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sttosin

[SP/COOP] West To East: Dynamic Battles

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Trying to use the USS Iowa classname "USS_Iowa_Battleship" for artillery support. Is it simply a matter of adding to array RydFFE_Rocket?

Frankly, no idea. I do not know this mod, especially behind the scenes, so I can't tell if/how it will work with FFE. If it is configured like any other artillery piece, supporting vanilla arty commands, using compatibile magaziens etc. , then should work, visual shape has no meaning. But if it has some exotic config - no idea. I'm curious though, so probably I'll check it. :)

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Checked. Seems no go at this state.

If you use such config:

RydFFE_Add_Other = 
[
[["uss_iowa_turret_a","uss_iowa_turret_b","uss_iowa_turret_c"],["32Rnd_406mm_HE_Mo_shells","32Rnd_406mm_HE_Mo_shells","32Rnd_406mm_HE_Mo_shells","",""]]
];

You'll get firing debug and all OK except no actual firing/shells in the air, thus no boom.

Reasons are unclear, but when examining ship's config found most peculiar things, that IMO are responsible for the failure:

1. Each actual turret is configured as normal config turret of main object/ship body, like usual.

2. Each weapon of each turret is separate weapon class.

3. All of them uses some non-arty ammo, thus Iowa vehicle itself can't make arty fire.

4. There is no arty computer, when you're manning them (bad sign).

5. if you're firing from the main turret, only left gun is used. Rest seems useless.

6. In the same time there are defined three separate "vehicles" acting like the same three main turrets. Apparaently without any visual shape? Not sure, how these are attached to the main body.

7. Those are equipped with yet another, single guns (again - each of these guns are separate weapon class).

8. only these vehicles-turrets use proper arty magazines.

9. But seem to be unable to perform actual fire - do not respond on scripting firing commands.

10. I had idea, so maybe it's because these virtual copies of the turrets are not manned, but also seems to be impossible to script adding a gunner to them - moveInGunner fails, probably no gunner seat configured.

I don't know, why it's configured in such crazy way, but this makes Iowa useless as artillery support in Arma 3, or I'm missing something. :(

How this should be instead IMO:

1. No any fake arty turrets mess.

2. Actual battleship's turret's should use arty magazines and support arty computer.

Maybe that's impossible for some reason - it's not a typical vehicle, no idea.

I can try to prepare in some free time an addon changing magazines used by actual turrets to arty ones and see, how it will go.

Edited by Rydygier

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Checked. Seems no go at this state.

If you use such config:

RydFFE_Add_Other = 
[
[["uss_iowa_turret_a","uss_iowa_turret_b","uss_iowa_turret_c"],["32Rnd_406mm_HE_Mo_shells","32Rnd_406mm_HE_Mo_shells","32Rnd_406mm_HE_Mo_shells","",""]]
];

You'll get firing debug and all OK except no actual firing/shells in the air, thus no boom.

Reasons are unclear, but when examining ship's config found most peculiar things, that IMO are responsible for the failure:

1. Each actual turret is configured as normal config turret of main object/ship body, like usual.

2. Each weapon of each turret is separate weapon class.

3. All of them uses some non-arty ammo, thus Iowa vehicle itself can't make arty fire.

4. There is no arty computer, when you're manning them (bad sign).

5. if you're firing from the main turret, only left gun is used. Rest seems useless.

6. In the same time there are defined three separate "vehicles" acting like the same three main turrets. Apparaently without any visual shape? Not sure, how these are attached to the main body.

7. Those are equipped with yet another, single guns (again - each of these guns are separate weapon class).

8. only these vehicles-turrets use proper arty magazines.

9. But seem to be unable to perform actual fire - do not respond on scripting firing commands.

10. I had idea, so maybe it's because these virtual copies of the turrets are not manned, but also seems to be impossible to script adding a gunner to them - moveInGunner fails, probably no gunner seat configured.

I don't know, why it's configured in such crazy way, but this makes Iowa useless as artillery support in Arma 3, or I'm missing something. :(

How this should be instead IMO:

1. No any fake arty turrets mess.

2. Actual battleship's turret's should use arty magazines and support arty computer.

Maybe that's impossible for some reason - it's not a typical vehicle, no idea.

I can try to prepare in some free time an addon changing magazines used by actual turrets to arty ones and see, how it will go.

Wow thanks Rydygier for doing the research. Apparently it IS supposed to have an artillery computer. .http://forums.bistudio.com/showthread.php?184680-USS-Iowa.

Called in through player 16?

It may be time to get author involved here. I will ask him to chime in.

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Yeah, better get author involved. Anyway, I tried such mod for Iowa:

class CfgPatches
{
class RYD_IOWA_ART_FIX
	{
	units[] = {};
	weapons[] = {};
	requiredVersion = 1.0;
	requiredAddons[] = {"Iowa_Battleship"};
	};
};

class CfgVehicles
{
class Battleship;
class USS_Iowa_Battleship : Battleship
	{
	artilleryScanner = 1;
	class NewTurret;		
	class Turrets
		{			
		class TurretPri_A: NewTurret
			{
			magazines[] = {"32Rnd_406mm_HE_Mo_shells","32Rnd_406mm_HE_Mo_shells","32Rnd_406mm_HE_Mo_shells","32Rnd_406mm_HE_Mo_shells","32Rnd_406mm_HE_Mo_shells","32Rnd_406mm_HE_Mo_shells"};		
			};

		class TurretPri_B: NewTurret
			{
			magazines[] = {"32Rnd_406mm_HE_Mo_shells","32Rnd_406mm_HE_Mo_shells","32Rnd_406mm_HE_Mo_shells","32Rnd_406mm_HE_Mo_shells","32Rnd_406mm_HE_Mo_shells","32Rnd_406mm_HE_Mo_shells"};		
			};

		class TurretPri_C: NewTurret
			{
			magazines[] = {"32Rnd_406mm_HE_Mo_shells","32Rnd_406mm_HE_Mo_shells","32Rnd_406mm_HE_Mo_shells","32Rnd_406mm_HE_Mo_shells","32Rnd_406mm_HE_Mo_shells","32Rnd_406mm_HE_Mo_shells"};		
			};
		}
	}
};

class cfgWeapons
{
class cannon_120mm;

class Iowa_406mmGun_A_l: cannon_120mm
	{
	magazines[] = {"32Rnd_406mm_HE_Mo_shells"};
	};

class Iowa_406mmGun_A_c: Iowa_406mmGun_A_l
	{
	magazines[] = {"32Rnd_406mm_HE_Mo_shells"};
	};

class Iowa_406mmGun_A_r: Iowa_406mmGun_A_l
	{
	magazines[] = {"32Rnd_406mm_HE_Mo_shells"};
	};

class Iowa_406mmGun_B_l: Iowa_406mmGun_A_l
	{
	magazines[] = {"32Rnd_406mm_HE_Mo_shells"};
	};

class Iowa_406mmGun_B_c: Iowa_406mmGun_A_l
	{
	magazines[] = {"32Rnd_406mm_HE_Mo_shells"};
	};

class Iowa_406mmGun_B_r: Iowa_406mmGun_A_l
	{
	magazines[] = {"32Rnd_406mm_HE_Mo_shells"};
	};

class Iowa_406mmGun_C_l: Iowa_406mmGun_A_l
	{
	magazines[] = {"32Rnd_406mm_HE_Mo_shells"};
	};

class Iowa_406mmGun_C_c: Iowa_406mmGun_A_l
	{
	magazines[] = {"32Rnd_406mm_HE_Mo_shells"};
	};

class Iowa_406mmGun_C_r: Iowa_406mmGun_A_l
	{
	magazines[] = {"32Rnd_406mm_HE_Mo_shells"};
	};
};

With this it delivers explosives on coords with doArtilleryFire, but no proper turret animation or particles. Still, for given Mo magazine getArtilleryETA returns -1 for some reason, thus my code will exit fruitless.

This time config looks like this:

RydFFE_Add_Other = 
[
[["uss_iowa_battleship"],["32Rnd_406mm_HE_Mo_shells","32Rnd_406mm_HE_Mo_shells","32Rnd_406mm_HE_Mo_shells","",""]]
];

Technically I could bypass eta check, but it would be ugly makeshift, not real solution. Probably something from the those virtual turrets' weaponry config has to be added to this mod's weapon config. Not sure, I'm not a config specialist.

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Looks like the artillery questions never got addressed on that forum so far.

I am now interested in that makeshift config you speak of

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Well, with this makeshift you may get explosions possibly, but I have to deal with any piece of code, that uses eta, mostly just map debug showing this value on the fly. I'll try, but better to fix Iowa's config or whatever the reason of eta=-1 is. If vanilla vehicles works fine, no reason to not make it working here basing on their config, if one knows the stuff enough.

Note, I expect, so Iowa will use only single barrel of single turret. Do not expect spectacular whole line salvos IMO...

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I didn't see/thoroughly read your post before I replied. I will reach out to Author. Thanks as always.

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Yeah, I think, my makeshift will not solve the problem anyway. - inRangeOfArtillery broken too, and this check must stay. In the added by my mod artillery computer I can see, it's broken - lack of some configs IMO.

Edited by Rydygier

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Thanks Rydygier. Great info in there. Hopefully we can get it going as "whole line salvos" would be really neat. Hopefully Aussnipe chimes in at some point. :)

---------- Post added at 23:30 ---------- Previous post was at 23:20 ----------

By the way, to anyone following this mission.....it is about to get real. Join me in welcoming CosmiC10R on board the mission design team for West to East.

Support for existing versions will continue but we are planning to build on West To East in the new installment we are calling "West To East: Taking Over". This version will require a handful more mods (Currently AiATP, USS Nimitz, USS Iowa, FUTARM, SMD Sahrani) but the outcome will be unlike anything you've experienced in Arma 3 SP. Development is already in full progress. Stay tuned!

There are some really neat things coming ;)

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ok didnt read everything and kinda in a hurry but wanted to share an easy way to find any Artillery in mission by script.

If looking for Arty on map use this instead of iskindof.

_ArtyonMap = [];
{
_unit = _x;
_art = getArtilleryAmmo [_unit];
_is_art = (count getArtilleryAmmo [_unit]>0);
If (_is_art and !(_unit in _ArtyonMap)) then {_ArtyonMap pushback _unit};
hint format ["%1  %2   %3",_unit,_art,_is_art];
sleep 1;
} forEach allUnits;

Btw It does have arty ammo. ;) IOWA comes up true with that script. Tanks, and other stuff that are not arty are false; BUT I wonder and will check the config in a bit to see if this:

availableForSupportTypes[] = {"Artillery"};

is in there. This could be the issue for Artydofire command.

Can confirm that is in there.

From what I'm seeing ArtDofire works, BUT Iowa has to have direct line of site.

One more edit: Iowa is firing one positions through FOA!!!!! So yup it does work. Think of Iowa as a group not a unit. So forEach units group command is in order I believe is what got it.

Edited by Mikey74

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FFE demo test mission for Iowa on how to get it to fire arty

2 radio triggers :

Alpha shows where rhs palidin is in ffe configs and where IOWA is in FFE configs

Bravo will order IOWA to shell the target.

Ryd edited ur configs but you may have to rethink how ur arty is commanded to fire Vehicle _x or Vehicle _unit did the trick but not in ur script. FOA does it this way. here is a snippet of what I did you can also find it in your scrip in the sample mission

in ffe.sqf lines 57 to 108.... Lines 99 to 108 can be put back as they were kept getting errors when I put anything in RydFFE_Add_Other from those lines. fixed that but forgot to fix 99 - 108.

RydFFE_SPMortar = ["o_mbt_02_arty_f","b_mbt_01_arty_f"] + RydFFE_Add_SPMortar;
RydFFE_Mortar = ["i_mortar_01_f","o_mortar_01_f","b_g_mortar_01_f","b_mortar_01_f"] + RydFFE_Add_Mortar;
RydFFE_Rocket = ["b_mbt_01_mlrs_f"] + RydFFE_Add_Rocket;
RydFFE_Other = [] + RydFFE_Add_Other;

{
private ["_group","_units"];
_group = _x;
_units = units _group;
{
		//private ["_unit"];
		_unit = Vehicle _x;
		_is_art = (count getArtilleryAmmo [_unit]>0);
		if (_is_art) then {
			if !((toLower (typeOf (_unit))) in RydFFE_Rocket) then {
				if !((toLower (typeOf (_unit))) in RydFFE_Other) then {
					if !((toLower (typeOf (_unit))) in RydFFE_SPMortar) then {
							if !((_unit) isKindOf "StaticWeapon") then {RydFFE_SPMortar pushback (toLower (typeOf (_unit)))};
					};

					if !((toLower (typeOf (_unit))) in RydFFE_Mortar) then {
						if ((_unit) isKindOf "StaticWeapon") then {RydFFE_Mortar pushback (toLower (typeOf (_unit)))};
					};
					if !((toLower (typeOf (_unit))) in RydFFE_SPMortar) then {
						if !((toLower (typeOf (_unit))) in RydFFE_Mortar) then {
							//RydFFE_SPMortar = RydFFE_SPMortar + [(toLower (typeOf (_unit)))];
							RydFFE_Other pushback (toLower (typeOf _unit));
						};
					};
				};
			};
		};

} ForEach _units;
} forEach allGroups;

This is from the trigger that gets Iowa to fire arty style

{ _x reveal [target,1]; (vehicle _x) doArtilleryFire [getPos Target, currentMagazine (vehicle _x),4];  }forEach units group Iowa;

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Mikey! Thanks good sir. I can wait to test this and watch from afar the on the shores under the night lights of Sahrani.:D

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Very helpful Mikey. It allowed me to find solution most suitable for FFE script and to prepare alternative fire executing mode, when Iowa is firing - whole line, as in Mikey's demo, but nicely incorporeted into FFE. Cool. :)

Here is tailored demo:

FFE_Iowa_and_stuff

Instead of Mikey's code I used adapted code from Hetman doing same thing, but more fancy - categorizing arty magazines in FFE way: primary, secondary, special, smoke, illumination, thus optimal for FFE use.

So this code doesn't need any manual init config for custom artillery, as in the init.sqf, the more, it should add to the array also custom arty NOT present on the map at first, only spawned in later - important in this mission. But this wasn't tested yet.

Anyway, as demo shows, all three, vanilla Scorcher, RHS Paladin and Iowa are firing without any additional config or anything. For Paladin ETA is usually too short for some reason, but it's marginal. There was similar game bug long time ago. Maybe RHS ammo is customized somehow.

By the way polished few code lines, so thanks to you, guys, FFE is better than ever, and may be used first time in this mission. :)

Edited by Rydygier

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Awesome Rydygier. Perfect example of community working together. This is great news!

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sttosin,

Any chance of having a Corpsman or Medic spawn with the AI Squad?

You mean from delta _ my _ squad radio? Which version are you playing and I can prioritize.

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Awesome work mikey and Rydygier. .. great news :)

---------- Post added at 02:01 ---------- Previous post was at 00:45 ----------

Daytime

Nighttime

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Cool guys thanks, and Glad to be of help... BTW another useful thing you may be able to use. Call it in ur config.cpp that way you dont have to call for checks Bis does the work. Everytime something is spawned if will do the check for you here is an example

class Extended_InitPost_EventHandlers
{
class CAManBase
{
	CAManBase_init = "_this execVM'FFE\FFE_FO.sqf'";
};
class Vehicle {
	Vehicle_init = "_this execVM'FFE\FFE_Arty.sqf'";
};
};

Use that to call up the script to place what you need in the configs you want. This way your fans will only need to plug n play. ;) Take the script snippet I sent and you perfected put it in its own sqf called FFE_Arty.sqf' and pbo whats added and whalllllla. Hope this helps as well. :)

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Thanks again Mikey.

For West to East core I tweaked some things.

The enemy ground troops will actually track you down no matter where you go. Also the enemy boats will dock, unload teansport, and track you down..

All versions updated.

Note that I play with 0.35 RHS due 0.36 crashing Game Dev build even though some elements such as player uniform and West transport vehicles are from 0.36. (I do this to use Marksman DLC stuff).

If you see no cam for West ground transport while using 0.35 that's why. If you player uniform is not all there but backpack is there you may be on 0.36.

Edited by sttosin
correction: heli insert transport tracking not working

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You mean from delta _ my _ squad radio? Which version are you playing and I can prioritize.

version?

I mostly play on Duala and SMD Sahrani

(but I do short stints on most of the maps you ported to),

and yes, a medic or corpsman for my AI squad via the Radio.

And another quick question:

I am loving aiss_foa.

Is it intended to replace aiss2/3, or run along with it?

/W

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version?

I mostly play on Duala and SMD Sahrani

(but I do short stints on most of the maps you ported to),

and yes, a medic or corpsman for my AI squad via the Radio.

And another quick question:

I am loving aiss_foa.

Is it intended to replace aiss2/3, or run along with it?

/W

What I will do is add a medic type in addition to the Delta my squad possible groups.

FOA is the next version of AISS. Full name is AISS: Feat of Arms. It's the 3rd iteration of the AISS mod. Yes. Use FOA from now on.

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What I will do is add a medic type in addition to the Delta my squad possible groups.

FOA is the next version of AISS. Full name is AISS: Feat of Arms. It's the 3rd iteration of the AISS mod. Yes. Use FOA from now on.

roger.

solid copy on all.

out.

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