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Thread: ArmA 2's Artillery Module

  1. #261
    Somewhat late post,
    I am useing this setup that was posted by dave earlier in this thread:

    Make a player unit


    Make the SOM Game Logic Unit, synch that to the player

    Make a trigger that's activated by Radio Alpha and set to be repeatable (if you want multiple strikes available), then in the on activation field of the trigger put in:
    [["artillery_barrage"], player, [[]]] call BIS_SOM_addSupportRequestFunc;

    Then when you want the artillery, go to the map and trigger radio alpha, then use the communication commands to contact SecOps and request the support
    I can get it to work in the editor, and when you make an mp server, but I have a game server with
    defcon servers for Arma 2, and i put my mission on the server, it runs no problem,
    but when i call for the art from the radio or the comm menu the message at the top right for the hint dont show up.

    Does this module work on a server,
    or do I have to wait for something to load or initliize?

    Im not getting why this wont work on a game server, it works everywhere else, anyone know why?

    edit
    it dont work on a game server.
    Last edited by Günter Severloh; Aug 29 2010 at 19:02.

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  2. #262

  3. #263
    Quote Originally Posted by My Fing ID View Post
    EDIT: This works. Needs improvement but it does function.


    Here's what I've been working on. It doesn't require secops and let's you set up custom fire missions in the function call. You would call it like this:

    Nul=[bat,type,ord,delay,rnds,disp] execvm "FireMission.sqf";

    Bat = name of artillery game logic
    Type = timed or immediate fire, can use t for timed
    Ord = type of round used like HE, WP, etc
    Delay = time between rounds fired. If timed then how long rounds fire for
    Rnds = total rounds fired
    Disp = dispersion.

    The rounds are shot from the weapons so don't stand infront of a mortar tube! This script was only tested with US mortars but has at least 1 fatal flaw, I can't get the mapSingleClick command to work properly. Due to this the artillery will always target the player. I tried turning the code into 2 blocks so the mapSingleClick would call the rest of the code, but then my vars went bad. So I changed the vars to global but then mapSingleClick stopped calling the rest of the script. Hope one of you can fix it.

    Got to be honest I can't remember which version of the script this is so it may not work at all. Also the splash over and such hints don't work well. Also I'm at work and had to post from my BB so if it doesn't look pretty, sorry


    EDIT:

    K I think this may work. I'm using the marker (ty Wiper) to store the pos and then transfer that pos to _tPos. Hope this works.

    If anyone would like to test it here's a quick instruction.

    Make a map with you as a player. In your units 'INIT' field put this radio code:

    1 setRadioMsg "Fire HE"; 2 setRadioMsg "Fire WP";
    3 setRadioMsg "Fire Illum";

    Next make some artillery. Don't worry about adding ammo, it'll work as long as you use the right name.

    K. Now add an artillery Game Logic. Name it Battery1. Synchronize it with the mortar team leader.

    Finally were going to add 3 triggers, one for each ammo type (HE, WP, ILLUM). Make the three triggers, set them to repeatable. Then for activation select the radio codes Alpha, Bravo, and Charlie. Next on the On Activation line enter the following:

    under the Alpha radio command:
    Nul=["Battery1","I","HE",2,10,50] execVM "FireMission.sqf";

    under the Bravo radio command:
    Nul=["Battery1","I","WP",2,10,50] execVM "FireMission.sqf";

    under the Charlie radio command:
    Nul=["Battery1","T","ILLUM",6,30,500] execVM "FireMission.sqf";

    Finally cut and paste his code into notepad. Then save it in your mission file (my documents/documents/Arma 2/missions/ I think). Name it FireMission.sqf



    If everything worked you should have a radio on the map screen with 3 options.
    Did this using USMC M252 mortars with the leader as a Lieutenant, but it fails out with "Out of Range" and a script error like this:

    Execute Template Mission
    Error Generic Error in expression
    If (glbbattery |#|getvariable "ARTY_BADTARGET")then
    2\missions\MortarTest.Brik\FireMission.sqf
    Error getvariable: Type String, expected namespace, object,group,control,team


    And it gives a HUD feedback of "Out of Range"

    Any ideas what is wrong ?

  4. #264
    when i use the arty module (virtual or a RL battery) (i even gewt it only the SOM (no arty module) arty) i get the following error .. displayname/' is not a class ('arty_ballistics'accessed) any body know what it is ?
    No poor bastard ever won a war by dying for his country. He won it by making other bastards die for their country.

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  5. #265
    Well folks, I 've been trying for three full days to make the artillery work, following the you tube tutorials and the online tutorials.... nope. Reading this tutorial I realize you'll need a masters degree in computer sceince to make it work.
    It's a nice game looking at the graphics, for the rest it's much too difficult to make it work.

    PS I am trying this in ARMA II arrowhead.

    Regards, DJH
    Last edited by pzgr40; Oct 19 2011 at 18:22.

  6. #266
    Quote Originally Posted by pzgr40 View Post
    Well folks, I 've been trying for three full days to make the artillery work, following the you tube tutorials and the online tutorials.... nope. Reading this tutorial I realize you'll need a masters degree in computer sceince to make it work.
    It's a nice game looking at the graphics, for the rest it's much too difficult to make it work.

    PS I am trying this in ARMA II arrowhead.

    Regards, DJH
    It is hard for us to help you when we don't know what your trying to do. Please post the code you have so far and maybe we can help.

  7. #267
    Does the Virtual battery and Secop method work for MP missions?, I'm trying to add it to one specific player and it appears to work up until the battery fires then arma CDT's every time.



  8. #268
    Did this using USMC M252 mortars with the leader as a Lieutenant, but it fails out with "Out of Range" and a script error like this:

    Execute Template Mission
    Error Generic Error in expression
    If (glbbattery |#|getvariable "ARTY_BADTARGET")then
    2\missions\MortarTest.Brik\FireMission.sqf
    Error getvariable: Type String, expected namespace, object,group,control,team


    And it gives a HUD feedback of "Out of Range"

    Any ideas what is wrong ?
    Sorry for half/resurrecting this topic but I have tried the same thing and got the same result. I was looking for a repeatable mortar support without using Som (avoiding the specops missions etc) and with this method all I get is the out of range message popping up every time I indicate the target.

  9. #269
    You can disable secops missions in the SOM module (sorry I don't remember how, you'll have to search). Of course that doesn't stop the SOM module from causing all other kinds of bugs...

  10. #270
    I've been really lost on trying to make a SIMPLE mission- and despite coding in some languages- following that BIKI's instructinos is not dummy proof- seriously.

    So, looking at all the nightmares of explanations in this thread- we need a Step by step guide for a basic few things(FOR A2 and then one for Vanilla OA ,since there's differences that many may not be aware of)

    I only have/use Vanilla OA
    There's so many ways to do it- I've got one down- but it's NOT what I'm looking for.

    Way I managed to use cough "artillery" cough

    Pick a map- put a infantry person on the map. Set him as player.

    GO to Modules(or use F7), place one down, go to the top menu- scoll to simple support module- select it.

    Now, select Synchronize or use F5 to select it, then sync your char with that Module. BAM.

    Now start the mission- and the Module handles everything- go to your communications menu, via hitting zero, or even the spacebar- select Communication- and you can now request Arty support among others.

    Pros: Easiest way to get support, arty wise
    you just slap down your guy, a module, and bam you can call arty
    no scripting involved in this one

    cons. #1. It uses ...virtual, I'm guessing- as the arty shells come from nowhere. This is a negative because you can't use this to get a friendly AI MLRS, GRAD, Mortar, or whatever(in your group or NOT in your group) to shoot where you want arty fire to be shot at
    #2. It gives you more than jsut the arty option- I know a lot out there will view this as a negative..

    -----------------------------------------------------
    Note: The above I did in OA.
    -----------------------------------
    Something else you can do in OA is put a player person down, put , say, a MLRS in your group(under your command)- then you can hit spacebar and see the fire on position command. USe it, and your allied unit/s in your group start shooting a few shots at whatever target- provided it's not too close. That's another way to do it
    ------------

    Now, that's the limit of what I can do that ends up working


    ------------

    What I want to learn how to do is this(Biki left me confused/with a ton of nonworking tricks)

    Using just the init fields in the editor for any scripting required- I want to be able to

    #1. Place a man down somewhere- lets have him be the player. He's going to call in the strike. He can be anywhere, either right next to the arty units or far away on a mountaintop using his binocs looking down on enemy tanks

    #2. Somewhere REALLY far away(since the MLRS/GRAD vehicles have such a stupid-long mimimum firing range), slap down a bunch of MLRS or GRADs. Hopefully, they are FILLED with AI and not empty vehicles, if possible. Hopefully, they do NOT have to be in the same group as the player(but if i want them in the same group- nothing stops me from doing so)

    3#. that spotter man Being able to use ...the Commuication menu to request THOSE artillery units to fire where he wants them to. And what type of round aka illumination* (*if this is too complex, scrub it for a later tutorial)
    Then the actual physical artillery units get to work and start blasting away. And hopefully not runnning out of ammo too quickly in the process



    One final question. Am I right in guessing that (lets use the above example of a player looking down from a mountain on some tanks he wants to kill, with friendly AI artillery units somewhere Far away in his group, or not in his group) there's no way to get this to work so that if the mountainman calls for arty , and a 2nd HUMAN player is in the MLRS/GRAD as gunner - he can somehow proceed to do what the AI would have done if he wasn't in the vehicle, and see and then target where the mountain guy wanted, and then shoot the MLRS/GRAD?

    Because I've read this whole thread, and I'm seeing a lot of ...MP issues as well




    This is why in the real world, whenever you code something up, you dummy proof it. Or if you teach someone something, you make it so they'll never get truly lost for long. The Biki really could use more examples and more details in the "step b steps" it does try to give.

    ///////A confused Coder

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