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Thread: Artillery

  1. #1

    Artillery

    Hi folks,
    I am not able to create any artillery hit with the module.
    Trying everything I know from ArmA2, but nothing works.
    Would s.o. so kind and post an example mission pls?
    Seems like I am just too stupid...

  2. #2
    Yeah, I'm too stupid as well. The simple support module works, but I can't figure out how to make the artillery module work with on map mortars as a support or radio request.

  3. #3
    Quote Originally Posted by Agua View Post
    Yeah, I'm too stupid as well. The simple support module works, but I can't figure out how to make the artillery module work with on map mortars as a support or radio request.
    Same here. Think it necessiates bits of scripting to get anything work well in the games current state. I work around in my own little missions, by adding onmap mortar groups, with the groups leader beeing sort of a FO, beeing a playable unit. During missions need to team switch over to the FO in order to get the available 2 fire missions happen where I like. Wished for a higher initial HE ammo load, as the 7-8 rounds available a gun, just allow 2 x 3 shot missions. While it might be for "balancing" purposes, I´d rather wish for "ammo sets" that allow 1 minute lasting salvoes at highest ROF. Other options would be nice too.
    Athlon II X2 250
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    WinXP Pro

  4. #4
    I absolutely dont get it...

    simple terms like

    Code:
    boom = "ARTY_Sh_122_HE" createVehicle [(pos select 0)+10, (pos select 1)+10, 10];
    doestn work, neither in function nor in trigger...

    A hint or help by maybe a dev would be appreciated.
    I alsready depboed the campaign and tried to get it from there ... but nothing ....
    Last edited by Nephris; Jun 15 2012 at 23:57.

  5. #5
    arty.sqf
    Code:
    //if (!isServer) exitWith {};
    
    while {bombard1} do {
    _loc = getMarkerPos "arty";
    			_dir = random 360;
    			_dist = random 300;
    			_posX = (_loc select 0) + sin (_dir) * _dist;
    			_posY = (_loc select 1) + cos (_dir) * _dist;
    		_spawnPos = [_posX, _posY, 150];
    bomb = "lib_sh_82_he" createVehicle _spawnPos;
    sleep 10 + (random 9.8);
    };
    ^^ will shoot german mortar ammo in a 300m radius onto a marker named arty (that you gotta place yourself), aslong as bombard1=true
    Uncomment first line for dedicated server usage, else there´ll be one grenade spawning for each connected player.

    Execute strike with
    Code:
    bla1 = execVM "arty.sqf";
    from within a trigger, addAction, or others.

    REALISM! No, fuck that, FIRE THE LASER!

  6. #6
    Finally, cheerz buddy!
    Danke Dir!

  7. #7

    Spawn Artillery

    So far I've had no luck using the artillery module in this game. So I can't use actual artillery fire like in arma2.

    To expand on Mr.Burns code: If you are spawning artillery shells, I suggest you create them a bit up in the air, and use setVelocity to give them speed, this way you will also get the whining sound before the shell hits. Here is an example:

    Code:
    while { true } do {
    _pos = getMarkerPos "ARTY_TARGET"; //Your marker where artillery should strike
    _pos set [2, 50]; //This sets the target position 50m from the ground
    
    _shell = createVehicle ["LIB_SH_82_HE", _pos, [], 0, "CAN_COLLIDE"]; //Create the shell
    _shell setVelocity [(-5 + (random 10)), (-5 + (random 10)), -20]; //Give it speed downwards (-20), plus a random speed sideways for a small spread (max 5 in each direction, x and y).
    
    sleep (10 + (random 20)); //Wait before the next shell
    };

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