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From China Virtual Military Engineers: VME PLA mod for ArmA3

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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

 

 

 

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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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