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lawman_actual

ARMA 3 - virtual artillery fire on given position

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Hello

 

 

I am trying to understand how to get a virtual artillery battery to fire on a designated position.

 

 

I've read through the biki page on artillery modules but it all seems to relate to Arma 2.

When I attempted to follow the example in Arma 3 I just got "undefined variable" errors for the functions mentioned (such as BIS_ARTY_F_ExecuteTemplateMission)

 

The following I have trialled with a virtual support provider module:

//Arty test

_heTemplate = ["IMMEDIATE", "HE", 0, 15];

_targetPos = getPosASL target1;


["arty1", _targetPos, _heTemplate] call BIS_ARTY_F_ExecuteTemplateMission;

player sideChat "Requesting firemission.";

But again...undefined variable.

 

 

 

 

 

Problems I have encountered:

 

 

1) Can't find a list of arty related functions in the functions viewer.

 

2) No idea how to find out what to type in the "vehicle types" field of the virtual module. I tried a simple "MLRS" but it said undefined....

 

 

 

General advice on how to proceed welcome.

 

Failing this I'm thinking of spawning in the shells myself without the Arty module.

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For Vehicle types you will want the classname from here:

 

https://community.bistudio.com/wiki/Arma_3_CfgVehicles_WEST

 

Or open the Config Viewer in the editor (ctrl - G)

 

e.g B_MBT_01_mlrs_F is the MRLS

 

Also this post might help if you wanted to do it with real units firing on markers.

 

https://forums.bistudio.com/topic/154838-finally-got-artillery-working-right/

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Ah, thanks MagicPanda (amazing name).

 

This sort of example is what I needed, but couldn't seem to find.

I'm exhausted now but I'll be sure to analyse it in detail over the next few days and see if I can get this thing rolling.

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Or try this one.

 

1. Stick a Mortar down name it mortar1

2. Stick a trigger down with Activation being Blufor detected by Opfor repeatedly.

 

3 In the on Activation list stick.

mortar1 commandArtilleryFire [getposatl (thislist select 0), "8Rnd_82mm_Mo_shells", 4]; /change the 4 to however many shells.

4. Stick yourself and a couple of Opfor down and get thier attention. 

5. Run like buggery.

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Excellent, thanks again Panda

 

This nicely bypasses the arty module, which is perfect except for one useful feature I wanted from it....

 

 

If you decide to spawn shells rather than track from start to finish you can manually set the spread.

My GUI has a field for spread (tight, scattered or normal - like in operation flashpoint dragon rising) so I kind of wanted to play with this.

 

I think it would be cool to be able to select different spreads for different applications.

 

 

 

I could toy with applying a modifier that "wobbles" the target position by a random bearing and set distance for different scatterings, but the most accurate you could get would be standard fire on a fixed point.

I have a feeling that over large distances this might not feel very "tight", even if it is realistic....

 

Any thoughts on If I wanted to make the fire of real units slightly (but not too) more accurate?

 

________________________________________________________________________________________________

EDIT: having field tested a Mk6 mortar, perhaps the standard could be considered close enough. I will think  on this

I'd still like to hear your thoughts though if there may be a way to alter accuracy

Edited by lawman_actual

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