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Thread: Artillery Strike

  1. #11
    *edit*

    sorry guys f&#@ing keyboard playing up.

    I use CoC Arty, and its very powerful with the right scripts but it is also a pain in the arse to get use to. It is also very script intensive on its own so unless you have a good system you will get lag in missions with LOTs of troops.

    I have a mission where 4 M109 platoons + 4 M101 platoons and 4 mortar sections are on call, enemy has 4 2s1 platoons + 4 2s19 platoons on call (might make 82mm mortars for them and let them have them). The AI will call in arty when enemys spotted and freindly units arent in range, and US side has MRLS on call( and if i ever get a BM-21 or similar working east will get the samething maybe) if they come under arty fire themselfs. With a couple of extra scripts they ALL use shoot'n'scoot tactics(execpt mortar atm cause it would require another bloody script) and i have so many troops + armour + air support it lags pretty well in some cases. But this as i said has taken a very long time to make and is very script intensive so choose carefully. Most cases you probably better using basic arty script where you want it to fall, i just made that mission cause i wanted to try to recreate a more atmospheric battlefield(and with ECP + surround sound on its very intense and fun&#33.




  2. #12
    Quote Originally Posted by (snoops_213 @ Mar. 22 2006,08:54)
    fh u
    what?

    dmakatra says: \"It\'s not as funny when out of context me thinks. And I\'ve forgotten the context, which sort of makes it boring.\"

  3. #13
    Good point all. I did forgot that its my specific need to use something more then just shells flying down.
    Regards
    With OFP since demo
    Brochure printing

  4. #14
    Quote Originally Posted by (Shinbusan @ Mar. 22 2006,09:42)
    Good point all. I did forgot that its my specific need to use something more then just shells flying down.
    Regards
    what do you mean? You want firing units = CoC UA. Or you can put into above scripts that if a specific unit dies then arty isnt available. What are you after? But other wise you post makes no sense casue thats what artillery does is send shells downrange

  5. #15
    Quote Originally Posted by (XCess @ Mar. 21 2006,19:28)
    There really isn't any point in having artillerry with true flight trajectories, unless you want to waste memory on more complex scripts and having units on the map ou will never actually see.
    This was my first impression when UA came out, but it is short-sighted.

    The important thing isn't that the shells have true trajectories, although that is a nice little feature (makes it impossible to drop shells on the far side of some hills, for example).

    The real power behind UA is the fact that the shells are actually fired by a unit.

    OFP treats stuff fired by a unit different than it treats camcreated stuff. The AI doesn't care if it is killed by camcreated shells. When hit by actually fired stuff, the AI (a) reveals the shooter, and (b) reacts by going into combat mode, trying to kill the shooter, etc.

    So, let's say the player has access to arty support. If you use camcreated arty, enemies basically won't do anything in reaction to such an attack. The best you can do is some scripted workaround to at least get them to pull their weapons off their shoulders.

    If you use UA arty, enemies will react to it in a way similar to a tank just rolling up and shooting them. They will all go into combat mode, units with 'guard' waypoints will start moving around, 'detected' triggers will fire properly, etc etc.

    -------

    So basically I'm all for CoC arty, unless arty plays a very small role in a mission, or I'm trying to go for no addons. Especially when the player gets arty support, UA makes the AI react a whole lot more realistically. But yes, it is a bit complex, so for beginners, stick to a good script (I like fisions generic arty script myself).



    HANDSIGNALS COMMAND SYSTEM-- A realistic squad-control modification for OFP

  6. #16
    Then it really depends on the situation you are using the artillery in. If it is a first strike on a target before the infantry and armor move in then CoC artyhas it's place.
    If however you are using artillery as a support weapon for defending troops then it is better to use camCreated artillerry.

    For example, in my mission "Invasion" you land on a beach after being spotted by a helo. Mortar rounds begin to fall at almost the same time a mechanised squad appears.
    My squad have aways seemed to react realicsticly to the artiller, they would dive onto the ground but still make as much effort as they can to take out the approaching BMP.
    The presence of enemy units gives the same effect as having true fired shells. So this makes the use of CoC arty redundant.

    So to conclude:
    CoC for fire missions before contact
    CamCreated arty for fire missions during contact

  7.   This is the last Developer post in this thread.   #17
    Über Verwalter Placebo's Avatar
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    This is a mission editing question, as the pinned thread says, this forum is not for mission editing.

    Moving to "mission editing & scripting".
    If someone reports an issue/complains about the Alpha etc, replying in the thread "dude it's an alpha" doesn't really help anyone! Point them to the Arma3 Alpha feedback tracker instead please!

    Please do not PM or Email me directly about your CD Key issues, follow the guidance in this thread instead.

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