Pook's stuff brought back to life
GamenatorGR  [developer] 27 Apr @ 9:05am 
Originally posted by Arnslyff:
Can you fix the fact that if you do a custom load-out of almost any plane, especially bombers, you can no longer select said weapon even though it is on the pylon and is set to be fired by the pilot in the pylon editor?

The fixes so far have been amazing and I love to see Pook's stuff brought back to life


What mods do you have loaded when that happens, cause I never had that happen to me
Arnslyff 27 Apr @ 7:42pm 
Only one that affects pylons is ACE, guess Ill give it a try with ace disabled

But I see other people have the same issue, you change a single pylon to a custom loadout separately from the presets and then you cant select the weapon

Ive noticed it mostly on the Bombers, not so much the fighters if that helps until I can try some things
GamenatorGR  [developer] 28 Apr @ 1:59am 
Originally posted by Arnslyff:
Only one that affects pylons is ACE, guess Ill give it a try with ace disabled

But I see other people have the same issue, you change a single pylon to a custom loadout separately from the presets and then you cant select the weapon

Ive noticed it mostly on the Bombers, not so much the fighters if that helps until I can try some things


Will take a look.
Sheliz 16 Jul @ 5:40pm 
The ALCM function is not working properly, it fires any missile instead of the selected one, and it also doesn't work with some missiles. I edited the file by adding this, and it works very well:

private ["_v","_g","_w","_tgt","_tM","_validMags","_hasAmmo"];

_v = _this select 0;
_g = gunner _v;
_w = currentWeapon _v;
_hasAmmo = false;

// Diccionario manual: arma seleccionada → magazines válidos
switch (_w) do {
case "tu95missilelauncherKH65": {
_validMags = ["tu95_1Rnd_Kh65", "tu95_2Rnd_Kh65", "tu95_3Rnd_Kh65", "tu95_6Rnd_Kh65"];
};
case "tu95missilelauncherKH55": {
_validMags = ["tu95_1Rnd_Kh55", "tu95_6Rnd_Kh55"];
};
case "tu95missilelauncherKH101": {
_validMags = ["tu95_1Rnd_Kh101", "tu95_2Rnd_Kh101", "tu95_6Rnd_Kh101"];
};
case "tu95missilelauncherKH41": {
_validMags = ["tu95_1Rnd_3M80"];
};
case "POOK_KH15P_LAUNCHER": {
_validMags = ["tu95_1Rnd_Kh15P"];
};
case "POOK_KH15S_LAUNCHER": {
_validMags = ["tu95_1Rnd_Kh15S"];
};
case "tu95missileBay": {
_validMags = [
"tu95_6Rnd_Kh65", "tu95_6Rnd_Kh101",
"tu95_6Rnd_Kh15S", "tu95_6Rnd_Kh15P",
"tu160_12Rnd_Kh15S", "tu160_12Rnd_Kh15P"
];
};
case "tu16K10launcher": {
_validMags = ["tu16_1Rnd_K10"];
};
case "tu95missilelauncherKH22": {
_validMags = ["tu95_1Rnd_Kh22"];
};
case "tu22missilelauncherKH22": {
_validMags = ["tu22_1Rnd_Kh22", "tu22_1Rnd_Kh22_CL"];
};
case "tu22missilelauncherKH32": {
_validMags = ["tu22_1Rnd_Kh32", "tu22_1Rnd_Kh32_CL"];
};
case "tu16KSR2launcher": {
_validMags = ["tu16_1Rnd_KSR2"];
};
default {
_validMags = [];
};
};

// Si el lanzador no está en la lista
if ((count _validMags) == 0) exitWith {
_v vehicleChat "Selected weapon is not a valid ALCM launcher";
leader _v vehicleRadio "pook_SovRadioMsgStatic";
hint "Selected weapon is not a valid ALCM launcher";
};

// Buscar si hay al menos 1 misil disponible en magazines válidos
{
private _mag = _x select 0;
private _count = (_x select 1) param [0,0];

if (_mag in _validMags && _count > 0) exitWith {
_hasAmmo = true;
};
} forEach magazinesAmmoFull _v;

if (!_hasAmmo) exitWith {
_v vehicleChat "Selected ALCM launcher is empty";
leader _v vehicleRadio "pook_SovRadioMsgStatic";
hint "No available ammo for selected ALCM launcher";
};

// Pedir coordenadas
titleText["Select Map Position for ALCM Target", "PLAIN DOWN", 3];
openMap true;
MapClicked = false;
onMapSingleClick "clickPos = _pos; MapClicked = true; onMapSingleClick {};";

waitUntil {MapClicked};

titleText["", "PLAIN"];
openMap false;
_tgt = "Land_HelipadEmpty_F" createVehicle clickPos;

// Lanzamiento
_v groupChat format ["GREYHOUND - Engaging target at grid %1", mapGridPosition clickPos];
leader _v sideRadio "pook_SovRadioMsgStatic";
gunner _v lookAt _tgt;
gunner _v doWatch _tgt;

sleep 2;
_v fireAtTarget [_tgt, _w];

_tM = createMarker ["ALCM Target", position _tgt];
_tM setMarkerShape "ICON";
_tM setMarkerType "mil_destroy";
_tM setMarkerColor "ColorOrange";
_tM setMarkerText _tM;

gunner _v lookAt objNull;
gunner _v doWatch objNull;

sleep 75;
deleteMarker _tM;
deleteVehicle _tgt;
GamenatorGR  [developer] 17 Jul @ 3:39am 
Originally posted by Sheliz:
The ALCM function is not working properly, it fires any missile instead of the selected one, and it also doesn't work with some missiles. I edited the file by adding this, and it works very well:

private ["_v","_g","_w","_tgt","_tM","_validMags","_hasAmmo"];

_v = _this select 0;
_g = gunner _v;
_w = currentWeapon _v;
_hasAmmo = false;

// Diccionario manual: arma seleccionada → magazines válidos
switch (_w) do {
case "tu95missilelauncherKH65": {
_validMags = ["tu95_1Rnd_Kh65", "tu95_2Rnd_Kh65", "tu95_3Rnd_Kh65", "tu95_6Rnd_Kh65"];
};
case "tu95missilelauncherKH55": {
_validMags = ["tu95_1Rnd_Kh55", "tu95_6Rnd_Kh55"];
};
case "tu95missilelauncherKH101": {
_validMags = ["tu95_1Rnd_Kh101", "tu95_2Rnd_Kh101", "tu95_6Rnd_Kh101"];
};
case "tu95missilelauncherKH41": {
_validMags = ["tu95_1Rnd_3M80"];
};
case "POOK_KH15P_LAUNCHER": {
_validMags = ["tu95_1Rnd_Kh15P"];
};
case "POOK_KH15S_LAUNCHER": {
_validMags = ["tu95_1Rnd_Kh15S"];
};
case "tu95missileBay": {
_validMags = [
"tu95_6Rnd_Kh65", "tu95_6Rnd_Kh101",
"tu95_6Rnd_Kh15S", "tu95_6Rnd_Kh15P",
"tu160_12Rnd_Kh15S", "tu160_12Rnd_Kh15P"
];
};
case "tu16K10launcher": {
_validMags = ["tu16_1Rnd_K10"];
};
case "tu95missilelauncherKH22": {
_validMags = ["tu95_1Rnd_Kh22"];
};
case "tu22missilelauncherKH22": {
_validMags = ["tu22_1Rnd_Kh22", "tu22_1Rnd_Kh22_CL"];
};
case "tu22missilelauncherKH32": {
_validMags = ["tu22_1Rnd_Kh32", "tu22_1Rnd_Kh32_CL"];
};
case "tu16KSR2launcher": {
_validMags = ["tu16_1Rnd_KSR2"];
};
default {
_validMags = [];
};
};

// Si el lanzador no está en la lista
if ((count _validMags) == 0) exitWith {
_v vehicleChat "Selected weapon is not a valid ALCM launcher";
leader _v vehicleRadio "pook_SovRadioMsgStatic";
hint "Selected weapon is not a valid ALCM launcher";
};

// Buscar si hay al menos 1 misil disponible en magazines válidos
{
private _mag = _x select 0;
private _count = (_x select 1) param [0,0];

if (_mag in _validMags && _count > 0) exitWith {
_hasAmmo = true;
};
} forEach magazinesAmmoFull _v;

if (!_hasAmmo) exitWith {
_v vehicleChat "Selected ALCM launcher is empty";
leader _v vehicleRadio "pook_SovRadioMsgStatic";
hint "No available ammo for selected ALCM launcher";
};

// Pedir coordenadas
titleText["Select Map Position for ALCM Target", "PLAIN DOWN", 3];
openMap true;
MapClicked = false;
onMapSingleClick "clickPos = _pos; MapClicked = true; onMapSingleClick {};";

waitUntil {MapClicked};

titleText["", "PLAIN"];
openMap false;
_tgt = "Land_HelipadEmpty_F" createVehicle clickPos;

// Lanzamiento
_v groupChat format ["GREYHOUND - Engaging target at grid %1", mapGridPosition clickPos];
leader _v sideRadio "pook_SovRadioMsgStatic";
gunner _v lookAt _tgt;
gunner _v doWatch _tgt;

sleep 2;
_v fireAtTarget [_tgt, _w];

_tM = createMarker ["ALCM Target", position _tgt];
_tM setMarkerShape "ICON";
_tM setMarkerType "mil_destroy";
_tM setMarkerColor "ColorOrange";
_tM setMarkerText _tM;

gunner _v lookAt objNull;
gunner _v doWatch objNull;

sleep 75;
deleteMarker _tM;
deleteVehicle _tgt;

Will take care of it added it to the roadmap. Pook spaghetti code is a pain
GamenatorGR  [developer] 20 Aug @ 5:47am 
this is the whole file? for the ALCM.sqf
from under line 21 I mean
Last edited by GamenatorGR; 20 Aug @ 5:48am
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