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Rydygier

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

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Yes, a group name. Like:

 

RydFFE_NoControl = [GroupName_1, GroupName_2,SomeOtherGroupName];

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Hello everyone,

 

are you thinking of adding flares that indicate the position of the artillery impacts?

 

I have modified the script FFE_fnc.sqf in the following way:

Adding the creation of a flare:

 _bengala = "G_40mm_SmokeRed" createvehicle [(_pos select 0), (_pos select 1), 100];

 

the script is as follows:


if (((toLower (typeOf _vh)) in ["uss_iowa_turret_c", "uss_iowa_turret_b", "uss_iowa_turret_a"]) or {RydFFE_IowaMode}) then
{
{
_gun = vehicle _x;
if not ((toLower (typeOf_gun)) isEqualTo "uss_iowa_battleship") then
{
                                                                                                        _bengala = "G_40mm_SmokeRed" createvehicle [(_pos select 0), (_pos select 1), 100];
_gun doArtilleryFire [_pos, _ammo, (_ vh getVariable ["RydFFE_ShotsToFire", 1])];
}
}
foreach (units (group _vh))
}
else
{
                                                                                        _bengala = "G_40mm_SmokeRed" createvehicle [(_pos select 0), (_pos select 1), 100];
_vh doArtilleryFire [_pos, _ammo, (_ vh getVariable ["RydFFE_ShotsToFire", 1])];
};

 

 

un saludo y gracias por el script

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Hello Rydygier,

 

Using the Pook ARTY Pack: v1 artillery mod with the "Fire For Effect: The God Of War" mod, I found that the angle of the artillery tube does not rise enough and therefore falls short.
 

Any idea what can happen?

 

Solved, it was a problem of the addons that is already solved

 

un saludo y gracias por el addon

 

Atomicboy

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Hello Rydygier,


I would like to include this in the next update of Vcom AI, replacing my current Artillery system. Please let me know if you have concerns about this so that we can address them.

 

This is awesome work and from the little I saw, this is a great addition! Thank you for your hard work!

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Hello.

 

Absolutely OK, I have no concerns at all. Not a problem, feel free to include FFE into Vcom AI. It's great, each time my work is useful. :)

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How to configure it for m109 from rhs?
If i add [["rhsusf_m109_usarmy"],["rhs_mag_155mm_m795_28"]] in RydFFE_Other array i wil get

13:28:18 Error in expression <then
{
_ammoC = configfile >> "CfgAmmo" >> _subAmmo
};

_actHit = getNumber (_am>
13:28:18 Error position: <>> _subAmmo
};

_actHit = getNumber (_am>
13:28:18 Error >>: Type Config entry, expected String
13:28:18 File Vcom\Functions\FFE_Functions\fn_AutoConfig.sqf [RYD_fnc_AutoConfig], line 120

For other arty units from rhs all works fine

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Seems, you found a script error. I don't have RHS nor Vcom edition FFE, but that seems clear, from what I see in the FFE code. That part of the code apparently is used rarely, since no one reported this before, but this particular arty piece config triggered the part of the script, that contains the logic error. Fix in the FFE code should be rather trivial (I'll apply it ASAP), but don't know, how fast new version could be put into Vcom. Till then - avoid using this class of the artillery. 

 

BTW This will not help in this case, but after may fix it will matter, magazines part of this: [["rhsusf_m109_usarmy"],["rhs_mag_155mm_m795_28"]]  should contain always 5 positions, even if empty string - "" . Best repeat same magazine class for first three positions (primary, special, secondary):

 

 [["rhsusf_m109_usarmy"],["rhs_mag_155mm_m795_28","rhs_mag_155mm_m795_28","rhs_mag_155mm_m795_28","",""]];

 

 

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Released FFE 1.15. Changelog:

 

- Fixed rare script error when using particular user-made artillery pieces.

 

(Workshop entry under way, as usual - there are errors/updating fails, how not to love Steam Workshop?)

 

steam-update-error.jpg

 

Each try. 

 

...

 

Nope. Just no go. Workshop entry will be not updated at least for now. 

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Ok, thanks a lot, i'm just integrate your fix in VCOM by myself)

 

1 hour ago, Rydygier said:

should contain always 5 positions, even if empty string - "" . Best repeat same magazine class for first three positions (primary, special, secondary):

What is the logic of this? When arty shoot with special and secondary ammo, in which cases? And why need other two values 4 and 5?

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By the way, i think i'm found another bug. Looks like opfor default SPG (O_MBT_02_arty_F) doesn't work "out of the box" now)
I manualy add it in RydFFE_Other array, and all works fine.

 

Not tested for bluefor SPG, vanilla mortars of both sides work fine with default config

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That's the structure of this array:

 

[[[list of arty pieces classnames (lowercase)], [list of magazines for these classes in order: primary (HE), rare (WP, Cluster…), secondary (used instead of HE – guided, laser…), smoke, illum]], …];

 

Last two aren't used by FFE (so theoretically in the FFE context these two may be not there in fact, unless someone using FFE functions will try to manually execute smoke or illum arty mission).

 

First - default HE ammo, used most of the times.

 

Second - in case, given arty piece uses some special kinds of ammunition that could be used instead of HE, there's 15% chance of using it (33% of the default amount of shots per salvo).

 

Third - In FFE secondary is tried instead of primary, if for the primary code says, target is out of range (ranges may differ per used ammo IIRC). Could have more uses in other, non-FFE context, like Hetman, which also uses smoke and illum. 

 

Quote

By the way, i think i'm found another bug. Looks like opfor default SPG (O_MBT_02_arty_F) doesn't work "out of the box" now)

 

Thanks for reporting. As I see, they changed magazine class names... "Nice" joke... That arty was using same magazines, as blufor counterpart, which is an assumption in the code design, but no longer. I wonder, when it happend. I have to think, if and what I should do about. And this affects not only FFE, but also HAL, HWS... Just great. From the other hand, that may be a pretext for general code review and some wider FFE/HAL/HWS update soon. Not planned, but... 

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Released FFE 1.16. Changelog:

 

- Fixed: CSAT Sochor was not firing.

 

(again, Workshop entry update impossible due to constant failures and stays on 1.14)

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@Rydygier I do not have your non-vcom attached version running and I can confirm that today the CSAT Sochor will in fact fire when used in conjunction with VCOM Dev version. It laid down some fairly accurate; set it via settings menu to less than perfect; fire via AI calling for rounds on target. 

 

If you need or want some feedback I will be glad to help out. 

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Well, thanks, if it works, then cool, no actions needed. :) In the FFE standalone I've tested, that Sochor indeed wasn't firing before and it is firing after 1.16. Change in the magazine classes was required, as now, not sure at which point this was changed, Sochor doesn't use anymore same magazine classes, as blufor SP arty, which was the case in the past and that FFE was assuming. 

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