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  1S91 Fire Control Radar (v 1.3)  
Picture of 1S91 Fire Control Radar Author : hcpookie
Version : 1.3 Era : Modern Type : Armoured
Size : 12 MB Demo mission : No
Downloads : 2008 No rating for this addon.

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Included *.pbo files : Needed addons :
N/A None
 
Description :
1S91 Fire Control Radar
Version : 1.3
Release Date: 11/6/2011

DESCRIPTION :

The 1S91 Radar (NATO Name "Straight Flush") can be used with the SA6 SAM system addon. The real 1S91 uses active targeting radar and has an optional backup television targeting system that provides optional passive radar tracking and backup targeting guidance. It provides targeting capability to an entire SA6 SAM battery.

The addon uses a laser designator to simulate the targeting capabilities and does not "slave" to in-game SAM units.

The unit can simulate in-game SAM guidance radar capability. To use in a mission, add a trigger to the units to model destruction of the guidance radar. Previously the "setCaptive" command would work, but this appears to no longer work the way it used to. Specifically, according to the Biki, the command only works for a vehicle Commander. This appears to fail to work with the 1S91_fcr vehicles since there is no commander (only gunner/driver) but this is unconfirmed. As of v1.59, this vehicles CAN be crippled via the disableAI command. So, to use this in-game, a trigger may be added to the SA6 units that checks if the radar is alive. When the radar is destroyed, the trigger disables the SA6 AI Behavior mode for "TARGET" and "AUTOTARGET". For example with a SAM battery consisting of "SAM1", "SAM2", and a 1S91 unit named "radar1", the trigger should contain:

Condition: !(alive radar1)

Action: sam1 disableAI "AUTOTARGET"; sam2 disableAI "AUTOTARGET"; sam1 disableAI "TARGET"; sam2 disableAI "TARGET";


This is an easy way to simulate a dependency on this vehicle. Alternatice simulation is found in the Mando Missile addon's SAM targeting feature. If there are other ideas to configure radar units please let me know!

NOTE: According to the Biki, the disableAI comamnd will not work properly past a mission save/reload so behavior may not always be as expected. A sample mission is included that makes use of the disableAI trigger.

The original model was based off of the ZSU chassis; therefore the model is not as authentic as it could be, were a new chassis to be built. A new chassis would simply require new textures and polys for the hatch positions.
 
Size : 12 MB
  March 31st, 2011 - 01:57   Comment (0)  

 
 
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