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Thread: ArmA 2's Artillery Module

  1. #1

    ArmA 2's Artillery Module

    Information on how to make missions using the Artillery Module can now be found on this page.

    Enjoy.

  2. #2
    So here's the scoop:

    I'm trying to set up a direct fire mission, and have a script put together as follows

    Code:
    _myBattery = _this select 0
    _targetUnit = _this select 1
    
    
    _WPBarrage = [“IMMEDIATE”, “WP”, 1, 10];
    
    _targetPos = getPosASL _targetUnit;
    
    
    [_myBattery, _targetPos, _WPBarrage] call BIS_ARTY_F_ExecuteTemplateMission;
    
    
    hint format ["%1, %2, %3",_Targetpos, _myBattery, _targetUnit]
    
    Exit

    In game I have a vehicle that I am using as the target referenced _targetUnit
    An artillery game logic referenced _myBattery, which is synched to the group leader of four US mortars with the WP magazine added

    and the whole thing is triggered by a radio trigger.

    And it doesn't work

    Any ideas? It's my first script since the old OFP days so things may be rusty

    EDIT: On top of that, if I use the line:
    [["artillery_barrage"], player, [[_myBattery, [3]]]] call BIS_SOM_addSupportRequestFunc;

    (where _myBattery references the leader of the mortar team, not the game logic) (tried that and it didn't work), it tells me the location is outside the firing envelope no matter where I click on the map.
    Last edited by DaveP; Jun 1 2009 at 22:57.

  3. #3
    DaveP: The script looks fine but your target may not be in range. How far away is it?

    EDIT: You need to reference the Artillery Module game logic.
    Last edited by Headspace; Jun 1 2009 at 23:14.

  4. #4
    Quote Originally Posted by Headspace View Post
    DaveP: The script looks fine but your target may not be in range. How far away is it?

    I've tried within 500m, I've tried a km away; I've tried distances that the system lets me target using the manual aiming system, but for some reason the AI is playing dumb on it.


    (Of course, all this said, the Game logic system is a great idea and the effects are great, especially for the WP rounds)

    EDIT: It seems the only solace I have is using the virtual artillery system generated by SOM

    [["artillery_barrage"], player, [[]]] call BIS_SOM_addSupportRequestFunc;

    It works perfectly. Not exactly what I'm after, though.
    Last edited by DaveP; Jun 1 2009 at 23:06.

  5. #5
    (where _myBattery references the leader of the mortar team, not the game logic)
    Just noticed this. You have to reference the Artillery Module game logic.

    Try this, too:
    Code:
    [["artillery_barrage"], player, [[_myBattery, [1,3,4,7,8,9]]]] call BIS_SOM_addSupportRequestFunc;
    That will let you use the SOM method with your battery.

  6. #6
    Could somebody please post a simple mission with arty that can be opened in the editor. Despite the documentation Im unable to get it to work.

  7. #7
    Quote Originally Posted by EgWal View Post
    Could somebody please post a simple mission with arty that can be opened in the editor. Despite the documentation Im unable to get it to work.
    I 2nd that :S

  8. #8
    Quote Originally Posted by Headspace View Post
    Just noticed this. You have to reference the Artillery Module game logic.
    Aye, I had it referencing the game logic in the script originally; I just need to remember to use different names for stuff when I'm using it in different places, lazy me

  9. #9
    Headspace,

    Could you please post a mission showing us how to use at least virtual artillery?I have tried to use it as your tutorial but i cant make it!

  10. #10
    Quote Originally Posted by petteerr View Post
    Headspace,

    Could you please post a mission showing us how to use at least virtual artillery?I have tried to use it as your tutorial but i cant make it!
    Using Virtual Artillery through SOM is easy, just make a trigger with a few seconds to activate (to make sure it activates after the SOM package) and then on activation put in:

    [["artillery_barrage"], player, [[]]] call BIS_SOM_addSupportRequestFunc;

    Then just set up SecOps the usual way (make the Secondary Ops GL, then sync it to the player)

    and that's it! Contact SecOps and you'll have one artillery strike available

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