zodd 14 Posted April 18, 2012 (edited) Gday all I have finished the basic version of an artillery script (well series of scripts) that I have been working on for some time now. I am keen to put it out to the community to have a look over and test it out (if interested) DOWNLOAD LINK: http://dl.dropbox.com/u/74159983/ZSUARTY%20V0_9.zip Quick summary: Easy use - Only requires one script call and everything is created and set up - Two separate initiation scripts - one uses templates so very easy to rapidly include, one allows you to fully specify the supporting fire units More realistic - Requires player to click on map to send grids, then observe rounds and adjust on to target Negatives - MP untested - I am a pretty novice scripter so probably not the most efficient way - Creates several global variables README below (PM me if interested in it!) ======================================================================================================================================================= ZSUARTY Script V0.9 by Zodd ======================================================================================================================================================= ======================================================================================================================================================= Contents: 1. Intro 2. How to adjust fire 3. Calling the script 4. List of restricted global variables 5. Misc ======================================================================================================================================================= INTRO ======================================================================================================================================================= These scripts will set up a simulated call for fire (requiring adjustments) and is fully functional in SP. MP is untested, any feedback is appreciated - best feedback is through PM to "Zodd" at http://forums.bistudio.com/index.php V1.0 will be the release when it is MP tested. These scripts are setup so you only have to call one and it will set up the whole call for fire. Currently it uses radio triggers Alpha-Golf so you will need to ensure these are not already being used in your missions. In addition, some global variables are created automatically so will not be able to be used by you - refer to bottom of readme for these. Feel free to use these scripts however you want, including the minor subscripts. ======================================================================================================================================================= HOW TO ADJUST FIRE ======================================================================================================================================================= Initially, identify your target on the ground. Call for fire using 0-0-1 This will open your map - click on the enemy location on the map The map will close - confirm there are no friendly troops in the area Call for adjust fire using 0-0-2 This will fire a single adjustment round - observe where it strikes Be aware that the inital round will normally have a wide splash area so you may have to use sound/smoke to ID the splash Either plot the strike on your map or use your gut to guess its location relative to yours and the target Work out the distance left/right the round needs to come to be in line with you and the target Make the adjustments required using 0-0-(4 to 8 as required) The hint on the top left of the screen will show you your current adjustment Adjustments are in lots 50m, these are cumulative (eg. to go left 150, up 100, do the left 50 adjustment 3 times and up 50 twice) When you are happy you have an adjustment that will bring the round in line with you and the target... Call for adjust fire again using 0-0-2 Follow the same process as above until it falls in line When the round is in line with you and the target, do the same process using add/drop to move the fall of shot onto the target When the round falls within 50m of the target Call FIRE FOR EFFECT with 0-0-3 Watch the (hopeful) destruction Note - If you are confident, you can make your adjustment then call fire for effect rather than wait for an adjusted round to fall on target If your fire for effect is off target, follow the process outlined above until you destroy the target (or run out of ammo!) NOTE While there is a mission being fired, you cannot assign a new one (or fire another round) ======================================================================================================================================================= CALLING THE SCRIPT ======================================================================================================================================================= As is there are two ways to call set up a player as a Forward Observer (aka can call in fire) Place one of the below script calls into either player init (to start with the ability to call) or in a trigger's on act field. 1. Easy bty1 = [true/false, int (1 to 8)] execVM "simartytemplate.sqf"; First value - true or false for unlimited ammo (true is unlimited, false uses the template) Second value - The template gun setup: 1- Mortar section 2- Mortar Platoon 3- Light gun section 4- Light gun battery 5- Med gun section 6- Med gun battery 7- 1x Navy Frigate (with dual 5inch guns) 8- 3x Navy Frigates In addition you can open the template file and edit the templates if you so wish (or add new ones) 2. (Slightly) harder - If you want to fully customise: bty1 =[guns in battery, rounds per FFE, first round accuracy, adjust dispersion area, FFE dispersion area, ordinance (1-light, 2-med, 3-hvy), number of rounds (-1 for unlimited)] execVM "simartyinit.sqf"; Guns in battery - How many seperate fire units there are Rounds per FFE - How many rounds each INDIVIDUAL fire unit will fire when 'FIRE FOR EFFECT' is called First round accuracy - The accuracy of the FIRST round called onto a target (Several 100m standard) Adjust dispersion area - Radius around the exact grid that the single adjust round will fall - splash radius (20-60m normally) FFE dispersion area - Radius around target grid that the fire for effect rounds will fall - larger due to faster firing and more guns (20-80m standard) Ordinance - 1 - Mortar, 2 - Light gun, 3 - Med gun, 4 - Bomb (Naval gun) Number of rounds - TOTAL number of rounds available (NOT per fire unit) If you put -1 it will be unlimted. ======================================================================================================================================================= LIST OF RESTRICTED GLOBAL VARIABLES ======================================================================================================================================================= guntgt, guns, roundsffe, initialaccuracy, adjdispersion, ffedispersion, ordtype, guntype, lr, ud, fobearing, gunsfiringnow, ammoleft, ammocount, ammo1, ammo2, ammo3, ammo4, ammo5, ammo6, ammo7, ammo8 Some of these will be made private in future versions. ======================================================================================================================================================= MISC ======================================================================================================================================================= I am still very novice with scripting, especially in MP so feedback is very much appreciated! (Both positive and negative, ESPECIALLY with regard to MP use) This has taken a while so I would appreciate it not being blatently ripped off and shown as your own... but hey - if you really want to, then go for it eh! As stated - I am a novice so if there is some remote possibility that this script could be harmful - use at your own risk! Other than that - Enjoy! Cheers! Edited April 18, 2012 by Zodd Added D/L link Share this post Link to post Share on other sites
[frl]myke 15 Posted April 18, 2012 I am not great with tech so not sure of the best way to put the scripts (in a zip file) up for download, but if anyone is interested, pm me your email and I can send to you. (Until I find out how to put it online!) If i may make a suggestion about this point: https://www.dropbox.com/ This gives you a 2GB Cloudspace to load data onto it. It adds a folder whre you just have to drag your stuff in it and it will be synced with the cloud (aswell as other devices where you have dropbox installed). Once there, you can post a public link for direct downloading from your cloud space. Whenever you update your works, just overwrite the version in the cloud, no need for a new link, the initial link will always work and point to the latest uploaded version (given that the filename didn't changed). Share this post Link to post Share on other sites
zodd 14 Posted April 18, 2012 Myke, Thanks heaps!!! Very much appreciated! (Quite handy!) Updated first post with download link. Share this post Link to post Share on other sites