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Rydygier

"Fire At Will" - Functional AI artillery without any knowledge about scripts etc.

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FAW 1.31 Released

(Requires A2 CO 1.62 or above)

FAW 1.31 (Armaholic)

FAW 1.31 (Dropbox)

FAW 1.31 (ZippyShare)

For A2 only users:

FAW 1.2 hotfix (Armaholic)

FAW 1.2 hotfix (Armed Assault Info)

CHANGELOG

- minor code fixes.

PREVIOUS VERSIONS HISTORY

version 1.3

CHANGELOG

- redesigned whole code;

- some bugs fixed;

- improved reliability;

- improved debug markers including shellView tool;

- handling of OA counterparts of A2 artillery pieces;

- AI will choose best kind of ammo on its own from possible HE, WP, SADARM;

- working ammo limitation;

- possibility of direct creating SMOKE and ILLUM salvos;

- movement predictor consideres roads.

version 1.2

CHANGELOG

- Fixed some bugs;

- improved calculation of salvos drift;

- added demo mission;

- new PDF manual.

version 1.1a

CHANGELOG

- Fixed an error in the process of selecting the most advantageous target.

version 1.1

CHANGELOG

- Added an optional possibility to activate and deactivate script by defining and un-defining a global variable;

- added an optional possibility to selectively disable script control for up to 12 pieces of artillery;

- projectiles dispersion and salvos drift again adjusted;

- improved tracking of moving targets;

- fixed bug: AI did not take amendment for prevent "friendly fire" in "FO mode";

- fixed other minor bugs.

-----



DETAILS OF CHANGES

To set addon to run at certain point of the mission:

1. to define a RydART_Manual variable at the beginning of the mission (for example in the init of any unit);

2. at a certain point of the mission to define with any value (via another script, a trigger, waypoint etc.) variable RydART_Start.

To turn addon off at certain point of the mission:

1. to define variables RydART_Manual and RydART_Start at the beginning of the mission (for example in the init of any unit);

2. at certain point of the mission to define with any value (via a script, a trigger or whatever else) variable RydART_Start as "nil" (RydART_Start = nil). Addon scripts will turn off at the end of their ongoing cycle.

To remove given artillery piece from the control of addon should give it one of the following names (in field "name" of unit's window in editor or via command "setVehicleVarName"): NoFAWa, NoFAWb, NoFAWc, and so on till NoFAWl (available 12 names).

Default value of RydART_Disp (shell dispersion multiplier) variable is now 0.4.

Older versions included.

-----

version 1.1 Beta

CHANGELOG

- Improved method of selecting and assigning targets;

- improved tracking of moving targets;

- projectiles dispersion and salvos drift was adjusted;

- added additional optional variables that enable introduction of separate FO units and test shots before main salvo, also regulation of accuracy growth as a result of amendments provided by the spotters.

(package contains also 1.0 version in "old" folder)

-----

DETAILS OF CHANGES

Currently, there is a greater chance that unit, that is considered to be the most valuable become a target. Currently, it is also important, whether it is an enemy artillery unit (highest priority), how fast it moves (the slower the better) and whether in close proximity (in salvo impact range), there are other groups or buildings or enemy weaponry (this idea was taken from thread "ECHO fire director"- thanks to valuable information about this from Evil_Echo).

Artillery should now be more deadly.

It is now possible set if batteries have to "communicate" each other on assignment objectives:

If RydART_Monogamy variable is defined with any value (is not "nil"), one enemy group will become a target for only one battery at a time.

Changed the method of calculation amendment to the target motion vector so that it is less sensitive to rapid changes of direction and more consistent with the real displacement. It now takes 20 seconds to calculate this.

Using a simple simulation of Gaussian distribution and changes in formulas adjusted projectiles dispersion and salvo drift so now, hopefully, these values should be more... "toned down". Also WNDF (see below) for MRLS is now 2.5 and for GRAD 3.5.

Also introduced possibility of replacing default system in which anyone can provide to allied batteries information about potential targets. If RydART_FO variable is not "nil (has defined value) then only certain units will be "questioned" whether they see potential targets. FO this type must meet two following conditions:

- Can not be assigned to any groups (the only member of their group);

- must belong to one of the following types units: U.S. spotter (USMC_SoldierS_Spotter), RU spotter (RU_Soldier_Spotter), CDF spotter (CDF_Soldier_Spotter), INS officer (Ins_Soldier_CO),GUER scout (GUE_Soldier_Scout) OR must to have one of the following names: FOa, FOb, FOc, FOd, FOe, FOf (the name is defined in "name" field of unit window in the editor or via script command "setvarname").

Thus, on the battlefield, in this FO mode, in addition to units enumerated classes, with spotting targets will be able to deal up to six units of any kind and any non-civilian ("civ" and "civ_RU" excluded) faction.

Additionally, with launch of a RydART_FO variable is changing method of bombardment. Salvos will be now divided into a test shot or shots (1 / 6 of salvo, rounded up) and main salvo, much more accurate thanks to the amendments after test shots. There is also possibility to set two-phased method of bombardment in normal mode, with no special FO units. To achieve this you should launch (define) variable RydART_2PhWithoutFO. By default multiplier of salvo drift in second phase of artillery fire of this kind is equal 0.2 + (random 0.2), but its non-random part can be changed by giving desired numerical value to the variable RydART_FOAccGain (eg. RydART_FOAccGain = 0.4 will set gain to value 0.4 + (random 0.2). Larger multiplier means a possibility of larger main salvo drift and thus a smaller accuracy gain from spotter's info). RydART_OnePhase sets one-phased bombardment in FO mode if not "nil".

Is still sometimes returns described on the forum this strange script behavior and moreover I had only day for test, so, for peace of mind, I described this version as "Beta".

-----



INTRODUCTION

Purpose of „Fire At Will†addon is to give in simplest way possible fully functional AI artillery to battlefield for those, who can't or simply refuse to learn script language but still want functional AI artillery in his Arma 2 missions. It was created because in my opinion it is illogical to force a player to learn script language and to study BIS_ARTY Module commands and variables even if he wants just to set up some AI artillery in his missions, while such knowledge is not required for any other types of AI combat units, which are fully functional without any scripting.

Addon supports all generic Arma 2 artillery units (howitzers: M119, D30; mortars: M252, 2B14; rocket systems: GRAD and MRLS) and its OA counterparts. Requires Arma 2 CO 1.62 or above.

Addon requires Community Base Addon.

-----

USAGE

To use the FAW primary, addon version in yours missions just set up some artillery batteries in editor and play with addon.

Technically you also probably can play this way any other mission, but it's not recommended due to unpredictable changes on the battlefield, that are likely to ruin mission designer’s concept.

To init FAW script version (in folder „Script Versionâ€) place following eg in init field of any unit or activation field of trigger or in init.sqf etc.: nul = [ ] execVM „PrepArt.sqfâ€;

Important notes:

1. group of artillery must consist of the same kind of artillery units.

2. bombardment trajectory is calculated from position of leader such artillery group, so do not place leader far from rest of group.

User can also call smoke or illumination fire missions directly via:

_CFF = [reference position, available artillery groups array, ammo type, amount, FO unit] call RYD_ArtyMission;

For example for smoke screen between _badguy and player:

_CFF = [position _badguy, [battery1,Battery2], "SMOKE", 6, player] call RYD_ArtyMission;

_CFF is an array, that contains boolean flag indicating, if mission can be conducted, chosen battery (BIS_Arty module synchronized with chosen artillery group) and leader of this artillery group.

-----

HOW IT WORKS

Artillery of given side will shoot at enemy group (chosen with some kind of „temptation†system - targets become primarily probably more valuable enemy groups) with an amendment for its leader motion vector if:

- it is in range;

- it is spotted by any soldier of same or allied faction (except for civilian,s still spotters and other units with binoculars or sniper rifles are valuable FOs because they see and identify the enemy as potential target at a much greater distance);

- it is not captive or defenseless (leader has no weapon, no firing at harmless civilians even when they are hostile);

- it moves with speed lesser than 50 km/h because of keeping chance for hit on reasonable level;

- it is not more than 20 meters above ground (air units may become targets if are landed, or hover very low);

- there is not friendly units in „danger zone†radius (default is 200 * WNDF meters from calculated impact position); weapon nominal dispersion factor (WNDF) = 1 for mortars, 2 for howitzers, 3 for MRLS and 4 for GRAD.

If there is allied leader in „danger zone†battery try to correct impact coordinates in attempt to avoid friendly fire by moving impact point in direction of actual target position at the cost of the amendment to the motion vector, if still there is FF-danger, battery try to fire actual target position. If still there is FF-danger, battery will call off fire mission an wait for next chance. However „friendly fire†is still possible due to salvo drift (targeting error) and single rounds impact dispersion or units movement);

Drift calculation is based on factors: distance from the target point, health status of battery leader, weather (worse weather means less predictable atmospheric conditions) and battery leader's aiming skill; Maximal drift is halved when battery shoots to the same target as before;

Dispersion calculation is based on factors: distance from the target point, damage status of battery leader's vehicle (his artillery piece) or health status of battery leader if not mounted in any gun, weather and battery leader's overall skill (matters practice in proper setting and use of gun), kind of artillery.

-----

CONFIGURATION

FAW is ready to use without any initial configuration, but offers several config options to customize its work by defining them in init.sqf or any act field in editor (eg RydFAW_Active = false; values in braces are default):

RydFAW_Active (true)- setting this as false will terminate FAW;

RydFAW_Manual (false)- setting this as true will make FAW waiting with calculating each new fire mission for another variable: RydFAW_Fire (false) must be set as true (eg with trigger activated via radio) each time available arty groups should seek for new targets;

RydFAW_NoControl ([])- each arty group (battery) held inside this array will be excluded from FAW control;

RydFAW_ArtyShells (120)- number of shells available per battery per kind. Note, that SADARM ammo is rare, so battery, if can use such ammunition, will hold it in number equal to 10% (rounded up) of set value, so default this would be 12 SADARM shells for each howitzer battery;

RydFAW_Interval (30)- time gap (in seconds) between each “seek for targets†cycle (each cycle each not busy battery on map looks for new fire mission opportunity);

RydFAW_Debug (false)- if set as true, will be shown map markers that allows user to watch, what is going on. See DEBUG MARKERS chapter for details;

RydFAW_FO ([])- if this array is set as not empty (even with objNull), limited spotting mode becomes active, so only members of groups, which names are inside this array or which leaders are of proper class (see below), will have ability of spotting targets for batteries. By default, in unlimited spotting mode, each unit of same side, as battery, or allied excluding civilians, will transmit known enemy coordinates to the battery;

RydFAW_FOClass

(["USMC_SoldierS_Spotter", "CDF_Soldier_Spotter", "RU_Soldier_Spotter", "Ins_Soldier_CO", "GUE_Soldier_Scout", "US_Soldier_Spotter_EP1", "CZ_Special_Forces_Scout_DES_EP1", "TK_Soldier_Spotter_EP1", "TK_INS_Soldier_Sniper_EP1", "TK_GUE_Soldier_Sniper_EP1", "GER_Soldier_Scout_EP1"])

- this array holds class names of leaders of groups, that will be automatically added to the RydFAW_FO array, if that array already is not empty (means if limited spotting is active);

RydFAW_OnePhase (false) - by default, if limited spotting is active, spotters will guide fire in two steps: 1/6 of salvo (rounded up) will be used as adjustment fire, and rest, with better accuracy, in next salvo as “fire for effect†(FFE). In unlimited spotting or if this variable is set as true, whole salvo will be fired at once as FFE;

RydFAW_2PhWithoutFO (false) – with this set as true also in unlimited spotting mode artillery fire will be conducted in two steps, as described above;

RydFAW_Amount (6) – this holds number of shells, that in summary should be fired in each fire mission. If set with negative value – number will be randomized between 1 and 10% of current reserve of that ammo or will be equal to 12 (lesser value will be used). SADARM salvo amount is always divided by 3 (rounded up);

RydFAW_Rate (0) – additional time gap in seconds between each shot in salvo. By default guns will shoot as fast, as possible;

RydFAW_Disp (0.4) – multiplier of salvo dispersion radius. The bigger value, the bigger radius;

RydFAW_Acc (2) – multiplier of whole salvo drift radius. The bigger value, the bigger radius;

RydFAW_Safe (200) – salvo will be not planned for coordinates located within this radius (in meters) around any allied group leader;

RydFAW_SpawnM (false) – by default each shell is physically present on map during whole time of flight and follows its trajectory from battery to the final impact position. If this variable is set to true – shells will be spawned only over the target area, where calculated final impact position is located;

RydFAW_Monogamy (true) – by default each enemy group can be a target for only one battery at the time. If set to false – there is no such limitation, so one target can be shelled by any number of batteries at the time;

RydFAW_ShellView (false) – if set to true, in debug mode there is available a tool, that allows to watch shells during their flight marked with orange “drops†in 1500 meter radius around position clicked (LMB) on map. Alt + LMB removes that watching circle;

RydFAW_FOAccGain (1) – additional accuracy multiplier in second, FFE step of fire mission due to adjustments after first step. The lesser value, the greater accuracy, must be not negative. It is multiplied by spotter adjustments factor for FFE stage: (0.2 + (random 0.2)) that changes salvo drift radius;

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DEBUG MARKERS

In debug mode on map will appear and disappear some markers:

- Black square icon on every battery actual position with its name, like RYD_BIS_ARTY_Logic_0 - „m252â€;

- black dot on planned impact position for every battery on firing mission;

- blue circle around planned impact position that indicates drift radius;

- red dot on a blue circle that indicates central point of salvo impact with text specifying: drift radius in meters, dispersion radius in meters, type of ammo, and Time of Flight (TOF); for example: „70m/20m - „SADARM†– TOF: 10.2â€;

- red, half-transparent circle around red dot that indicates probable (approximate) radius of the dispersion salvo projectiles;

- there are also some auxiliary lines between dots.

Available is also „tracking tool†that allow to see rounds on the fly in 1500 meters radius. Projectiles are marked by orange dots, and radius of tracking by „khaki†circle.

Exemplary image

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ARTILLERY WEAPON SPECIFICATIONS

Some useful info such as minimal and maximal firing range and supported kinds of rounds for artillery (from Artillery module):

Howitzers : Range: 2375m - 5800m ; Ammo: HE, WP, ILLUM, SADARM, LASER, SMOKE

Mortars : Range: 100m - 3700m ; Ammo: HE, WP, ILLUM

Rocket artillery :

MRLS : Range: 4900m - 15550m ; Ammo: HE

GRAD : Range: 3300m - 10100m ; Ammo: HE

-----

Addon was created "by player for players", source scripts you can freely modify, copy, "cannibalize", to use in your projects. It is released under APL-SA license. I'll be grateful for notification about each such usage.

I will be grateful for any bugtracking, testing, opinions and ideas.

Enjoy being under fire & have a nice boom.

Rydygier

Edited by Rydygier
1.31

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Hi there great little addon! I have noticed in a couple of quick tests that the FO's seem to target all the batteries onto the same target. Any way of making it so different targets are assigned to different batteries? Will go back and play with some more and try out different rounds.

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Yep, it's because every battery choose their targets indepedently. I will think about way to customize this behaviour.

Thanks.

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This really is good fun to use,but a few of the fire missions are well off target, normally by a hundred or so meters but i've seen at least one over 1.2km off target :( Is that the AI taking moving targets into account? If so, any way so that a spotter round is fired first at moving targets and then the rest of the battery can adjust accordingly? I am using some mods but even with them all disabled i still get the same problem. Haven't tried it yet but is it possible to make it so that other artillery piece that are spotted become the highest value target? All we'd need after that is a script to make mortars pack up and move and tow-able arty pieces!

Thanks again for such a fun simple to use addon.

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at least one over 1.2km off target :( Is that the AI taking moving targets into account?

Technically absolutely biggest possible (but extremely improbable) distance between target and impact (with default addon variables, for GRAD rocket artillery, moving vector for target at speed 29 km/h + maximal drift + maximal possible dispersion (battery leader nearly dead and just complete ignorant, gun nearly destroyed, stormy weather and maximum distance (10 km))) may reach... 483 m (vector) + 2774 m (! dispersion) + 1194 m (salvo drift) = about 4 km. Hmm. I am able to imagine that half-dead, totally incompetent idiot commanding battery will send a salvo so far from the target, it is certainly in the next version will limit possible spread a bit:). Have you used markers? If so, whether it was the distance between the target and explosions, or between the target and the black dot? What was the distance of the shot, what type of artillery, the weather, what skills and health of the commander?

If so, any way so that a spotter round is fired first at moving targets and then the rest of the battery can adjust accordingly?

It's probably possible, but can be quite complex. Currently aiming adjustment takes into account in such a way that re-firing the same target by the battery will be charged reduced by half drift. I'll think about it, but here I promise nothing.

Haven't tried it yet but is it possible to make it so that other artillery piece that are spotted become the highest value target?

Yes, I suppose. I wanted to do this and do not know why I did not... It's good idea, so... in the next version, I think. Still highest value does not guarantee becoming a target, only probability of that will grow up... Thanks for your testing!

Edited by Rydygier

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Hi @Rydygier thank you for this addon, its really awesome. Hovewer I have one problem with it, when I am trying to shoot my artylery, there is a message saying "cannot execute, ajust coordinates". Could you tell my....what does it mean and what Am I doing wrong? I dont understand.

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This message isn't from my script. I guess, it's from Artillery Module. It seems that one of batteries trying to shoot at target that is too distant or too close. This is unexpected because script does not allow to chose batteries such targets. Unless that using my addon simultaneously you try manually direct artillery in some way? It all should work automatically... Hard to tell, need more info. It happens all the time, or only sometimes? You play Arma 2 or for example OA? Addon was tested only on Arma 2 1.10 and I heard, that artillery works a little differently in OA. Message appears for mortars, howitzers, rockets, or for all? What is at that time distance between battery and the target? What ammunition is used? You're using default settings or you changed it with "RydART_" variables? Whether, despite this message battery shooting at target? Do you maybe use any other addons or mods? Its your own mission , maked in editor, or maybe you trying to play with this addon mission previously prepared by someone else?

Edited by Rydygier

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In response to valuable snoops_213's comments prepared above a small update that contains implementations of his suggestions, and a handful of other ideas.

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Cool will test today/tonight and will report back. And as for your previous question, no i haven't been using markers for debugging but i will this time round to get a better idea of whats going on. Im running OA btw and no problems here.

@Demakre this addon is for the AI to use, players wanting to use arty pieces should disable this addon, there are other addon's out there that are aimed at players using arty pieces. The other option would be if there was a code to kill the script on certain pieces, but that seems like more work for Rydygier and unnecessary.

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Nice addon/script! Thank you.

Ideas for missions with insurgent mortars started to pop up in my head when I found it on Armaholic.

I've tested it with ACE and west mortars if anyone is curios about ACE compability.

I found references to a folder that doesn't exist on the lines with execVM, a minor inconvenience if you are lazy like me.

And if I haven't learned this all wrong... You should add:

if(!isServer) exitWith {};

to the top of the sqf and:

if(true) exitWith {};

at the end to make it run only on the server for coop missions.

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The other option would be if there was a code to kill the script on certain pieces, but that seems like more work for Rydygier and unnecessary.

This shouldn't be difficult, I will try to take this into account in the next version.

@AndroidSpawn

You're right about the folder. I'm talking about script version, and yet throw the code from addon version, with "\ RYD_FAW \" before the name of the script to execute (if you want to use these scripts must be "\ RYD_FAW \" removed in three places. Next thing to do in the next version.

And thanks for advice on coop compatibility.'ll try this. I just never dealt with MP, and the more with scripts for MP and I have no idea what is needed to script was adapted for use in MP. I have heard only that it should be signed, I had trouble with it now while working on a previous addon:

http://forums.bistudio.com/showpost.php?p=2046183&postcount=138

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Pfff no idea, all what I do is create two pieces of artillery in editor (its my own mission), then attach them to my player as a spotter so the artillery seems to be part of my team. When I am playing I select both of them and in menu appears a command "Fire at position" so I select it while I`am placing the position of fire. Sometimes the artillery shoots sometimes it doesn´t and then appear the message which I told you before. I use CO with the last version. It appears for all kind of arty, for distances its the same; I use closer distance and longer it appears on both. If the message appears the arty don´t shoot. I have no idea whats going on, meaby Am I not using the addon properly? Could you make some video showing us, how to use the addon?? thank you very mutch RYdygier

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@Demakre

Now the case is clear. Purpose of this addon is to make AI artillery fired on targets perceived by allied units without any intervention from player, except possibly of the personal searching for targets by simply observing the enemy positions, preferably with binoculars. Absolutely there is no need for the observer was in the same group as the battery, addon does not provide the manual issuing orders to battery. Battery will to shoot at automatically selected target itself.

---------- Post added at 07:34 PM ---------- Previous post was at 07:11 PM ----------

To resolve any doubts... Here is my private training ground. Prepared everything needed:

examples.jpg

---------- Post added at 07:49 PM ---------- Previous post was at 07:34 PM ----------

I still wondering, how should I improve (make its results more realistic) way of calculating shells dispersion. Could use a little reliable information. Has anyone may link to sites where you can find this kind of specs? Something as tables containing parameter CEP for m252, M119, and the rest, or something like that? Looking blindly, using Google for a few hours, so far without any specific results. I will continue searching, but maybe someone has this kind of data at hand and save me trouble?

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@Rydygier Yeah.... all clear. Now I know where I´ve been making the mistake, thank you very much for the explain and obviously for this great addon.

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@Demakre

[/color]I still wondering, how should I improve (make its results more realistic) way of calculating shells dispersion. Could use a little reliable information. Has anyone may link to sites where you can find this kind of specs? Something as tables containing parameter CEP for m252, M119, and the rest, or something like that? Looking blindly, using Google for a few hours, so far without any specific results. I will continue searching, but maybe someone has this kind of data at hand and save me trouble?

I think putting gameplay first would be a good idea here.

If the target is quite close or within sight of a group of mortars, the dispersion should be quite low, comparable to what the Artillery Computer achieves.

But in general, it would be cool if the the first salvos have wide dispersion, as they do now.

But the second salvo should be more accurate, if the enemy units are still being observed by friendly units.

And so on until the rounds strike home every time.

This way, a player being targeted by artillery will have to keep re-locating.

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@maturin

Well. In fact, now everyone can easily adjust the size of dispersion to their own preferences with included variables, actually also salvos accuracy increases both, in the case of the "test shot - the main salvo" firing system, as and when battery retargeting same target as before.

Mainly I worry whether the increase of radius of dispersion with increasing shooting distances is sufficient. Formula takes into account both the geometrical factor (vertical and horizontal angles between optimal and real shooting vector), depending on the distance to the target, as well as other factors such as atmospheric conditions, whose influence in turn depends on what is the trajectory and how long projectile flies. The question is whether the role of the geometrical factor is not too small. Therefore I am looking for knowledge, to compare with the results of real weapons circle error probably (or similar) tests.

Edited by Rydygier

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Is it compatible with ace 2? When I play my arma 2 combined ops with ace 2 and gl4 and I place few mortars or canons, nothing happens. AI's just don't call any fire support.

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@Gerwazy (witam :))

Just tested on Arma 2 1.10 + ACE + ACEX for m252 and M119. It works. AndroidSpawn also seys so. Otherwise from the beginning I experience strange behavior of this script independently of presence of addon. Sometimes only one battery fires, sometimes none, sometimes battery cease to pinpoint targets after the first salvos. Don't see any regularity here. I set batteries commanders as "playable" and looking, what is happening there. Strange things happen. Howitzers did not shoot, though are full of ammunition (10 mags), mortars, in turn, sometimes have ammunition cleared (0). I read somewhere in thread about "ECHO fire director" that artillery module has its own reload system, so batteries, that are synchronized with modul have inexhaustible supply of ammunition. In theory, because in practice, supposedly this system is messy and you can't always rely on him. Problem is, that I don't now how turn this crap off. Maybe it's beacuse of this? Another possibility is that one of the addons, or CO itself replaces the artillery classnames (uses another classnames for given artillery pieces), so the unit would not be in that case recognized by the script. If so, to correct that kind of problem I will need to know, what this new classes are, but this is only theory and so called "longshot". Of course, we assume that batteries are not placed too close nor too far from target and that some allied unit see and recognizes enemy units as possible targets plus other conditions, that are presented at the beginning of this thread.

Edited by Rydygier

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@Rydygier

I would like to report a bug - it seems not working properly GRAD artillery in my ARMA2 CO. In the editor, I made my own mission, put the allied GRAD-system (3 cars) on a map, distance to Enemy 5000 m, AI-observer and nothing happens, but MLRS system is working correctly

p.s. Sorry for bad english

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@Rydlock

I'll look at this carefully. I've found another bug (script, when choosing coordinates to bombard, does not take corrections for allied units positions in FO mode), so probably soon will appear new version, but not today, nor tomorrow. After the gale I was two days without electricity and I have a lot of ... social arrears. Thanks for your bug report.

EDIT: While I do not have CO. Only Arma 2 1.10. If this problem doesn't lies in script itself, but in its cooperation with CO, not much I can do.

Edited by Rydygier

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