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| ArmA 2 & OA - ADDONS & MODS: COMPLETE This forum is for the release and subsequent discussion of addons/mods. Only addons/mods which have content freely available for download should have threads in here. Addons that are released in alpha/beta/final state are covered by this "Complete" forum. |
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#1 |
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Private First Class
Join Date: May 2009
Posts: 31
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Jones's Mortar and artillery script
Updated from 1.2 to 1.4
1.4 changes Added ammo handling and saftey checks for the M119 and D30 artillery. Demo mission folder for the editor. http://www.yourfilehost.com/media.ph....Chernarus.zip Rounds are actually fired, no cam created rounds. I designed it around the real artillery mod I did for Arma. If you like that mod then you will love this script. WP and HE ammo available. Tube data is in US military standard Mils. 6400 mils. If you haven't used mils might want to do a bit of research on it. Registration fire mode shows impact coordinate. The pos2grid function wokrs for chenarus and utes beyond that I will have to update the function for other islands at a later time. Settings that can be adjusted: (listed setting can be adjusted in the mortarinit.sqf file) Safety checker script. This ensures an the specific mortar faction's ammo truck does not get any closer than 15 meters. If the ammo truck is with in 15 meters, it ejects the player from mortar. This is used as a way to restrict ammo. When this is used you have to reload ammo via the action menu and an ammo truck has to be 15 to 40 meters from the firing position. on by default Ammo reload time: can adjust the time it takes to reload a magazine for further ammo restriction. to prevent a 30 minute spam fest. 15 seconds default. Registration fire mode. Can adjust the time for the registration fire mode to be used. Default is 1 minute wait after impact. Strictly player controlled, no ability to have Ai use the mortars. Scripts are portable to any vanilla mortar ( or artillery system Version 1.4) just add the following code to the mortar init line Code:
this addEventHandler ["GETIN", { [_this select 0] execVM "scripts\mortarUI\mortarinit.sqf"}];
Once you have the desired tangent and elevation hold down free look (default left alt) to lock tube postion in place. For aiming pull up compass turn mortar in desired direction and open map, place corner of compass edge, notched side by compass face. The notched side of compass will be the line you are aiming down. see image 2. I didn't make a transoprt system for the mortar yet. There are enough scripts floating around now. I might implement a way to transport and deploy the mortars later. But for now I would suggest using Norrins attachto examples to move them around. image 1: user interface ![]() Image 2: Map is fully accessible with UI open ![]() Saftey check to prevent ammo truck being parked ontop of fire position as a ammo restriction option
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Can't spell peanut butter with out "nut" or "butt". Do you really want to eat it? Last edited by Jonescrusher; 08-12-2009 at 11:36 PM. |
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#2 |
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Staff Sergeant
Join Date: Jul 2008
Posts: 372
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#3 | |
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Master Sergeant
Join Date: Oct 2007
Location: Coventry, UK
Posts: 673
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great work mate, is that jonescrusher AKA 'Death' ?
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#4 |
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Suspended Member
Join Date: Jul 2009
Posts: 46
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Nice work man, but that safety violation must go before i download. Imagine in a heat of battle when your guys are getting slaughtered, you get a damn safety violation.... In real war if there is a damn elderly lady sitting on top of that mortar you will shoot it if you have to.
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#5 |
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Moderator
Join Date: Feb 2008
Location: -STHLM-
Posts: 4,676
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Both folders to be used with init line if i dont use the demo mission? Description file needed?
Yeah im green with these things. But im getting there. Slowly. ![]() Thanks for the scripts! Alex
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#6 | |
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Warrant Officer
Join Date: Sep 2002
Location: Lidköping, Sweden
Posts: 2,109
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Quote:
1 MIL = 1 milliradian the compass is divided in 360 degrees or 6400 MILS. 6400/0 is north, 1600 = East, 3200 = south, 4800 = west the scale goes clockwise. and ofcourse the angel of aim is measured in a quarter cirkle = 1600 MILS where 0 is horisontal and 1600 is vertical (straight up) also. 1 MIL = 1/1000 of the distance. so if you have a object that you know is 1m wide and you measure it to 1 MIL (with the cope on a sniper rifle for example) you know it´s 1000m away. if it´s 2 MILs its 500m away. and so on. (a human body is usually around 0.5m at the shoulders if im correct, so if it´s 1 MIL wide in the scope it´s about 500m away) as you can se, MIL´s is a much more accurate way of calculating direction, angle and even distance then using degrees.
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there should be some kind of sig here but i cant be arsed to make one.. |
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#7 |
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Moderator
Join Date: Feb 2008
Location: -STHLM-
Posts: 4,676
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That "monitor" seems to be out of my screen (1024x768). I can see it's frame out to the right.
Anyway of moving it for me or is a new version needed for smaller res? EDIT: Also had a CTD when aiming straight up. 1.03. Alex
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![]() +Has a bug or suggestion already been ticketed? Search the A2CIT! ![]() +Check out the Operation Arrowhead FAQ |
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#8 | ||||
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Private First Class
Join Date: May 2009
Posts: 31
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Quote:
not sure about the CTD being related first I have heard of that. I will look the the script for possible conflicts Quote:
Code:
MortSafety = true; Quote:
Quote:
Code:
#include "dialogs\mortarUI\JonesMortDialg.hpp"
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Can't spell peanut butter with out "nut" or "butt". Do you really want to eat it? |
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#9 |
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Master Sergeant
Join Date: Nov 2001
Location: Denmark
Posts: 655
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Dont really get the mils in the elevation part. Can any one explain how to calculate the distance??
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#10 |
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Staff Sergeant
Join Date: May 2009
Posts: 206
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Yea need it too, I shot a little bit and it was like:
500 meters = elevation 1485 700 meters = elevation 1450 1000 meters = elevation 1400 And is there some kind of cluster-ammo ? When I try to hit T1 I never hit the bus because it's so small, only the big house next to it.
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Watercooled i7 920 @ 4,3GHz @ 1,36V GTX280- 700/1188 6144 MB-DDR3 1333Mhz 7-7-7-18 21.686-3dMark06 (Win7) Last edited by Cionara; 08-08-2009 at 05:22 PM. |
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