zodd 14 Posted May 2, 2012 Graphical interface allowing artillery to be adjusted as a Forward Observer, observed or through relayed information. Different Fire for effect missions. MP compatible. http://dl.dropbox.com/u/74159983/1.%20ZSUArty%20V1%20call%20for%20fire.jpg Call for fire screen http://dl.dropbox.com/u/74159983/2.%20ZSUArty%20V1%20sending%20bearing.jpg Sending the bearing http://dl.dropbox.com/u/74159983/3.%20ZSUArty%20V1%20mission%20called.jpg Mission called http://dl.dropbox.com/u/74159983/4.%20ZSUArty%20V1%20Adjustments.jpg Inputting adjustments Scripts/dialogs located at: http://dl.dropbox.com/u/74159983/ZSUARTY%20%28GUI%29%20V1.zip Demo mission: http://dl.dropbox.com/u/74159983/ZSUArty%2520GUI%2520V1%2520demo.Desert_E.pbo Feedback greatly appreciated! Share this post Link to post Share on other sites
Rydygier 1317 Posted May 2, 2012 (edited) Looks very simply&smooth&easy. Like it. Following humble notes based on my own mission, demo needs ACE unfortunatelly. 1. Perhaps a bit closer to true CFF protocol will be (if you want this, of course), if there will be two methods: a) GRID: FO sends: own GRID (locstat) and target's GRID (script will calculate FO's bearing (angle between line, that links both positions and north) with this data so adjustments should be proper from FO's point of view); In my opinion is too easy here, when is needed only click on map. Better is to force a FO to manually find on map and input GRID value (less deadly accuracy beacuse of FO mistakes, not only arty shells dispersion). Maybe optional? b) POLAR: FO sends: locstat, bearing and distance to target instead of GRIDS. 2. Maybe better will be smaller, than 50 m adjustment step (10 meters? or both - smaller two buttons instead of one, left with 10 m, right with 50 m). In real should be, but Arma's Arty ammo is over-powered in my opinion, mortar's especially, so here is not so important such accuracy, still will be nice; 3. Make hints silent or even better move info about current adjustment, grid and bearing from hints into control window and rest - see point 7. 4. Angle in fact should be in mils rather than in degrees, but this needs compass or laser tool with mils scale or some manual calculations - too complicated? 5. Maybe to add some "end of mission" button for reset already entered adjustments, bearing and anything else? 6. In my opinion control window may automatically return shortly after each adjustment explosion, but not after FFE. 7. Radio messages (at least text chat) with sent/upcoming communications, possibly similar to real CFF protocol will add immersion. Additional idea - some radio (chat/text) warning, if arty is called danger close to FO position. 8. Other ammo types? EDIT: some related RPT errors: File C:\Users\Rydygier\Documents\ArmA 2\missions\ZSUArty.Desert_E\diags\zsuArty.hpp, line 123: '/zsuArty/zsuArtyButtonRequest.action': Missing ';' prior '}' File C:\Users\Rydygier\Documents\ArmA 2\missions\ZSUArty.Desert_E\diags\zsuArty.hpp, line 134: '/zsuArty/zsuArtyButtonRequest1.action': Missing ';' prior '}' File C:\Users\Rydygier\Documents\ArmA 2\missions\ZSUArty.Desert_E\diags\zsuArty.hpp, line 146: '/zsuArty/zsuArtyButtonAdd50.action': Missing ';' prior '}' File C:\Users\Rydygier\Documents\ArmA 2\missions\ZSUArty.Desert_E\diags\zsuArty.hpp, line 157: '/zsuArty/zsuArtyButtonDrop50.action': Missing ';' prior '}' File C:\Users\Rydygier\Documents\ArmA 2\missions\ZSUArty.Desert_E\diags\zsuArty.hpp, line 168: '/zsuArty/zsuArtyButtonLeft50.action': Missing ';' prior '}' File C:\Users\Rydygier\Documents\ArmA 2\missions\ZSUArty.Desert_E\diags\zsuArty.hpp, line 179: '/zsuArty/zsuArtyButtonRight50.action': Missing ';' prior '}' File C:\Users\Rydygier\Documents\ArmA 2\missions\ZSUArty.Desert_E\diags\zsuArty.hpp, line 192: '/zsuArty/zsuArtyButtonAdjust.action': Missing ';' prior '}' File C:\Users\Rydygier\Documents\ArmA 2\missions\ZSUArty.Desert_E\diags\zsuArty.hpp, line 205: '/zsuArty/zsuArtyButtonFFE1.action': Missing ';' prior '}' File C:\Users\Rydygier\Documents\ArmA 2\missions\ZSUArty.Desert_E\diags\zsuArty.hpp, line 217: '/zsuArty/zsuArtyButtonFFE3.action': Missing ';' prior '}' File C:\Users\Rydygier\Documents\ArmA 2\missions\ZSUArty.Desert_E\diags\zsuArty.hpp, line 229: '/zsuArty/zsuArtyButtonFFE5.action': Missing ';' prior '}' File C:\Users\Rydygier\Documents\ArmA 2\missions\ZSUArty.Desert_E\diags\zsuArty.hpp, line 242: '/zsuArty/zsuArtyButtonFFEtemplate.action': Missing ';' prior '}' File C:\Users\Rydygier\Documents\ArmA 2\missions\ZSUArty.Desert_E\diags\zsuArty.hpp, line 253: '/zsuArty/zsuArtyButtonExit.action': Missing ';' prior '}' File C:\Users\Rydygier\Documents\ArmA 2\missions\ZSUArty.Desert_E\diags\zsuArty.hpp, line 297: '/zsuArtyFO/zsuArtyButtonBearingUp.action': Missing ';' prior '}' File C:\Users\Rydygier\Documents\ArmA 2\missions\ZSUArty.Desert_E\diags\zsuArty.hpp, line 308: '/zsuArtyFO/zsuArtyButtonBearingDown.action': Missing ';' prior '}' File C:\Users\Rydygier\Documents\ArmA 2\missions\ZSUArty.Desert_E\diags\zsuArty.hpp, line 319: '/zsuArtyFO/zsuArtyButtonBearingUp2.action': Missing ';' prior '}' File C:\Users\Rydygier\Documents\ArmA 2\missions\ZSUArty.Desert_E\diags\zsuArty.hpp, line 330: '/zsuArtyFO/zsuArtyButtonBearingDown2.action': Missing ';' prior '}' File C:\Users\Rydygier\Documents\ArmA 2\missions\ZSUArty.Desert_E\diags\zsuArty.hpp, line 341: '/zsuArtyFO/zsuArtyButtonBearingUp3.action': Missing ';' prior '}' File C:\Users\Rydygier\Documents\ArmA 2\missions\ZSUArty.Desert_E\diags\zsuArty.hpp, line 352: '/zsuArtyFO/zsuArtyButtonBearingDown3.action': Missing ';' prior '}' File C:\Users\Rydygier\Documents\ArmA 2\missions\ZSUArty.Desert_E\diags\zsuArty.hpp, line 363: '/zsuArtyFO/zsuArtyButtonExit.action': Missing ';' prior '}' Edited May 2, 2012 by Rydygier Share this post Link to post Share on other sites
Guest Posted May 2, 2012 Nice work and thanks for keeping us informed with your work :cool: Release frontpaged on the Armaholic homepage. ZSUARTY (GUI) v1.0 Share this post Link to post Share on other sites
zodd 14 Posted May 8, 2012 (edited) Fox - Thanks mate (Ack the name too; nice one) Rydygier - Feedback VERY much appreciated!!! Only way for it to improve cause I see it just as I want to see it after a while!!! 1. Observer shouldn't send own grid (carnal rule!) but intent is to have it end up as a full AACFF proforma. That will include different fire missions (Linear, point, area, Possssssssibly implementing an airburst fire mission if i can get a workable shrapnel script going; low priority though) As for different methods of calling for fire (polar etc) I might do that later, I have a feeling that level of depth might only hold value for a small minority? (Whereas adding linear etc might be more worth the effort? Thoughts?) 2. 50m is smallest real world adjustment so that is why i went with that. With FFE it shouldnt be a problem? Especially if I can get frag in as well 3. Definitely agree!!! I tried putting info in the dialogue but wasnt able - when I was putting in text with variables it was just putting the variable name in. Was unable to find a quick fix and was low priority; if you know how (or somewhere that could help me) I would be quite keen to put that in! 4. AGREED!!! MILS ALL THE WAY! Would make calculating adjustments much easier for those who know mils as well but as you say; if compass is in degrees it makes it a bit harder. I did think about putting in two bearing options; mils and degrees but again, that might be a bit lower on the priority if I can add realtime functionality. 5. End of mission was considered; I have just made it able to take multiple fire units so end of mission is much more applicable now, will probably put in a downtime post end of mission to encourage mission ending once firing is complete. Will be an easy add and even with no real functionality, it will be functional with the variables for future work - good point, will add! 6. Will have a look at that, I did notice the window opening/closing wasnt 100% reliable sometimes. 7. Definitely! Agree 100% with the radio messages and will change that; also do intend to add danger close stuff too! 8. Agree - See point 1. Thanks again heaps! (Edit: Found RPT file; errors fixed - thanks!) Edited May 8, 2012 by Zodd Share this post Link to post Share on other sites
zodd 14 Posted May 10, 2012 Frag / shrapnel now effective for artillery rounds; effective airburst rounds are in reach! Share this post Link to post Share on other sites