mac7 10 Posted September 29, 2013 (edited) want to make a mission where AI artilley hitting area (can be marker) when mission starts Edited September 29, 2013 by mac7 Share this post Link to post Share on other sites
mikey74 128 Posted September 29, 2013 (edited) Try this {Yourunitsname doArtilleryFire , marker, classname for artillery magazine, 5];} foreach units group yourunitsname; Put this in a trigger classnames for mortars are "8Rnd_82mm_Mo_shells", not real sure about the big guns though. The 1st part defines basically a unit in the group Youunitsname, the second one is for your marker or object. If its a marker may want to put it in quote, Then you have to put "8Rnd_82mm_Mo_shells" for mortars, or find the mag type for the big gungs, and last one 5 is for how many rounds it will fire, the last part makes the whole group fire. If you want just 1 unit to fire take away {} foreach units group yourunitsname. ;) Hope this helps. Here is a link to the basic version http://community.bistudio.com/wiki/getArtilleryAmmo Im not a moderator, but you may get one telling you to do some more searches. there is plenty of information on this site and the one I just put down :) Im not sure this will help I just noticed it took me to an arma 2 forum. but there are searches on both sites that will help ya on this issues if what I typed down doesnt. Edited September 29, 2013 by Mikey74 Share this post Link to post Share on other sites
jakkob4682 11 Posted September 30, 2013 (edited) make a script using a text editor. In the script file _battery = _this select 0;//the name of the artillery module you place in the editor _tgt = _this select 1;//the name of the target, again has to be placed and named in the editor for simplicity _fm = []; _fmType = "Timed"; _rndType = "HE"; _delay = 3;//seconds between shots _duration = _someTime;//however long you want the mission to last _fm = [_fmType,_rndType,_delay,_duration]; if(! _battery getVariable "ARTY_ONMISSION")then { [_battery,getPosATL _tgt,_fm] call BIS_ARTY_F_executeTemplateMission; }; name the above script something like arty.sqf. Create another script in your mission folder and name it init.sqf. In the init.sqf file run this script using null = [_battery,_tgt] execVM "arty.sqf". I would use an empty helipad rather than a marker though since the artillery target has to get a 3 digit coordinate to work, and you can't use getPosASL or getPosATL on markers. community.bistudio.com/wiki/Artillery_Module‎ provides plenty of information, since there are other variables you can use to make it more dynamic. Edited September 30, 2013 by jakkob4682 spelling Share this post Link to post Share on other sites