General Yudenich 114 Posted July 5, 2018 Also it seems to me that we could use QF 17 pounder gun because it is very actively used by the British army during the WW 2. USA forces can be given 105 mm anti-tank gun. On this number of static guns for this mod can be considered complete and wait for HD textures for existing content. Share this post Link to post Share on other sites
k4ble 71 Posted July 5, 2018 hi guys, For the last day i've been trying to get an AI leFH18 firing on a marker. but i cant get it to work. anyone tried doing the same or has any experience with this. When you launch the mission they AI sas, "cannot execute ajust coordinates". I'm wondering if its a bug with the gun itself functioning with AI, or just my shitty commands. Command for the Trigger :) Spoiler arty1 commandArtilleryFire [getmarkerpos "target", "Lib_20x_Shell_105L28_Gr38", 3]; Thx. Love the artillery btw, Great for making missions with. Share this post Link to post Share on other sites
.kju 3245 Posted July 6, 2018 @k4ble do you use the artillery version of the unit? Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted July 6, 2018 15 hours ago, k4ble said: For the last day i've been trying to get an AI leFH18 firing on a marker. but i cant get it to work. anyone tried doing the same or has any experience with this. Funny you mention that, i have that actually working in Arm2oa I44 mission i built called Brecourt Manor, lol I can look up the code for you and show you how to make it work in IFA3. 1 Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted July 6, 2018 @k4ble Heres the solution, i have this working in IFA3 from my Arma2oa I44 mission. Tutorial: In the editor: Art Gun 1. Place the 10.5cm leFH18 (Artillery) 2. Name the gun ----> gun2 that will be in the variable name box. 3. In the init box of the gun put -----> nul = [gun2,target2,22,true,true] execvm "faat.sqf"; In the editor: Target 1. Place a target in the distance where you want shells to land, it should be the invisible helipad so go to objects and type helipad in search, and then choose the one that says invisible. 2. In the variable name box of the invisible helipad put target2 3. In the init box put----> this setpos [getpos this select 0, getpos this select 1, 50]; ============= Outside the editor: Script 1. Create a notepad doc and name it ----> faat.sqf make sure the name is faat.sqf and not faat.sqf.txt 2. Open the script and paste the following code: Spoiler /* fatty's ambient artillery tool (faat) version 1.0 by fatty Forces an AI gun (e.g. cannon or rocket artillery) to fire at regular intervals at a defined target. Gunners will persist until out of ammo or dead. CAUTION: the guns fire live ammo, so be careful where you aim! Required Parameters: Artillery Piece (object) - object to begin firing. Target (object) - target at which the artillery piece will fire. Suggested target is an invisible H setPos'd several hundred metres above the gun. Optional Parameters: Delay (number) - delay between shots in seconds (default is 10 seconds). Disable aiming AI (boolean) - prevents AI gunners from engaging other targets (default is true). Enable auto-rearm (boolean) - enables automatic rearming of gun after every shot (default is false). Examples: nul = [big_gun, gun_target] execmVM "faat.sqf"; nul = [rocket_artillery, house, 20, false, true] execmVM "faat.sqf"; I44 Usage - nul = [gun1,target1,20,true,true] execvm "faat.sqf"; */ if !(isServer) exitWith {}; private ["_gun","_target","_delay","_disableaim","_autorearm"]; _gun = _this select 0; _target = _this select 1; _delay = if (count _this > 2) then {_this select 2} else {10}; _disableaim = if (count _this > 3) then {_this select 3} else {true}; _autorearm = if (count _this > 4) then {_this select 4} else {false}; if (_disableaim) then { {_gun disableAI "_x";} foreach [move,target,autotarget,anim]; _gun setCombatMode "BLUE"; }; (gunner _gun) lookAt _target; _gun addEventHandler ["fired",{faatAmmoType = _this select 4;deleteVehicle (nearestObject [_this select 0, _this select 4]);}]; While {alive (gunner _gun)} do { sleep _delay; _gun say "gerFire"; sleep 2; _gun fire (weapons _gun select 0); if (_autorearm) then { _gun setVehicleAmmo 1 }; }; _gun removeAllEventHandlers "fired"; 3. Save and move the script to your mission folder which should be located here: C:\Users\username\Documents\Arma 3\missions ================== Thats it, get ingame and watch the gun shoot! The only issue i have encountered with this script is the following error which idk how to fix see Screenshot: https://steamuserimages-a.akamaihd.net/ugc/961965309968005895/2CE93A422A19DD8A008100AF4D451A0324098CAC/ But the gun shoots none the less. hope that helps ;) 2 4 Share this post Link to post Share on other sites
.kju 3245 Posted July 6, 2018 very impressive artwork by Flawless War Gamer 12 Share this post Link to post Share on other sites
General Yudenich 114 Posted July 6, 2018 Why the German PAK 40 after the shot is sent flying? Physics is wrong? Share this post Link to post Share on other sites
Jaki 762 Posted July 6, 2018 52 minutes ago, General Yudenich said: Why the German PAK 40 after the shot is sent flying? Physics is wrong? Please join us on discord for live support. Share this post Link to post Share on other sites
k4ble 71 Posted July 6, 2018 8 hours ago, Gunter Severloh said: But the gun shoots none the less. hope that helps ;) I did, but the gun elevation didnt work for me. My guns are dug in so they kill themselfs :( But Thx to you i did remember other ppl offer scripts, so i found this: Works Great, elevation etc, no errors pop up. And realy simple to use. So Thx for the help :p 1 Share this post Link to post Share on other sites
El Tyranos 1264 Posted July 7, 2018 On 05/07/2018 at 4:25 PM, General Yudenich said: So, guys, regarding the new Desert Rat update, I saw a Crusader AA MK 2 tank in it? As far as I know he's armed with a 40mm anti-aircraft gun Bofors, does that mean we're going to see this gun as a static weapon for Britain? As you can see on our trello board, we have a good amount of work to do already, so no, static Bofors is not planned in Desert Rats. 1 Share this post Link to post Share on other sites
General Yudenich 114 Posted July 7, 2018 Guys i have a strange problem... Share this post Link to post Share on other sites
dontshootmemf!! 32 Posted July 7, 2018 @General Yudenich did you try to run just IFA3? the problem afaik is not related to IFA but to some other mod, it could be IFA 3Liberation mod, you should do some tests 1 Share this post Link to post Share on other sites
General Yudenich 114 Posted July 7, 2018 33 minutes ago, dontshootmemf!! said: faik is not related to IFA but to some other mod, it could be IFA 3Liberation mod, you should do some tests Thanks man, now its worked just fine. Strange what's wrong with Liberation because its mod maked for IFA3... Share this post Link to post Share on other sites
El Tyranos 1264 Posted July 8, 2018 https://www.artstation.com/artwork/GrY6B Some final renders, again, feel free to join our discord to follow developpement live (screenshots, streaming, public discussions). 18 2 Share this post Link to post Share on other sites
Digger James 133 Posted July 8, 2018 Ooohh~! It's like you are teasing us with possible Naval Fleets... it's like War Thunder Naval; first the Mosquito fleet and transports, then Destroyers and Cruisers! uuuUUUuuuhhhggg~! just the thought of German E-boots and Yankee PT torpedo boats duke it out would be Aweome~! 2 Share this post Link to post Share on other sites
Jaki 762 Posted July 11, 2018 Hey everyone! It's time for another preview on Red Devils and Desert Rats ! With @El Tyranos back full time, we had a lot more progress in the last week. Some assets were made and ported as planned, but surprised like LCI left most folks on discord and Twitch speechless. Armed with four Oerlikon 20mm cannons, and a speed of 25-27 km/h, Landing Craft Infantry is going to be a fast and efficient way to transport bigger amount of infantry to beaches. This is not enough for you? We have good news! We are introducing LCA - Landing Craft Assault, primarily British, but also used and modified for 2nd Ranger Battalion for D-Day. To make landings and travelling with boats more immersive, we decided to upgrade our ships to ShipX simulation and add more wave breaking particles around them. Our terrain designers have also been busy, working on El Alamein, Pegasus Bridge, and Tobruk, making them as historically accurate as possible which will certainly make any WW2 fan go nuts! But what would our terrains be without custom made assets for certain terrains: Chateau de Benouville Sign near El Alamein in Italian and German As always, for live updates join us on discord! Until next time, IFA3 Dev Team 19 6 Share this post Link to post Share on other sites
pipewr3nch 71 Posted July 11, 2018 41 minutes ago, Jaki said: <snip> Sign near El Alamein in Italian and German <snip> That German tho :D 1 1 Share this post Link to post Share on other sites
TheCr8rMaker 183 Posted July 11, 2018 Screams in British 1 Share this post Link to post Share on other sites
AIF_Infantrymen 264 Posted July 11, 2018 Done thew Google translate, so maybe someone who speaks German and do a better translation The sign roughly translate to surfaces road Danger The arranger of the control stations Is following Right driver Overtaking prohibited top speed For trucks 25 km and for Car and motorcycles 40 km When it is dark, it is necessary to bring chalk Parking prohibited Stop in the road is prohibited 1 1 Share this post Link to post Share on other sites
pipewr3nch 71 Posted July 12, 2018 The "original" is full of mistakes, which is one of the reasons it gives out a pretty wonky translation. Correctly it would be the following: Quote Achsenstraße Achtung! Den Anordnungen der Kontrollstellen ist Folge zu leisten. Rechts fahren. Überholen verboten. Höchstgeschwindigkeit für LKW 25 km/h und für PKW und Kräder 40 km/h. Bei Dunkelheit ist ohne Licht zu fahren. Parken verboten. Halten auf der Straße ist verboten. Which roughly translates to: Quote Axis road* Danger! Follow the orders of the control points. Drive on the right lane Overtaking is prohibited Maximal speed for trucks is 25 km/h and for cars and motorcycles 40 km/h Drive without light in the dark. Parking is prohibited Stopping on the road is prohibited. * I think it's called Axis road because it might be named after the faction Where did you get the sign from by the way? Is it based on a real thing? 1 1 Share this post Link to post Share on other sites
swurvin 6 Posted July 12, 2018 Yep, based on the real thing. second ref 3 1 Share this post Link to post Share on other sites
Madshepherd 283 Posted July 16, 2018 Berlin (WIP) a few pics 2 Share this post Link to post Share on other sites
General Yudenich 114 Posted July 16, 2018 On 12/07/2018 at 5:41 AM, swurvin said: Yep, based on the real thing. second ref Want to see Matilda in IFA3 someday Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted July 16, 2018 I'm having an issue with Mg42 statics and bunkers, they dont work together. Im using MG42 Lafette deployed in a Trench bunker FFP, i have an enemy squad US (independent) in an open field coming at the bunker for testing, and the static wont engage them, unless theres no bunker there. i tried all the bunkers and the static will not engage the squad no matter what, even if im a player in the enemy squad. Im only playing with whats required CUP_Core & IFA3_AIO_Lite Also Mg42 (trench) was a static i was using before but i cannot locate it anywhere in the editor, anyone have any ideas or was it swapped with something else? Share this post Link to post Share on other sites
Jaki 762 Posted July 16, 2018 1 hour ago, Gunter Severloh said: I'm having an issue with Mg42 statics and bunkers, they dont work together. Im using MG42 Lafette deployed in a Trench bunker FFP, i have an enemy squad US (independent) in an open field coming at the bunker for testing, and the static wont engage them, unless theres no bunker there. i tried all the bunkers and the static will not engage the squad no matter what, even if im a player in the enemy squad. Could you check if AI on Lafette in bunker is actually targeting enemy AI? Could be the distance issue, but if you say it works fine when placed outside the bunker we'll look into it. 1 hour ago, Gunter Severloh said: Also Mg42 (trench) was a static i was using before but i cannot locate it anywhere in the editor, anyone have any ideas or was it swapped with something else? It was removed from Eden a while ago due to having some issues, but if you placed them before in the mission I think they'd be still available. Share this post Link to post Share on other sites