Mr_Sideburns 1 Posted June 25, 2017 Hello ! I'm creating a mission in wich an Ai mortar team has to shoot a target located in an other area of the town. I've tried many things without succeeding. To try to figure out my problem, in a simplier scenario, I made a soldier shoot a car with this : team1 reveal car1; soldier doTarget car1; soldier dofire car1; ps : it work fine with a trigger, but the car must not be hidden from the soldier's view Then I tried placing the soldier in a mortar or a DShKM UAZ. He targeted the car but didn't shoot. So where the problem comes from according to you ? Am I missing a command somewhere ? Must the unit see it's target ? Thanks for your answers ! Share this post Link to post Share on other sites
sarogahtyp 1108 Posted June 25, 2017 I think u need artillery specific commands here like doArtilleryFire Share this post Link to post Share on other sites
Mr_Sideburns 1 Posted June 25, 2017 On 25/06/2017 at 9:04 PM, sarogahtyp said: I think u need artillery specific commands here like doArtilleryFire Yes, it looks like what I am looking for ! Thanks ! I will try this tomorrow. Do you know where I can get the exact name of mortar ammo ? In my mission the mortar team is supposed to (constantly) shoot flares (so I will have to loop that and add some sleep). Edit : Here's what I managed to do. It works as intended with a trigger. []spawn { while {alive OfficerMortar} do { mortar1 doArtilleryFire [[4333.463,4411.297,0],"rhs_mag_3vs25m_10",1]; sleep (random 1 +2); mortar2 doArtilleryFire [[4346.318,4333.674,0],"rhs_mag_3vs25m_10",1]; sleep (random 3 +1); mortar3 doArtilleryFire [[4379.654,4261.604,0],"rhs_mag_3vs25m_10",1]; sleep 30 ; }; }; You can even write _unit doWatch [direction]; in the init. field of each mortar so that it doesn't move between each salve. Share this post Link to post Share on other sites