yoannis1995 10 Posted July 24, 2013 Hi, I'd like to make IA mortars firing on random positions in a defined area (like in a marker), but I've got no clue how to do that ?! I know there are scripts to simulate artillery firing in a zone but I'd like real IAs firing and not "fake" artillery... Thanks in advance ! :) Share this post Link to post Share on other sites
holo89 10 Posted July 24, 2013 look at Rarek's Invade and Annex 2 code. in the file /sm/priorityTargets.sqf around line ~180-250 he is gettting a random playableUnits not in a vehicle as target and radius of 80 meters random, going down to be more precise every shot, simulating error and trial from the mortar team. Share this post Link to post Share on other sites
yoannis1995 10 Posted July 24, 2013 (edited) Ok, thanks ! I'll try that :) ---------- Post added at 01:49 AM ---------- Previous post was at 01:21 AM ---------- I've tried a quick script and it seems to be working fine :) Here's the script //Variables _unit = _this select 0; _target = _this select 1; while {alive gunner _unit} do { _rounds=round(random 2); _time=round(random 15); _randomPos = [[[getPos _target, 100]]] call BIS_fnc_randomPos; _unit commandArtilleryFire [_randomPos, "8Rnd_82mm_Mo_shells", _rounds]; sleep _time; }; if (!alive gunner _unit) exitWith {}; Edited July 25, 2013 by yoannis1995 Share this post Link to post Share on other sites
holo89 10 Posted July 25, 2013 that look like the most straight forward way to do it. in Rarek script he was turning the mortar vehicle toward the (random) position of target first. I don't know if it is a must, or just esthetic. (I can tell it makes the gunner moving and a little less easy to shoot though, cause in his mission, you have to shoot them) happy to see that you have something to build on. :-) regards, Holo. Share this post Link to post Share on other sites
yoannis1995 10 Posted July 25, 2013 that look like the most straight forward way to do it. in Rarek script he was turning the mortar vehicle toward the (random) position of target first. I don't know if it is a must, or just esthetic. (I can tell it makes the gunner moving and a little less easy to shoot though, cause in his mission, you have to shoot them) happy to see that you have something to build on. :-) regards, Holo. Yeah in my mission too you're supposed to shoot at them but anyway when they fire on the position they will turn toward the position automaticly so I don't see how it changes anything ?! ---------- Post added at 12:19 PM ---------- Previous post was at 11:44 AM ---------- I've done another script where one IA is not assign as gunner of a mortar yet so I've go to move him in at some point of the mission so I use that: if (alive mor3) then { mor3 assignAsGunner mortar3; [mor3] orderGetIn true; } else { if (alive mor4) then { mor4 assignAsGunner mortar3; [mor4] orderGetIn true;}; }; where mortar3 is the empty mortar and mor3 and mor4 are the 2 possible gunners. Then I'm calling that script: _unit = _this select 0; _target = _this select 1; if (alive mor3) then { waitUntil {gunner _unit == mor3}; } else { if (alive mor4) then { waitUntil {gunner _unit == mor4};};}; while {alive gunner _unit} do { _rounds=round(random 2); _time=(round(random 15))+5; _randomPos = [[[getPos _target, 200]]] call BIS_fnc_randomPos; _unit commandArtilleryFire [_randomPos, "8Rnd_82mm_Mo_shells", _rounds]; sleep _time; if (!alive gunner _unit) exitWith {}; So the IA gets in the mortar but doesn't fire any rounds... And I can't find the problem... Any ideas ?! Share this post Link to post Share on other sites