guziczek101 11 Posted August 30, 2011 Hi i have problem i'm trying to force Flakvierling (from reyhard WW2 mod) to shot invisible target on the sky (effect like on D-Day ) I have written my first script (I supported on one of the script from I44) but infantry is shotting to this dummy targets Here is my script _vehicle = _this select 0 _targetArray = [wal,wal_1,wal_2,wal_3,wal_4] _number = Random count _targetArray ? ((_number mod 1) >= 0.5): _number = _number + 1 _number = _number - (_number mod 1) _position = _targetArray select _number _vehicle doTarget _position ~10 _vehicle doFire _position exit if someone could help me to change this script to don't need to use the dummy targets wal, wal_1, wal_2... are the dummy target's thanks Share this post Link to post Share on other sites
nikiller 18 Posted August 30, 2011 hi, Hi i have problem i'm trying to force Flakvierling (from reyhard WW2 mod) to shot invisible target on the sky (effect like on D-Day )I have written my first script (I supported on one of the script from I44) but infantry is shotting to this dummy targets Here is my script _vehicle = _this select 0 _targetArray = [wal,wal_1,wal_2,wal_3,wal_4] _number = Random count _targetArray ? ((_number mod 1) >= 0.5): _number = _number + 1 _number = _number - (_number mod 1) _position = _targetArray select _number _vehicle doTarget _position ~10 _vehicle doFire _position exit if someone could help me to change this script to don't need to use the dummy targets wal, wal_1, wal_2... are the dummy target's thanks It is possible to don't use any addons. Here's a script to do what you want. It works with any AA gun/armored addon gun included. I think it should work with statics like MG or mortar but I didn't tested. init.sqs nik_shilka=[EastShilka1,EastShilka2,EastShilka3,EastShilka4,EastShilka5,EastShilka6,EastShilka7,EastShilka8] {[_x] exec "aa_fire.sqs"} forEach nik_shilka exit aa_fire.sqs ;******************************** ;AA Fire Script by Nikiller v0.9b ;Force AA to fire in the sky ;contact: nikillerofp@hotmail.fr ;[unitName] exec "aa_fire.sqs" ;******************************** ~1+random 3 _u = _this select 0 if (local _u) then {} else {goto "ende"} _u setBehaviour "COMBAT" _gunner=gunner _u _m=(magazines (_u) select 0) _d=0.3 #l ~_d if ((alive _u) && (alive _gunner)) then {} else {goto "ende"} _aim=getPos _u _ax=_aim select 0 _ay=_aim select 1 _az=_aim select 2 _az=_az+15 _u doWatch [(_ax)-10+random 20,(_ay)-10+random 20,(_az)-5+random 5] _u fire (weapons (_u) select 0) if (someAmmo _u) then {goto "l"} #add ~2 if (alive _u) then {_u removeMagazines _m; _u addMagazine _m; goto "l"} #ende exit Here's a demo to show how it works. DEMO LINK cya. Nikiller. Share this post Link to post Share on other sites
guziczek101 11 Posted September 2, 2011 Thanks Nikiller its working Share this post Link to post Share on other sites