hcpookie 3770 Posted May 20, 2019 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 1 Share this post Link to post Share on other sites
Reid236 116 Posted May 20, 2019 "Added lesh towing mod compatibility for all air assets" You the goat @hcpookie 1 Share this post Link to post Share on other sites
hcpookie 3770 Posted May 22, 2019 Found a few config errors... will update the fix tonight Share this post Link to post Share on other sites
hcpookie 3770 Posted May 23, 2019 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 1 Share this post Link to post Share on other sites
hcpookie 3770 Posted May 31, 2019 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 Share this post Link to post Share on other sites
hcpookie 3770 Posted June 1, 2019 Update! Quote FIX: DF-15 popup errors FIX: BJ-2022 config errors Share this post Link to post Share on other sites
hcpookie 3770 Posted June 14, 2019 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 6 Share this post Link to post Share on other sites
hcpookie 3770 Posted June 17, 2019 A small update Quote FIX: DF-15 reload times IMPROVED: WZ-10 pilot view 1 Share this post Link to post Share on other sites
AtomicBoy 33 Posted June 18, 2019 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 Share this post Link to post Share on other sites
hcpookie 3770 Posted June 22, 2019 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). *************************************************************************************************************************/ Share this post Link to post Share on other sites
Nichols 243 Posted June 25, 2019 @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? Share this post Link to post Share on other sites
hcpookie 3770 Posted June 26, 2019 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. Share this post Link to post Share on other sites
FNG_Pliskin 0 Posted June 29, 2019 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. Share this post Link to post Share on other sites
hcpookie 3770 Posted July 3, 2019 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. Share this post Link to post Share on other sites
hcpookie 3770 Posted July 18, 2019 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 DK-9 ADS (Air Defense System) PLA Arid Forces SPECOP (MEC) units and PLAFOR SPECOP units ... aaaaaaaaaaaaaand a few more interesting things to play with 🙂 2 Share this post Link to post Share on other sites
Dallas Medina 50 Posted July 19, 2019 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)? Share this post Link to post Share on other sites
HaceElOso 39 Posted July 19, 2019 I like the A2 models. Love your work Pook, thank you as always for sharing. The ADS is so cool! Share this post Link to post Share on other sites
Dallas Medina 50 Posted July 20, 2019 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. Share this post Link to post Share on other sites
hcpookie 3770 Posted July 20, 2019 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. Share this post Link to post Share on other sites
AtomicBoy 33 Posted August 16, 2019 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: [[ , ],…]; 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. 1 Share this post Link to post Share on other sites
hcpookie 3770 Posted September 2, 2019 Coming "soon"... 9 Share this post Link to post Share on other sites
john111 76 Posted September 2, 2019 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? Share this post Link to post Share on other sites
gatordev 218 Posted September 2, 2019 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. Share this post Link to post Share on other sites
hcpookie 3770 Posted September 2, 2019 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. 1 Share this post Link to post Share on other sites
pirkleawesome 8 Posted September 2, 2019 Any chance of adding units compatible with the new chemical Warfare mod? Share this post Link to post Share on other sites