PSD_006 0 Posted May 25, 2002 I've never seen this done before but i think it would be a pretty cool thing to add to a mission. Is there a way to get the ai to fire mortas are a certain area without simulating this with a artillery script? I want to be able to see the ai load the mortar and aim and shoot to give backup on an assault. I havent een this topic mentioned before and im not sure if its possible. Anybody have any ideas how to do this? Thanks Share this post Link to post Share on other sites
NEO -PZ- 0 Posted May 25, 2002 Maybe with an artillery script. Â J/K, don't know really. You mean in the editor, e.g. in a trigger? (unitname blah blah) Share this post Link to post Share on other sites
dutch_gatecrasher 0 Posted May 25, 2002 I think it is possible, you should have the unit have removed all m16 magazines and add some mortars. then have him wolk trough a trigger that says he has got to fire(check unoficial command manual at bloodmixers site: http://members.lycos.co.uk/bloodmixer/ ) good luck Share this post Link to post Share on other sites
PSD_006 0 Posted May 25, 2002 ok well ive decided to take the easy way out. Can u make an artillery script that uses the shell type the mortar does? If so what is the shell number or type? Thanks Share this post Link to post Share on other sites
walker 0 Posted May 29, 2002 Allready exists go to OFP Editing centre site http://www.ofpeditingcenter.com/coding/artillery.shtml Look Through them I recomend http://www.ofpeditingcenter.com/coding/misc.shtml Halfway down the page Spinors command engine. It does a lot more with a choice of artilery types or mortars. I used it in my Sainte Marie Hill mission http://www.smartgroups.com/vault/chainofcommand? I also included AI controled artilery and shell incomming and outgoing sounds. Share this post Link to post Share on other sites
LauryThorn 0 Posted May 30, 2002 The ammo type is "Grenade" AFAIK. Share this post Link to post Share on other sites