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evans d [16aa]

unitPlayFiring not Following my Actions

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Hello all,

Now, as the thread title says, I have a slight problem with my unitPlayFiring recording.

Some background information, first:

In my mission, a CSAT MI-48 (Black) flies to a Bluefor airfield and proceeds to perform a lazy orbit while the gunner destroys some key targets to throw the players into disarray.

I recorded my flight:

rec = [helo1,420] spawn BIS_fnc_unitCapture;

And all was rosy. The helicopter followed the flight path.

I then got into that helo as the gunner, started the flight path and then started recording a NEW flight path with me in the gunner seat in order to record the weapon data like so:

(Trigger 1)

rec = [] spawn flightPath;

(Trigger 2)

rec = [helo1,420,25,TRUE] spawn BIS_fnc_unitCapture;

Again, so far so good. All is rosy.

For the record, and for anyone wondering how this function works who may be looking through this for a script example, my script looks like this:

(flightPath.sqf)

flightPath = <Wall of numbers>;
flightPathFire = <Wall of numbers and weapon name>;

[helo1, flightPath] spawn BIS_fnc_unitPlay;
[helo1, flightPathFire] spawn BIS_fnc_unitPlayFiring;

As I said; so far, all is good and the helo follows the flight path, but as it reaches the airfield, it rises up, commences its orbit and unleashes the least terrifying and most inaccurate fire I have ever seen. I think it did more damage to the nearby village than to the airfield... And that's mainly because none of the shells hit the airfield.

It appears that it's firing above my point of aim. Does anyone know how this would be fixed?

If it makes a difference (although I don't see why it would) I was on medium zoom while in the gunner optic and shifted through the zeroing a bit during my attack.

Many thanks in advance,

Bashkire.

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Sorry, I've never used unitPlay, but I'm curious about....why not leaving the firing directly to the AI, tweaking it with reveals, dofire etc..?

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I want it to target specific things. The checkpoint to enter the base, one of the sheds used for housing vehicles, the helicopter on the pad, a few specific troops, etc. I don't know of a non complicated way to get the helo to target and destroy those things in the short orbit it will do.

If you know of a way to get it to do that then that would be fantastic too, but some of the objects I want it to destroy are, as I say, inanimate and not attached to any side.

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The problem with BIS_fnc_UnitPlayFiring is that it neither records the position of a movable turret, nore the flightpath of locked missiles. Therefore it only works if you record unguided fire.

Missiles fired at a locked target while recording will just fly straight. Any shots fired from a movable Gatling will just fire to wherever the AI pilot is pointing it when you play it back.

As a workaround, you can spawn missiles under the aircraft and make them hit the target. Or you can record data with unguided fire only.

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Ah, damn. Well cheers for the heads up. I guess it's time to start thinking of workarounds...

Many thanks, gentlemen.

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Easy workaround, but the scene will be different every time probably.

First: helis attack empty vehicles if they are enemy ones, I've seen this behaviour before.

But if you want some "order of destroying" it is easy.

First: check reveal, doTarget, doFire, those kind of commands in the comREf.

Second, a script that has the list of things to be targeted, and setcaptive all them, except the first.

Then order the heli to attack the first, once is destroyed, setcaptive false the second thing to destroy, repeat process with the third and so on...

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