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Fire For Effect: The God of War - smart & simple AI artillery

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I'm glad, I could help despite doubts. :)

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Update v1.1 available at withSIX. Download now by clicking:

@fee.png

@ Rydygier;

Soon you will be able to manage the promo pages of your content on our web platform and publish new content yourself.

To do so, please hit 'this is me' button on the page while logged in and you will get connected to your work.

For now you can send new content or releases our way through withsix.wetransfer.com or add your notification at getsatisfaction.withsix.com.

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How exactly do you add the new artillery pieces?

Edited by ms15710

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How exactly do you add the new artillery pieces?

You download this mod: http://www.armaholic.com/page.php?id=24910 after you copy and paste the config initiation

RydFFE_Add_Mortar = ["RDS_2b14_82mm_FIA","RDS_2b14_82mm_AAF","RDS_M252_AAF","RDS_2b14_82mm_CSAT"];

RydFFE_Add_Other =

[

[["RDS_D30_FIA","RDS_D30_AAF","RDS_D30_CSAT"],["RDS_30Rnd_122mmHE_D30","RDS_30Rnd_122mmWP_D30","RDS_30Rnd_122mmLASER_D30","RDS_30Rnd_122mmSMOKE_D30","RDS_30Rnd_122mmILLUM_D30"]],

[["RDS_M119_AAF"],["RDS_30Rnd_105mmHE_M119","RDS_30Rnd_105mmWP_M119","RDS_30Rnd_105mmLASER_M119","RDS_30Rnd_105mmSMOKE_M119","RDS_30Rnd_105mmILLUM_M119"]]

];

on the init module FFE, you put the pieces of artillery in your mission or playable diorama,enjoy.

Edited by LDU30

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Released FFE 1.11. Changelog:

- code fixes to prevent possible stuck when battery has not enough ammo and to improve reliability;

- minor code fix.

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Guest

Thanks for sending us the updated release :cool:

Release frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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When added in the script version you said to add it to your inti as (nul = [] execVM "RYD_FFE\FFE.sqf";) but the demo mission inti is ([] execVM "RYD_FFE\FFE.sqf";)

Which way is correct?

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In the init.sqf - both may be used with same result. "nul =" part is however necessary, if you want to run this code from the init/act field of some object/trigger in editor.

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Appreciate the reply. Ran a few mission and it is in fact working just fine, in the most explosive way!

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1.12 released. Changelog:

- now artillery should properly avoid targeting hostiles, if any civilians are in that area;

- any classnames of arty units in the init config should be typed lowercase only;

- updated manual;

- minor code tweaks.

FFE is now also available via Workshop.

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Thanks for sending us the updated release :cool:

Release frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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Thank you for this mod! Very helpful, easy to use and works without any problem, as far as I can tell.

I do however have a question: I am using the script version, and I would like to know if it's possible to make an artillery NOT TO shot automatically. I know it sounds weird, but I need this for a mission. Basically, the problem I have is that calling your script makes all artillery units to shot at spotted targets. Fine. But, I do have a rallied Ai artillery in my mission that I would like to be able to guide manually (via laser marker), if you know what I mean (well, like in Arma: mark a target, call the command menu, ect...).

Is there any way to do so?

Ideally, I think such scripts should be used individually on each unit you want to improve, rather than all of them on the map. Because otherwise, it may be a pain for us mission makers with very little knowledge in scripts to have our scenario working as planned!

Edited by 4Firmament

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This is a great mod but I am having trouble getting RDS's static weapons for CAF aggressors working with it. Would you mind telling me the correct way to use FFE with modded units, so i can make sure im not making a mistake?

This is what I got in my init.sqf:

nul = [] execVM "RYD_FFE\FFE.sqf";

RydFFE_FOClass = (["caf_ag_me_t_rpk74","caf_ag_me_t_rpg","caf_ag_me_t_pkm","caf_ag_me_t_ak47","caf_ag_me_t_ak47","caf_ag_me_t_rpg","caf_ag_me_t_gl","caf_ag_me_t_svd"]);

RydFFE_Add_Mortar = ["RDS_2b14_82mm_FIA","RDS_2b14_82mm_AAF","RDS_M252_AAF","RDS_2b14_82mm_CSAT","rds_2b14_82mm_cag_me"];

Edited by Gfresco

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I am using the script version, and I would like to know if it's possible to make an artillery NOT TO shot automatically.

Thanks for feedback. It's possible via init config this way:

RydFFE_NoControl ([])- each arty group (battery) held inside this array will be excluded from FFE control;

Example: RydFFE_NoControl = [ArtyGroup1,ArtyGroup2];

Which way is easier, to add battery under control or to extract from it depends, which should be more: controlled or not controlled batteries. But usually there is only a few such groups, so I think, both ways are good enough, so IMO let's keep current way - thanks to it complete noobs can have FFE controlled arty without ANY init config, while more advanced can handle extraction way, I think.

This is what I got in my init.sqf:

Since 1.12 all arty classnames should be typed lowercase only. For you that would look like:

RydFFE_Add_Mortar = ["rds_2b14_82mm_fia","rds_2b14_82mm_aaf","rds_m252_ aaf","rds_2b14_82mm_csat","rds_2b14_82mm_cag_me"];

Assuming, all those units are using vanilla ammo (I think so...), this should work, I hope.

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They're using vanilla ammo, but dont seem to ever fire. Its just aggressor units on RDS static weapons. However I notice the CSAT mortars do fire vanilla mortars, but not RDS ones. I'm kind of scratching my head as to why it doesnt seem to work with these units

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If making classnames lowercase didn't help, then I have to check these units. I'll try, perhaps tommorow. I remember, so rds statics was working in the previous FFE version few A3 patches ago.

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I appreciate the willingness to help. I can make a video if you want, but from what I've seen in game the RDS units seem to orient themselves (there is non-visible combat and the turn the mortar stands as if preparing to fire) but never end up actually shooting.

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Interesting. Some bug with executing fire command perhaps (known from the past A3 versions, but should be no more unless it is again in 1.24). I'll see, what is going on.

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Well, downloaded latest RDS and ran a test in debug mode with FIA podnos and single target. Thanks to debug I see, FFE code is running fine, all is on place except shells in te air/on target. So I reproduced the issue, but seems, it's not FFE fault, just those units for some unknown reason do not respond properly on script command ordering arty to fire. To confirm that I ran also test without FFE, just with simple code that orderds arty to fire. Vanilla mortar fires, RDS - doesn't. I'm affraid, I can't help with that from my side. Perhaps ask author of RDS statics, but also he may be unable to help - FIA's Podnos as for config looks fine to me, I'm not a specialist though, artillery scanner is true and vanilla magazies are used... Question is, what config-wise differs vanilla mortar from RDS one, so first is working with doArtilleryFire command, while the second - not. Using my private simple tool to compare both configs (without sub-levels though) I found following differences:

(vanilla mk6 of FIA|FIA's RDS Podnos)

scopeCurator = 2 | = NO_VALUE
_generalMacro = Mortar_01_base_F | = StaticMortar
displayname = Mk6 Mortar | = Podnos 2B14
transportSoldier = 0 | = 1
cargoAction = ["Mortar_Gunner"] | = ["D30_Cargo"]
getInAction = GetInMortar | = GetInLow
picture = \A3\Static_f\Mortar_01\data\UI\Mortar_01_ca.paa | = \RDS_StaticW\data\ico\podnos_2b14_ca.paa
icon = \A3\Static_f\Mortar_01\data\UI\map_Mortar_01_CA.paa | = RDS_StaticW\data\map_ico\icomap_podnos_2b14_CA.paa
cost = 200000 | = 10000
accuracy = 0.25 | = 0.12
threat = [1,0.3,0.1] | = [1,0.5,0]
model = \A3\static_f\Mortar_01\Mortar_01_F | = \RDS_StaticW\podnos_2b14_82mm\podnos_2b14_82mm
laserScanner = 1 | = 0
hiddenSelections = ["Camo"] | = []
hiddenSelectionsTextures = ["\A3\Static_f\Mortar_01\data\Mortar_01_CO.paa"] | = []
mapSize = 2.55 | = 1.5
typicalCargo = [] | = ["B_G_Soldier_F"]
UiPicture = NO_VALUE | = \RDS_StaticW\data\ico\podnos_2b14_ca.paa

Maybe that list will be helpful for RDS creator. Or maybe useless, but that much I can do.

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Argh! Well, I owe you a big thanks for spending your time and finding the crux of the problem. Sadly, this is rather frustrating for me since I'm creating a mission with modded Opfor (CAF aggressors) and really want them to have mortar capabilities. --

I suppose here's a question maybe you can help me with a little since the intention is to be able to use your great scripts, even though its not DIRECTLY about the FFE script: Alright, so we know that regular (vanilla) mortar types work in game - Is there then a way to "recrew" a CSAT mortar with another Opfors units? My main reason for using RDS is not the unique mortar types (though I would prefer lower tech ones) but more so I can use non-CSAT mortar units.

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Re-crewing is fairly simple. First you have to place on map an empty mortar. Name it eg mort1. Then place on map desired crew unit with such code in its init field: this moveInGunner mort1; That's all.

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Wow, duh. That is simple. Okay, AMAZING: I now have CAF insurgents providing deadly mortar support. This REALLY enhances my mission. Its a shame I have essentially the Taliban using high-tech mortars, but its WAY better then none at all. If anyone elses was struggling with getting modded units to provide effective mortar fire, this is a good solution.

Here's a little video of me testing 'em, happy as a clam to see the mortar fire off finally.

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Hello Rydigyer how are you? ... You found any solution to work RDS weapons with FFE?

Now I'm using the mod "All in Arma standalone High Quality pack" , you think that would work "fire at will" Arma 2 mod? .. With the latest game patches, the FFE stopped working for RDS static weapons, is not it?

greetings

Edited by LDU30

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