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| ArmA 2 & OA - MISSION EDITING & SCRIPTING For discussing the technical aspects of creating custom ArmA 2 & the standalone expansion Operation Arrowhead missions as well as scripting. |
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#1 |
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Corporal
Join Date: Aug 2009
Posts: 70
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Bartkusa's Artillery Battery Officer script
Artillery Battery Officer
I play a lot of ArmA multiplayer, and I really like using the Artillery Module to aim mortars at targets spotted by other players. However, I found that I wasn't happy with the amount of firepower a single mortar offered me, and there was no way to have, for example, AI subordinates shooting their own mortar tubes. Also, multiplying the number of explosions you drop is always more fun. With this pile of scripts, you can order AI subordinates to man indirect-fire weapons, mimic your own gun's azimuth and elevation, and fire coordinated volleys for effect. You'll need to use the built-in Artillery module (or some other addon) to aim the battery. You could also use the Construction module to allow players to place their tubes where they want. All these scripts do are coordinate aim and coordinate fire. Downloads Demonstration Instructions
* Once you order your men to aim, some of their AI ("MOVE", "TARGET") will be turned off. To reactivate the AI, you must issue an aim or fire command while sitting in a mortar that's different from the one they're in; this reactivates their AI. ** ** Yes I know this is dumb as hell. Caveats
Please report bugs. Last edited by bartkusa; 10-30-2009 at 07:19 PM. |
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#2 |
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Sergeant
Join Date: Aug 2009
Location: The Netherlands
Posts: 115
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I like this idea, step 3 not so much. Could this also be achieved by a global mapclick? making the arty 1/3 map screen absolete.
Last edited by DTM2801; 10-30-2009 at 07:49 PM. |
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#3 | |
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Corporal
Join Date: Aug 2009
Posts: 70
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Quote:
As for the other steps, when you hit 0-0-9, the units in your group near-instantly align to the new aim. Luckily, the 0 and 9 keys are close to each other on most keyboards. Toggling freelook is not required. It only prevents you from bumping the mouse with your hand and screwing up your aim. Last edited by bartkusa; 10-30-2009 at 07:59 PM. |
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#4 |
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Sergeant
Join Date: Aug 2009
Location: The Netherlands
Posts: 115
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Wheels are there to be reused
, thinking about the existing call arty scripts (BIS and custom).. which require a mapclick, arty takes that as targetlocation. Maybe its more like reverse-engineering, as the target is now called by the arty officer. It might also mean a "lighter" variant while less calulation is needed.Just bluring what comes to mind... although it might miss its purpose that you had in mind with these scripts Last edited by DTM2801; 10-30-2009 at 08:20 PM. |
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#5 |
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Corporal
Join Date: Aug 2009
Posts: 70
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If you want to aim mortars with a map click, then there's no reason to actually sit on the tube. People have already implemented forward-observer scripts; I'm not trying to duplicate that.
I want a manual process. I want a human spotter to work with a human mortar commander. If you think that's too much work, then there's already solutions out there for you. |
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#6 |
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Staff Sergeant
Join Date: Apr 2009
Location: Napa, Ca
Posts: 289
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One think you might want to try is jones arty module. It provides elevation and azimiuth for targeting and you could have the ai line up to that. I believe the old wgl had you punch in coordinates and the ai would hit that.
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#7 |
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Corporal
Join Date: Oct 2009
Location: Newcastle, Australia
Posts: 75
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Hi guys,
Just wondering if anyone has tried this with R3F Artillery scripts and 105mm guns? |
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