Pioneer760 10 Posted August 29, 2014 Lone mission builder needs help for at least one of the following two problems Background: I like to make AI shoot artillery without hearing the impact explosion near by Solution A --------------------- Make AI shoot smoke shells. My script is running well with standard HE shells, but not with the smoke shells/ smoke magazine classes. I do not know why. (Vehicle ari1) addmagazine "8Rnd_82mm_Mo_Smoke_white"; //classes: 8Rnd_82mm_Mo_shells, 8Rnd_82mm_Mo_Smoke_white, 8Rnd_82mm_Mo_Flare_white ari1 DoWatch [_X,_Y,_Z]; ari1 fire "Smoke_82mm_AMOS_White"; //classes: mortar_82mm, Smoke_82mm_AMOS_White, 8Rnd_82mm_Mo_Flare_white Solution B --------------------- Make AI shoot in long range mode behind a mountain, but I have no clue how to code this long range mode. Thanks a lot for your help! Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted August 29, 2014 commandArtilleryFire should cover all your needs beside the silent impacts. Share this post Link to post Share on other sites
Pioneer760 10 Posted August 31, 2014 (edited) Thanks for your answer, but I have tried that already. And I have tried it again with some further tests to encircle the error. No positive effect. There could be an unsolved issue with doArtilleryFire: "Confirmed, still an issue in stable, in dev 1.09 doArtilleryFire seems completely broken! :-o" (On server versions) http://feedback.arma3.com/view.php?id=15818 On the other hand it seems to run just fine in youtube examples: Hm, my code is not different from the examples and I have reduced my working script to the core task. Still no effect (the script is working - the gunner is adjusting the mortar, but not firing; the target is within the standard close range of the mortar) ari1 doArtilleryFire [[16468.031, 680, 9022], "8Rnd_82mm_Mo_Smoke_white", 3]; Cheers Edited August 31, 2014 by Pioneer760 Share this post Link to post Share on other sites
tryteyker 28 Posted August 31, 2014 What are you running this mission on/trying to run on? 1.09 as development branch is a long way back and doArtilleryFire, according to the issue, is only affected on a dedicated server. To expand, this code here works and guarantees that the artillery will shoot into oblivion. This particular code will cause the barrel to go upright and shoot upright, so fine tuning is obviously needed, but you'll get the gist. artilleryUnitName doArtilleryFire [[(getposATL this select 0) + 1000, (getposATL this select 1) + 1000, 0], "32Rnd_155mm_Mo_shells", 4]; Also, to get the ammo that's usable for your particular vehicle, use getArtilleryAmmo. select 0 will/should always return a HE shell in case of a mortar/static artillery. Share this post Link to post Share on other sites
Pioneer760 10 Posted August 31, 2014 (edited) You, Sir, are really fast. I just edited my first post and added some working links, proving the code works for standard mission. Thanks! Anyhow its late on this side of the planet. I will force myself into that strange problem later. Wait! Your coordinates suggest XYZ order not XZY that I am using. Arrggg, that was the problem! For some reason I thought its the alternate order. Thanks for you help. Cheers! Edited September 1, 2014 by Pioneer760 Share this post Link to post Share on other sites
Devin2233 10 Posted November 19, 2014 Hello, I have used the script to make my artillery fire at a trigger. but when I go in to preview. The opfo rifle squad moves into the trigger area and my mortar just kind of moves in circles and will not fire. I am using the command mortar1 commandArtilleryFire [getposatl (thislist select 0), "8Rnd_82mm_Mo_shells", 6]; but nothing happens. Any help at all would be great. Share this post Link to post Share on other sites
Pioneer760 10 Posted December 7, 2014 Just now I see your comment - it was not busy here for a while. Why dont you post your code? I my case it works just fine. Below I ll post the entire code. Good luck Pioneer760 //;;---------------------------------------------------------------------------------------------------------------------------------- //; //;; //;;---------------------------------------------------------------------------------------------------------------------------------- if (!isServer) exitWith {}; If ((not alive ari1) and (not alive ari2) and (not alive ari3)) exitWith {}; // aritarget2 //_X = 16468.031; //_Y = 9022.5645; //_z = 680.3761; //_X = 9618.8584; //_Y = 9809.8506; //_z = 1200; // mortar class: O_Mortar_01_F (Vehicle ari1) addmagazine "8Rnd_82mm_Mo_shells"; //8Rnd_82mm_Mo_Smoke_white 8Rnd_82mm_Mo_shells 8Rnd_82mm_Mo_Flare_white (Vehicle ari2) addmagazine "8Rnd_82mm_Mo_shells"; (Vehicle ari3) addmagazine "8Rnd_82mm_Mo_shells"; //16468.031, 9022, 680 _shellMagType = "8Rnd_82mm_Mo_shells"; //8Rnd_82mm_Mo_Smoke_white ari1 doArtilleryFire [[13622, 7478, 120], _shellMagType, 2]; Sleep 0.8; ari2 doArtilleryFire [[13622, 7478, 120], _shellMagType, 2]; Sleep 1.2; ari3 doArtilleryFire [[13622, 7478, 120], _shellMagType, 2]; Sleep 8; ari1 doArtilleryFire [[16468, 9022, 680], _shellMagType, 1]; Sleep 0.9; ari2 doArtilleryFire [[16468, 9022, 680], _shellMagType, 2]; Sleep 1.5; ari3 doArtilleryFire [[16468, 9022, 680], _shellMagType, 2]; Sleep 8; ari1 doArtilleryFire [[16468, 9022, 680], _shellMagType, 2]; Sleep 1.4; ari2 doArtilleryFire [[16468, 9022, 680], _shellMagType, 2]; Sleep 0.5; ari3 doArtilleryFire [[16468, 9022, 680], _shellMagType, 1]; Sleep 10; ari1 doArtilleryFire [[16468, 9022, 680], _shellMagType, 2]; Sleep 0.8; ari2 doArtilleryFire [[16468, 9022, 680], _shellMagType, 2]; Sleep 1.5; ari3 doArtilleryFire [[16468, 9022, 680], _shellMagType, 2]; ari1 DoWatch [_X,_Y,_Z]; ari2 DoWatch [_X,_Y,_Z]; ari3 DoWatch [_X,_Y,_Z]; Share this post Link to post Share on other sites