UGLY58 10 Posted July 3, 2014 It says "checking Radios" in debug but then "No suitable Radio" appears top right. Logs show the following: Error in expression <Checking TFAR radios."};_haveSW = call haveSWRadio; _haveLR = call haveLRRadio;> Error position: <haveSWRadio; _haveLR = call haveLRRadio;> Error Undefined variable in expression: haveswradio Error in expression <Checking TFAR radios."}; _haveSW = call haveSWRadio; _haveLR = call haveLRRadio;> Error position: <haveSWRadio; _haveLR = call haveLRRadio;> Error Undefined variable in expression: haveswradio Share this post Link to post Share on other sites
Drongo69 117 Posted July 3, 2014 Hmm, maybe TFAR changed something, it used to work. I am downloading the latest version and will release an update as soon as I fix it, hopefully on the weekend sometime. Share this post Link to post Share on other sites
Drongo69 117 Posted July 8, 2014 First post updated with version 0.26. Changes: Fixed TFAR compatibility Increased mortar and howitzer HE shell lethality to attempt to match real-world values (may do too much damage against non-personnel targets now) Tweaked configs to change the dispersion of BIS shells to almost zero (all dispersion is handled at script level) This can be considered a hotfix release. I still plan on adding WP rounds, further tweaking accuracy and damage and adding Reyhard's mortar in a future release. Also note that I have still not fixed the profiles of each weapon to match the corrected dispersion. This means that if you select "No Initial Inaccuracy", the shell will probably still not hit exactly where you expect. Share this post Link to post Share on other sites
CSLALUKI 30 Posted July 8, 2014 Great work, thank you for the update Drongo ! :) Share this post Link to post Share on other sites
kecharles28 197 Posted July 8, 2014 New update v0.26 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
Guest Posted July 8, 2014 New version frontpaged on the Armaholic homepage. Drongos Artillery v0.26Community Base addons A3 ================================================== You are not registered on Armaholic, or at least not that we are aware of. In the future we offer the possibility to authors to maintain their own pages. If you wish to be able to do this as well please register on Armaholic and let me know about it. This is not mandatory at all! Only if you wish to control your own content you are welcome to join, otherwise we will continue to follow your work like we have always done ;) When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
UGLY58 10 Posted July 8, 2014 Artillery is damn inaccurate anyway, it should never hit where you want it to first round. Its an area weapon you want some inherent dispersion. Otherwise FO does not have a job :) Thanks for the fixes ! Share this post Link to post Share on other sites
Drongo69 117 Posted July 8, 2014 Heh, any time I can reclassify a bug as a feature I am happy :) In the coop missions I play the accuracy seems adequate. I'm interested to hear what people think about the updated damage values too. Share this post Link to post Share on other sites
joshua13452 10 Posted July 9, 2014 Hello, my unit is running a linux server and for one reason or another, when we try to call for fire, it says Invalid Asset Type when we transmit the fire mission. If anyone has any idea why this is occurring, please let me know. Thanks. Share this post Link to post Share on other sites
Drongo69 117 Posted July 9, 2014 What mods are you running and which language are you using? Earlier versions had trouble with non-English versions though I thought it was fixed now. Share this post Link to post Share on other sites
joshua13452 10 Posted July 9, 2014 What mods are you running and which language are you using? Earlier versions had trouble with non-English versions though I thought it was fixed now. a3_paddle_mod AGM ARP Objects ASDG Joint Rails AV Army Gear CAF Aggressors CAF M72A6 cTAB CLF Radios DAR HMMWV DAR MTVRs Dash_weaponsafety EricJ Weapons pack F18 F35B Flashbang FSF SacVentral HAFM Arma2 Helicopters HAFM UAZs Hidden Identity Pack v2 INKO Dispoable JDG_Carrier LKR Ammo LHD LPD MBG Killhouses MRB Voicestop OH_Boats Outlaw MagRepack Purple's Benelli M4s RAV Lifter RDS Static Weapons & Tanks RH Pistols RH M4/M16 RQ11 Raven Sabre USMC ShackTac Hud ShackTac Group Indicator SMGR Slatt's AT4 Slatt's MAAWS STI A10 STI Machineguns THM Beanies TMR USAF Air Assets USEC CH53 vz_a3_copymystance Speed of sound TFR Blastcore A3MP (AP) ---------- Post added at 04:13 ---------- Previous post was at 04:07 ---------- a3_paddle_modAGM ARP Objects ASDG Joint Rails AV Army Gear CAF Aggressors CAF M72A6 cTAB CLF Radios DAR HMMWV DAR MTVRs Dash_weaponsafety EricJ Weapons pack F18 F35B Flashbang FSF SacVentral HAFM Arma2 Helicopters HAFM UAZs Hidden Identity Pack v2 INKO Dispoable JDG_Carrier LKR Ammo LHD LPD MBG Killhouses MRB Voicestop OH_Boats Outlaw MagRepack Purple's Benelli M4s RAV Lifter RDS Static Weapons & Tanks RH Pistols RH M4/M16 RQ11 Raven Sabre USMC ShackTac Hud ShackTac Group Indicator SMGR Slatt's AT4 Slatt's MAAWS STI A10 STI Machineguns THM Beanies TMR USAF Air Assets USEC CH53 vz_a3_copymystance Speed of sound TFR Blastcore A3MP (AP) I should also mention that with these mods running, it works fine in single player. It only breaks on our linux server. We also had to go into the config.ccp and change everything to lowercase to make it compatible. Share this post Link to post Share on other sites
Drongo69 117 Posted July 9, 2014 Do linux servers require scripts to be in the correct case? Which vehicles are you using when you attempt to call fire missions? Does it happen with all vehicle types? Are they vanilla BIS units or 3rd party? Share this post Link to post Share on other sites
joshua13452 10 Posted July 9, 2014 Do linux servers require scripts to be in the correct case? Which vehicles are you using when you attempt to call fire missions? Does it happen with all vehicle types? Are they vanilla BIS units or 3rd party? I believe they do require the letter to be lowercase. We have tried the M6 81mm mortar, M5 MLRS and the SP 155mm. All of which are default. Share this post Link to post Share on other sites
Drongo69 117 Posted July 12, 2014 If you changed the class names or display names to lower case, try also editing them in DrongosArtillery\Start.sqf and DrongosArtillery\Control\ProcessFireMission.sqf. Share this post Link to post Share on other sites
fishboard 10 Posted July 17, 2014 I've given your mod a spin, and I'm really impressed. I've been trying to find an alternative forward observer trainer for ages (our unit's simulator is outdated, difficult to take around, needs a special dongle to run and it's kept locked away) so I can run better Call for Fire lessons on deployment. I'll definitely be taking it up north with me, and recommending it to our junior signallers so they can practice fire missions at home. I know it's mainly designed to be a game rather than a training aid, but is there any way of expediting the time it takes for an order to be calculated and subsequently shot? Cheers, - Fishy Australian Army Share this post Link to post Share on other sites
Drongo69 117 Posted July 17, 2014 (edited) Ha, I take no responsibility for any physical, spiritual or moral damage that occurs from using this as a training aid. You may find your IRL fire missions drifting off to the north on a ridiculous arc. Still, if you find it useful, please tell the Australian DoD, maybe they can cough up a few million bucks or perhaps take me off some watch lists. In the editor press F7 for modules and place one called [DTA] No Delay. There is another one for a realistic delay and one for debug messages and markers which may also prove handy. Edited July 17, 2014 by Drongo69 Share this post Link to post Share on other sites
fry02312 23 Posted July 20, 2014 First of all great Mod but how can i use this on dedicated server? There is no bikey! Share this post Link to post Share on other sites
Drongo69 117 Posted July 21, 2014 Apologies for the oversight, I'll include one in the next release. You can download just the key here. Share this post Link to post Share on other sites
Man0fRen0vati0n 10 Posted July 22, 2014 Hi, this truly is a fantastic addition to the game. But, can we expect more realistic range limits in the future? Perhaps rocket assisted rounds as well? Share this post Link to post Share on other sites
kawa 14 Posted August 10, 2014 Drongo, what would it take to make RDS Static Weapons Pack recognized? Share this post Link to post Share on other sites
Drongo69 117 Posted August 11, 2014 Step one: I would need to know the name of the muzzle, mode and magazine for each artillery piece at every range for every shell type. If anybody knows these and can post them, that would be a big help. They are used by the fire command: https://community.bistudio.com/wiki/fire Step two: Manually determining the z value for the doWatch command. This has to be done at least five times for each range bracket. This is an easy, yet tedious and time-consuming exercise. Step three: Run the results of step two through some software, make a few quick and simple changes to the existing scripts. If anybody can help with parts one and two, please PM me. Share this post Link to post Share on other sites
Drongo69 117 Posted August 14, 2014 First post updated with version 0.27. Changes: Added support for Reyhard's Static Weapons (thanks to Kawa for getting me off my backside to do this) Implemented CBA_fnc_registerKeybind functionality so users can bind their own key (thanks to JCae2798 for letting me know this was possible) Removed double-clicking a radio to open the dialog Binding your own key instead of up arrow: Share this post Link to post Share on other sites
Guest Posted August 14, 2014 Thanks for informing us about the update :cool: New version frontpaged on the Armaholic homepage. Drongos Artillery v0.27Community Base addons A3 ================================================== You are not registered on Armaholic, or at least not that we are aware of. In the future we offer the possibility to authors to maintain their own pages. If you wish to be able to do this as well please register on Armaholic and let me know about it. This is not mandatory at all! Only if you wish to control your own content you are welcome to join, otherwise we will continue to follow your work like we have always done ;) When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
kecharles28 197 Posted August 14, 2014 New update v0.27 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites