
Originally Posted by
_William
BlackAce, the arty module fails to find an artillery weapon with registered ballistics. It does so by checking the vehicle of the leader of the group that is synchronized with the arty module. Assuming the mortar has ballistics defined, the problem might be in the group's leader being a dismounted soldier or occupying a non-artillery vehicle.
Otherwise, try executing '[_gun] call BIS_ARTY_F_initVehicle' for every gun dynamically created.
Thanks William for your thoughts,
In this case Maturin isn't specifying a custom mortar, but allowing the AIFO module to create the west sides default mortars (after looking at his actual mission). The AIFO module creates a new group with only mortars and their gunners. The FO's remain in their existing groups so they cannot be part of the artillery module error. The strangest part is when I run Maturin's mission I don't actually get the error?
in the module where I create an artillery module that I sync with the created artillery units I use BIS_ARTY_F_initVehicle to initialise the leader of the artillery group.
Thanks
Blake
@Maturin
I actually went back to your mission to see if there was another easy solution. You actually already had it.

Originally Posted by
maturin
I usually accomplish this thought the HideObject command, but I suspect that calling in a fire mission somehow gives enemy AI knowsabout, and results in a dead observer, even though he hasn't made a sound or moved an inch.
This works, the AIFO module doesn't do anything like revealing a unit. The AI will only know about a unit through the the default acquisition processes of the game engine.
Try putting in your code you have for those other units in your FO, in the small test I did it worked fine.
Code:
dostop this; hideobject this; this setunitpos "up"; this allowdamage false;