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Update ready on Steam!

Quote
  • FIX: Stationary ZTL-05 PLAN APC gunner camera
  • FIX: Missing Zeus compatibility for "DF15_Nuke_spawner"
  • FIX: WZ-551 APC family fire geometry
  • FIX: Mi-171 RPT errors
  • IMPROVED: Renamed "Type 87 Mortar" to "PP87" to match real world name
  • IMPROVED: Renamed "Type 86 Artillery" to "PL-96" to match real world name
  • IMPROVED: Some stringtable entries
  • IMPROVED: Moved all UCAV's under PLAAF faction
  • IMPROVED: DF-15 missile launch functions
  • IMPROVED: J-20 SRAM missile bay animations
  • IMPROVED: Adjusted service ceiling for all air assets to real world values
  • IMPROVED: WS-551 APC family camo textures
  • NEW: J-20 camo texture selections
  • NEW: Added LESH towing mod compatibility for all air assets
  • NEW: ZSL-92B: ZSL-92 + 30mm cannon (same as ZBD-03 turret)
  • NEW: WS2400 heavy transport
  • NEW: Expanded camo selections for DF-15, PHL-03
  • NEW: Desert camo versions of DF-15, PHL-03 (under PLA-Desert faction)
  • NEW: DF-15 SRBM resupply vehicle
  • NEW: DF-15 missile rearm function on DF-15 resupply vehicle

 

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Found a few config errors... will update the fix tonight

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Update time!

 

Quote
  • FIX: DF-15 launch script errors
  • FIX: DF15_rearm VehicleTransport errors
  • FIX: Editor popup errors for QLU-11, QBS-06
  • FIX: M-99, QLU-11, QBS-06 missing from arsenal
  • IMPROVED: DF-15 launch function
  • NEW: DF-15 SRBM firemission
  • NEW: VME Arty firemission

 

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Update!  Pushing to steam now...

Quote

FIX: Headgear randomization via "BIS_fnc_unitHeadgear" function
IMPROVED: Paratroopers have higher chance to select PLA goggles
NEW: PLA goggles now available
NEW: Flags for PLAAF (Air Force), PLAGF (Ground Forces), PLARF (Rocket Forces), PLAN (Navy)
NEW: 12 Chinese camo faces (9 new and 3 BIS)
NEW: Specops units will default to camo faces
NEW: 26 new insignias for PLAN, PLAAF, PLAARF, and PLA-Men(Arid) factions
 - Insignias are selectable in the editor or via the "BIS_fnc_setUnitInsignia" function
 - Insignia list:
  - VME_555
  - VME_Ess
  - VMEl_bf
  - VME_BZ01 to  VME_BZ23

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Update!

 

Quote

FIX: DF-15 popup errors
FIX: BJ-2022 config errors

 

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Update!

 

Quote

FIX: EQ2050: driver view was not centered
FIX: WZ-551 family cargo positions
FIX: PTL-02 SP gun turret and turnout errors
FIX: PLL-05 SP Mortar turret and turnout errors
FIX: PHZ-81 MLRS gunner view and rocket direction
FIX: DF15, PHL03 gunner seating positions
FIX: DF15, PHL03, WS2400 damage animations
FIX: Missing parts on DF15 missile frame
FIX: PHL-03 MLRS 3D model and turret errors
FIX: Rocket artillery aiming/targeting accuracy
IMPROVED: WZ-551 cargo capacities
IMPROVED: ZSL-92B commander periscope and PIP view
IMPROVED: DF-15 5kt SSBM warhead damage effects
IMPROVED: Renamed duplicate "Recon Demo Specialist" to "Recon Scout"
IMPROVED: Radio helmets now function as radios
NEW: Radio hats for team leader/squad leader/officer classes
NEW: Radio boonie hats for specop classes
NEW: UN Crewman - class "PLA_Soldier_CREW_UN"
NEW: SM4 (WZ-551) mortar carrier
NEW: VP22 MRAP transport
NEW: JH600 Motorcycle
NEW: JH600-B sidecar motorcycle

 

 

 

C4DFFF9A64BB3182ABC713940F35CCF752ABF6DD

 

6E026E656D5706A906D9DE62C5A48B56E1C6C557

 

A151A02B256A76FA63DAEF16CAE4976F8AF6C3B6

 

 

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A small update

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FIX: DF-15 reload times
IMPROVED: WZ-10 pilot view

 

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16 hours ago, hcpookie said:

A small update

 

 

Hello,

 

the anti-tank missile of the AFT10 does not fly, when it is launched it is suspended and falls to the ground, exploding

 

BR,

 

AtomicBoy

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Update!

 

Quote
  • FIX:  Several config issues that were preventing AI from properly using artillery
  • IMPROVED:  Artillery and DF-15 SRBM functions now correctly work for AI units

 

 

Detailed information for the AI DF-15 SRBM function:

 

Spoiler

/************ VME SRBM AI Fire Mission Function **************************************************

Initiates player-requested SRBM fire mission for friendly VME_DF15 launchers. Can be scripted.

Author: hcpookie

Arguments:
==========
	0: The player calling the mission
	1: OPTIONAL: The SRBM ammo type being requested (default = HE)
	2: OPTIONAL: Range (in km) to check for friendly launchers (default = 20)
	3: OPTIONAL: Map grid coordinates. Uses standard coordinate format (ex. [0,0,0]). 

USAGE:
======
1. Place AI-controlled DF launcher via editor, or spawn within mission.  The function supports types:
	- PLA_DF15

2. Either "addAction" for desired ammo type to a Commander/Spotter/Radio operator, etc:

	HE:
	----
	this addAction ["SRBM Mission", {[player, "HE", 20] spawn VME_ARTY_FNC_SRBMMISSION},"",1,false,true];
	 - or -
	this addAction ["SRBM Mission", {[player] spawn VME_ARTY_FNC_SRBMMISSION},"",1,false,true];

	CBU:
	----
	this addAction ["SRBM Mission", {[player, "CBU", 15] spawn VME_ARTY_FNC_SRBMMISSION},"",1,false,true];

	5kt:
	----
	this addAction ["SRBM Mission", {[player, "5kt", 5] spawn VME_ARTY_FNC_SRBMMISSION},"",1,false,true];

	... You may replace "player" with the object's "Variable Name" (in the editor) depending on your scripting needs.
	
	... Or via trigger/script for the artillery vehicle:

	_launch = [this, "HE"] spawn VME_ARTY_FNC_SRBMMISSION;

3. OPTIONAL: The third input parameter defines the search radius to seek friendly launch-capable DF-15 
   launchers. Default is 20km.  This can be adjusted to accommodate multiple launchers in the same mission.

4. OPTIONAL: Map grid Coordinates.  Uses standard coordinate format (ex. [0,0,0]). May be used for scripting purposes.
   If not found, operator will prompted for map-click coordinates.

5. AI will select and arm the appropriate warhead.  

6. Script will disable consecutive reloads to prevent "infinite ammo" loops

7. Rearm can only be achieved either via player-based launches, and only for launchers with
   their "LoadStatus" variable > 0.

RETURN:
=======
 - AI will send sideChat notices confirming fire mission or reporting status if 
   out of ammo, or no friendly SRBM launchers are in the area (default 20km zone)

NOTES:
======
 - Cannot be used for human-controlled launchers.
 - Launch command cannot be aborted!

*****************************************************************************************************/

 

 

 

Detailed information for the AI Artillery function:

 

Spoiler

/************ VME Artillery Fire Mission Function *********************************************************************

Initiates player-requested artillery fire mission for friendly AI-controlled arty units. This can be scripted for
mission-driven artillery support fire missions by "real" units on the map.  The use of in-mission active AI 
artillery units makes the counter-artillery strike mission a real possibility.  Enemy guns can be eliminated; 
friendly artillery has the potential to be destroyed. Consider a scripted mission with enemy AI calling in 
artillery strikes and you and your SF squad is tasked with finding and neutralizing the artillery units!  

The function can be assigned to a forward observer, spotter, or other "control" unit, and enemy artillery may
become active by careful use of triggers or condition scripts to dynamically change mission parameters.

All these possibilities exist due to "real" units on the map making use of this function, which turns artillery
into a dynamic aspect for any SP or MP mission!

This function currently supports:
 - POOK_ARTY: 2S19, 2S1, 2S3, 2S5, A-222, 9K58, TOS-1A
 - POOK_AFV: Pandur M-121 Mortar carrier
 - CUP: M270, BM-21, M1129 mortar carrier, 2B14 mortar, D30, M119
 - VME_PLA: PLZ-05, PLZ-07, PL-96 (aka Type 86 - D30 copy), PP87 mortar, PHZ-10, PHZ-81, PHL-03, PLL-05
 - RHS: M119, D30, M109, 2S3, M252 mortar, 2B14 mortar, BM-21, M142 (HIMARS)
 - BIS vanilla artillery

SRBM fire missions are provided in their respective functions contained in the vme_ pack.

Please comment in the BIS forum topic if other units should be considered for addition to this list.

Author: hcpookie

Arguments:
==========
	0: The player calling the mission
	1: TYPE: The artillery ammo type being requested (default = "HE")
	   "HE", "SMOKE", "ILLUM", and "CBU" types are available.
	2: OPTIONAL: Range (in km) to check for friendly launchers (default = 20km)
	3: OPTIONAL: Map grid coordinates. Uses standard coordinate format (ex. [0,0,0]).

USAGE:
======
1. Place an AI artillery unit via editor, or spawn within mission.

2. Add the function to any forward observer, fire controller, recon vehicle, specops radio, etc. depending on your 
   mission needs. The Fire Controller should be a Commander/Spotter/Radio operator, etc. or a forward observer 
   vehicle operator.  The controller could even be a scout plane, helicopter, etc. that would be in a position 
   to request the artillery missions.

   The controller assignment is added either via "addAction" or via a trigger/script to assign the desired ammo 
   type to an Artillery Fire Controller.  

   Note that the ammo type values are CASE-SENSITIVE!  Supported types are: "HE","SMOKE","ILLUM","CBU".  The 
   function will default to "HE" if no value is passed:

   		this addAction ["Arty Mission", {[player] spawn VME_ARTY_FNC_ARTYMISSION},"",1,false,true];
			- or -
		_arty = [this] spawn VME_ARTY_FNC_ARTYMISSION;


	----
	HE:
	----
	Using the HE value will launch a conventional high explosive arty fire mission. You may replace "player" with
	the object's "Variable Name" (in the editor) depending on your scripting needs:

		this addAction ["Arty Mission", {[player, "HE", 20] spawn VME_ARTY_FNC_ARTYMISSION},"",1,false,true];

	
	ALTERNATIVE USAGE: You may also use a trigger/script in place of the artillery controller:

		_arty = [this, "HE"] spawn VME_ARTY_FNC_ARTYMISSION;



	-------
	SMOKE:
	-------
	Using the SMOKE value will launch a covering smoke barrage fire mission.  You may replace "player" with 
	the object's "Variable Name" (in the editor) depending on your scripting needs:

		this addAction ["Arty Mission", {[player, "SMOKE", 20] spawn VME_ARTY_FNC_ARTYMISSION},"",1,false,true];


	ALTERNATIVE USAGE: You may also use a trigger/script in place of the artillery controller:

		_arty = [this, "SMOKE"] spawn VME_ARTY_FNC_ARTYMISSION;



	-------
	ILLUM:
	-------
	Using the ILLUM value will launch a flare illumination fire mission.  You may replace "player" with 
	the object's "Variable Name" (in the editor) depending on your scripting needs:

		this addAction ["Arty Mission", {[player, "ILLUM", 20] spawn VME_ARTY_FNC_ARTYMISSION},"",1,false,true];


	ALTERNATIVE USAGE: You may also use a trigger/script in place of the artillery controller:

		_arty = [this, "ILLUM"] spawn VME_ARTY_FNC_ARTYMISSION;



	-----
	CBU:
	-----
	Using the CBU value will launch a cluster munition fire mission.  You may replace "player" with the 
	object's "Variable Name" (in the editor) depending on your scripting needs:

		this addAction ["Arty Mission", {[player, "CBU", 20] spawn VME_ARTY_FNC_ARTYMISSION},"",1,false,true];


	ALTERNATIVE USAGE: You may also use a trigger/script in place of the artillery controller:

		_arty = [this, "CBU"] spawn VME_ARTY_FNC_ARTYMISSION;



3. OPTIONAL: The third input parameter defines the search radius to seek friendly AI artillery units. 
   Default search is 20km.  This can be adjusted to accommodate multiple forward observers in the same mission.

   Example - to narrow the search for friendly units to 4km, change the input as follows:

   		this addAction ["Arty Mission", {[player, "HE", 4] spawn VME_ARTY_FNC_ARTYMISSION},"",1,false,true];
			- or -
		_arty = [this,"HE",4] spawn VME_ARTY_FNC_ARTYMISSION;


4. OPTIONAL: Map grid Coordinates.  Uses standard coordinate format (ex. [0,0,0]). May be used for scripting 
   purposes. If no value is passed, the fire mission operator will prompted for map-click coordinates.

   Example - to create a fire mission for a fixed position such as an enemy camp at map grid 150256, change 
             the input as follows:

   		this addAction ["Arty Mission", {[player, "HE",,[150,256,0]] spawn VME_ARTY_FNC_ARTYMISSION},"",1,false,true];
			- or -
		_arty = [this,"HE",,[150,256,0]] spawn VME_ARTY_FNC_ARTYMISSION;


5. Once the inputs are provided, the function will only select artillery units that meet the following criteria:
    - Only AI units are considered
	- Stationary - vehicles that are moving or in transit (either in a convoy or being airlifted) are ignored
	- Friendly AI units on the side (will not select neutral units)
	- Units in range of fire mission coordinates
	- Units with available ammo for the selected type of fire mission
	- Only alive units are selected; if the unit is destroyed, dead, or captured, the unit will not be tasked

6. The AI gunner will first fire a spotter smoke round, and within 45 seconds all units within the battery will 
   begin the main artillery barrage.

7. Each AI unit will fire a random amount of artillery, anywhere between 3-8 rounds.

8. If AI is in a group, all similar units in that group will fire a salvo.  Different artillery types in the same
   group may not participate in the fire mission.



RETURN:
=======
 - AI will send sideChat notices confirming fire mission or reporting status if 
   out of ammo, or no friendly artillery units are in the area (default 20km zone).

NOTES:
======
 - Cannot be used for human-controlled artillery units.
 - Fire Mission command cannot be aborted!
 - The artillery in the pook_Arty and VME_PLA mods are calibrated to Real World values, and can 
   launch anywhere between 1-40km depending on specific unit's capabilities.
 - Time on Target may vary greatly depending on distance, AI skill, and the specific arty unit's reload
   times (which are adjusted to Real World values in the pook_Arty and VME_PLA mods).

*************************************************************************************************************************/

 

 

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@hcpookie How does your AI Artillery function work with an AI setup like VCOM which uses the Rydigiers "Fire For Effect" artillery system in it for AI artillery? 

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I cannot speak to other mods however the artillery units are all "standard" arty units. 

 

As far as the DF15's SRBM function is concerned, it is configured to properly animate and load the DF15.

 

The artillery function simply calls on any available artillery units in range.  The function description (above) demonstrates its use for HE, smoke, and flares.  I admit I have only tested smoke and HE but the function's behavior is sound. 

 

You can addaction to any unit or create a unit w/ a specific config (say for example a forward observer scout vehicle) that can use the functions.  I'm thinking of doing that for the HQ EQ2050 or perhaps another vehicle.

 

The functions currently support VME PLA artillery, RHS, CUP, and POOK_ARTY artillery.  I have only performed limited cross-mod testing, but everything so far has been working perfectly.

 

The only issue is the way the mortars have limited ranges, it is somewhat difficult to get good support from those units.  I intend to alter the mortar ranges so that they are more useful.

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Hey, I was wondering if there's any way to disable the service vehicle actions? My group uses ACE, so I'd prefer to have players stopping and using their spare wheels and what-not.

 

Also, since this is my first time posting here, this mod is great! Its improved tons since I first saw it around a year ago. It's always cool to see an active dev working on a mod with this kind of scope.

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The spare tires are based on the spare animation, so the only possible way I could imagine it might work would be to animate the spares at INIT.

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Update!

Quote

IMPROVED: Config optimization to address missing camo face textures
IMPROVED: PLA Arid Forces (MEC) vest selections
IMPROVED: Removed distance gaps from PP87 82mm Mortar firing modes
IMPROVED: Added PP87 82mm Mortar to VME Artillery Fire Mission Function (VME_ARTY_FNC_ARTYMISSION)
NEW: PLA Arid Forces SPECOP (MEC)
NEW: PLA Special Forces units: "Squad Leader" (all SF factions)
NEW: PLAN Marines radio helmet (black): "VME_PLANM_Helmet_R" / "Headgear_VME_PLANM_Helmet_R"
NEW: Zodiacs for PLAN Marines, PLA Arid Forces (MEC)
NEW: DK-9 Air Defense System (ADS)

 

Plan-Marines (Urban) radio helmet

PLANM-radiohelmet.jpg

 

DK-9 ADS (Air Defense System)

DK9.jpg

 

PLA Arid Forces SPECOP (MEC) units and PLAFOR SPECOP units

PLAMEC-SF.jpg

 

... aaaaaaaaaaaaaand a few more interesting things to play with 🙂

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Would you consider getting rid of the Arma 2 model ports and just re-texturing the newer fancier PLA uniform/vests/helmets/hats to the various camo schemes for the different branches (navy, air force, rocket force, etc)?

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I like the A2 models.

 

Love your work Pook, thank you as always for sharing.  The ADS is so cool!

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10 hours ago, HaceElOso said:

I like the A2 models.

 

Love your work Pook, thank you as always for sharing.  The ADS is so cool!

 

I don't. They don't look human. Too blocky and boxy. Their bodies look like refrigerators lol. I would like to see the newer model with ranks and patches retextured for the other PLA service branches. 

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I would like to have the 80+ hours it would take to undergo such a project.  Seriously doubt any uniforms will change at this point.

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On 6/26/2019 at 12:01 AM, Nichols said:

@hcpookie How does your AI Artillery function work with an AI setup like VCOM which uses the Rydigiers "Fire For Effect" artillery system in it for AI artillery? 

 

 

Hello,

 

The short answer is yes, artillery can be used with VCOM.

 

The long answer is:

 

NOTE:

RydFFE_FOClass = advanced observer, the format is lowercase classname).

RydFFE_Add_Other = artillery, classname in lowercase with the following format:

[[

  1. ,
    1. ],…];


should contain always 5 positions, even if empty string - "". Best repeat same magazine class for first three positions (primary, special, secondary):


OPTION 1:

Create an inti.sqf file with the following text, it must be added in the mission folder:

RydFFE_Debug = true;
RydFFE_ShellView = true;

RydFFE_FOClass = ([

"i_uav_02_dynamicloadout_f",
"rhsusf_army_ocp_jfo",
"pla_soldier_sl_f",
"pla_soldier_tl_f",
"vme_ch3",
"vme_ch7",
"vme_ch4b"

]);

RydFFE_Add_Other =
[

[["pla_phl03_des", "pla_phl03"], ["vme_PHL03_mag", "vme_PHL03_mag", "vme_PHL03_mag", "", ""]],
[["vme_pla_phz10_des", "vme_pla_phz10"], ["vme_122mm_RKT_x40", "vme_122mm_RKT_x40", "vme_122mm_RKT_x40", "" "," "],
[["pla_phz81_des", "pla_phz81"], ["vme_122mm_RKT_x40", "vme_122mm_RKT_x40", "vme_122mm_RKT_x40", "", ""]],
[["vme_pll05_des", "vme_pll05"], ["VME_Mortar120mm_30rndHE", "VME_Type86_30rndSMOKE", "VME_Type86_30rndILLUM", "", ""]],
[["vme_pla_plz05_des", "vme_pla_plz05"], ["VME_Type86_30rndHE", "VME_Type86_30rndHE", "VME_Type86_30rndHE", "", ""]],
[["vme_pla_plz07_des", "vme_pla_plz07"], ["VME_Type86_30rndHE", "VME_Type86_30rndHE", "VME_Type86_30rndHE", "", ""]],
[["vme_sm4_des", "vme_sm4"], ["VME_Mortar120mm_30rndHE", "VME_Type86_30rndSMOKE", "VME_Type86_30rndILLUM", "", ""]]

];

 

OPTION 2:

add in map a unit,  copy to unit init:

 

RydFFE_Debug = true;
RydFFE_ShellView = true;

RydFFE_FOClass = ([

"i_uav_02_dynamicloadout_f",
"rhsusf_army_ocp_jfo",
"pla_soldier_sl_f",
"pla_soldier_tl_f",
"vme_ch3",
"vme_ch7",
"vme_ch4b"

]);

RydFFE_Add_Other =
[

[["pla_phl03_des", "pla_phl03"], ["vme_PHL03_mag", "vme_PHL03_mag", "vme_PHL03_mag", "", ""]],
[["vme_pla_phz10_des", "vme_pla_phz10"], ["vme_122mm_RKT_x40", "vme_122mm_RKT_x40", "vme_122mm_RKT_x40", "" "," "],
[["pla_phz81_des", "pla_phz81"], ["vme_122mm_RKT_x40", "vme_122mm_RKT_x40", "vme_122mm_RKT_x40", "", ""]],
[["vme_pll05_des", "vme_pll05"], ["VME_Mortar120mm_30rndHE", "VME_Type86_30rndSMOKE", "VME_Type86_30rndILLUM", "", ""]],
[["vme_pla_plz05_des", "vme_pla_plz05"], ["VME_Type86_30rndHE", "VME_Type86_30rndHE", "VME_Type86_30rndHE", "", ""]],
[["vme_pla_plz07_des", "vme_pla_plz07"], ["VME_Type86_30rndHE", "VME_Type86_30rndHE", "VME_Type86_30rndHE", "", ""]],
[["vme_sm4_des", "vme_sm4"], ["VME_Mortar120mm_30rndHE", "VME_Type86_30rndSMOKE", "VME_Type86_30rndILLUM", "", ""]]

];

 

OPTION 3:

Add the artillery to see what happens.

 

 

BR.

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Could the Forward Arty Observer car be used to automatically target and fire in vicinity of player and pick target that is random and far from player to create a movie-like experience and attack enemy that get to close to player with direct-fire only?    Could the Forward observer be used as a "mini-air boss" to add flights of aircraft as a emersion in mission ,with a radar Lynx? 

 

Btw, can you tow the DK-9 ADS?

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5 hours ago, john111 said:

Could the Forward Arty Observer car be used to automatically target and fire in vicinity of player and pick target that is random and far from player to create a movie-like experience and attack enemy that get to close to player with direct-fire only?    Could the Forward observer be used as a "mini-air boss" to add flights of aircraft as a emersion in mission ,with a radar Lynx? 

 

Btw, can you tow the DK-9 ADS?

 

You could try and use the Fire-for-Effect/God of War script in a mission and set that class as a Fire Observer in the script (it's very easy to do).  Then that unit will spot for artillery.

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The artillery functions I have created are able to be called via action.  Info is in the first post, and also can be read via the in-game functions viewer.

 

With a little work one could even add the functions via a trigger.

 

I intend to make the "HQ" vehicles capable of calling fire missions, and I am thinking to do it with a mission variable so that mission makers may disable the vehicle's capability for mission purposes.

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