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Released!  Both Vanilla and CUP versions are published to Steam, and my onedrive link here:    https://onedrive.live.com/?id=5B54FC51A7917265!156668&cid=5B54FC51A7917265

CUP version is available separately!

 

I've been playing with the different artillery selections so their max ranges should be accurately simulated.  Up to 300km range on the SCUD so it should work on even the big-huge maps out there.

 

Arty Fire Mission

Spoiler

/********* pook_ARTY 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 82mm 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 and SCUD fire missions are provided in their respective functions contained in the pook_Arty 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", "SPOT", "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 pook_ARTY_FNC_ARTYMISSION},"",1,false,true];
            - or -
        _arty = [this] spawn pook_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 pook_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 pook_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 Smoke Mission", {[player, "SMOKE", 20] spawn pook_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 pook_ARTY_FNC_ARTYMISSION;

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

        this addAction ["Arty Smoke Mission", {[player, "SPOT", 20] spawn pook_ARTY_FNC_ARTYMISSION},"",1,false,true];


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

        _arty = [this, "SPOT"] spawn pook_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 ["ILLUM Mission", {[player, "ILLUM", 20] spawn pook_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 pook_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 CBU Mission", {[player, "CBU", 20] spawn pook_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 pook_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 pook_ARTY_FNC_ARTYMISSION},"",1,false,true];
            - or -
        _arty = [this,"HE",4] spawn pook_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 pook_ARTY_FNC_ARTYMISSION},"",1,false,true];
            - or -
        _arty = [this,"HE",,[150,256,0]] spawn pook_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 sideRadio and 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 mod is 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 pack).

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

 

Improved SCUD functions! 

Initiates player-requested SCUD fire mission for friendly pook_SCUD launchers. Can be scripted for mission-driven "RED DAWN" or "SEARCH AND DESTROY" SCUD fire missions (e.g. "Stop General Guba before he launches the SCUD" type missions).  This function is available for SCUD, and Iskander (9K720) functions are in the works.

 

To use the SCUD launch function:

Spoiler

/********* pook_ARTY SSBM AI Fire Mission Function **************************************************

Initiates player-requested SSBM fire mission for friendly pook_SCUD launchers. Can be scripted
for mission-driven "RED DAWN" or "SEARCH AND DESTROY" SCUD fire missions (e.g. "Stop General
Guba before he launches the SCUD" type missions).

Author: hcpookie

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

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

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

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

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

    5kt:
    ----
    this addAction ["SSBM Mission", {[player, "5KT", 5] spawn pook_ARTY_FNC_SCUDMISSION},"",1,false,true];

 

    NOTE: You may use "NUK" instead of "5KT".  Both will spawn the same fire mission

 

    ... 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 pook_ARTY_FNC_SCUDMISSION;

3. OPTIONAL: The third input parameter defines the search radius to seek friendly launch-capable SCUD
   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 "ScudLoadStatus" variable > 0.

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

NOTES:
======
 - Cannot be used for human-controlled launchers.
 - Launch command cannot be aborted!
 - The SCUD launcher is calibrated to Real World values, and can launch anywhere between 1-300km

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

 

 

To use the SRBM Function:

Spoiler

/********* pook_ARTY SRBM AI Fire Mission Function **************************************************

Initiates player-requested SRBM fire mission for friendly SRBM launchers. Can be scripted
for mission-driven "RED DAWN" or "SEARCH AND DESTROY" SRBM fire missions (e.g. "Stop General
Guba before he launches the missiles" type missions).  

Author: hcpookie

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

USAGE:
======
1. Place AI SRBM launcher via editor, or spawn within mission.  The function supports types:
    - pook_9K720
    - pook_9K720K
    - pook_K300P
    - pook_4K51
    - pook_3K60
    - pook_9K52

2. Either "addAction" for desired ammo type to a Commander/Spotter/Radio operator, etc. Note
   that the ammo type values are CASE-SENSITIVE: you must use "HE" and not "he"

   NOTE: Only HE is supported at this time! (CBU, 5kt to be added in future)

    HE:
    ----
    this addAction ["SRBM Mission", {[player, "HE", 20] spawn pook_ARTY_FNC_SRBMMISSION},"",1,false,true];
     - or -
    this addAction ["SRBM Mission", {[player] spawn pook_ARTY_FNC_SRBMMISSION},"",1,false,true];
     - or -
    this addAction ["SRBM Mission", {[player, "HE, 20, [7088.1,3146.17,0]] spawn pook_ARTY_FNC_SRBMMISSION},"",1,false,true];

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

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

 

    NOTE: You may use "NUK" instead of "5KT".  Both will spawn the same fire mission

 

    ... 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 pook_ARTY_FNC_SRBMMISSION;

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

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

5. OPTIONAL: Map grid Coordinates for second salvo.  Uses standard coordinate format (ex. [0,0,0]).  May be used for scripting purposes.

6. AI will ready the launcher (raise launch tubes), arm and launch the missile.  

7. This script has no Rearm option! Launcher rearm can only be achieved via rearm vehicles.


RETURN:
=======
 - AI will send sideRadio and 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!
 - The SRBM launcher is calibrated to Real World values, and can launch anywhere between 1-300km
 - Assumes multi-silo launcher is in use, and therefore employs a 2-missile launch procedure.  
   Single-silo launchers or launchers with partially depleted magazines may cause non-critical
   in-game errors if there are no missiles to fire at the 2nd target coordinate.

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

 

 

 

Players can ready, load and fire the missiles, enabling the choice of HE, cluster, and 5kt nuke warheads on a player-controlled vehicle.

 

Multiple texture sets for the vehicles.  Trying to cover all the different camo variations - forest, desert, jungle, drab green for most of the vehicles.  I've redone some of the previous textures from the A2 models that weren't looking too good in A3.

 

Credit where it's due: 

- Citizenship models:  2S19, 2S3, 9K720 (default textures)

- BIS:  SCUD model, T72 chassis

- MAZ chassis units all based on SA8Gecko's original A1 model. 

- Me:  All the other models; custom textures, and logic for all vehicles.

 - - Also, new wheel 3D model w/ actual modeled tread.

 

Systems so far -

  • 2S19 'Msta' Self-Propelled Howitzer

pook_Arty8.jpg

 

  • 2S1 Self-Propelled 122mm Howitzer (on the right)
  • 2S3 Self-Propelled 152mm Howitzer (on the left)

pook_Arty7.jpg

 

  • 2S5 Self-Propelled 152mm Howitzer

(no pic yet)

 

  • TOS-1A Mobile Rocket Artillery

pook_Arty2.jpg

 

  • A-222 'Bereg' Coastal Artillery

pook_Arty6.jpg

 

  • 4K51 'Rubezh' Coastal Missile Artillery

pook_Arty1.jpg

 

  • 3K60 'Bal' Coastal Missile Artillery

pook_Arty3.jpg

 

  • 9K58 (Smerch) Rocket Launcher

pook_Arty4.jpg

 

  • 9K72 SCUD SSBM Launcher (selectable HE, cluster, and 5kt nuke warheads)

pook_Arty5.png

 

  • 9K720 'STONE' SSBM Launcher

pook_Arty9.jpg

 

 

CHANGE NOTES

Spoiler

May 10, 2020

===============

Expanded radiation fallout damage capabilities.  Now support for numerous external mods' hazmat and radiation suits:

Support for CBRN and respirator masks to minimize radiation damage to players!
- A combination of supported respirator mask and CBRN suit will negate fallout damage.
- The unit must be wearing the mask/suit! Simply carrying in inventory will not reduce damage!
- CBRN suits without a supported respirator halve damage to "man" units.
- Supported respirator masks will halve damage to "man" units.

This function currently supports:

CBRN/respirator masks:
--------------------------
- Contact DLC (BIS)

- Global Mobalization DLC
https://store.bistudio.com/products/arma3-global-mobilization

- Hidden Identity Pack
http://www.armaholic.com/page.php?id=24936

- FAP Units
http://www.armaholic.com/page.php?id=30706

- CBRN Defense Units (Mr. Skellingtons CBRN Defense Units)
http://www.armaholic.com/page.php?id=31920

- JSHK Contamination Gear (branch of Skellingtons CBRN)
http://www.armaholic.com/page.php?id=35106

- Avon FM12 Respirator Pack
http://www.armaholic.com/page.php?id=31901

CBRN suits:
---------------
- Contact DLC (BIS)

- CBRN Defense Units (Mr. Skellingtons CBRN Defense Units)
http://www.armaholic.com/page.php?id=31920

- JSHK Contamination Gear (branch of Skellingtons CBRN)
http://www.armaholic.com/page.php?id=35106

 

Aug 12, 2019

===============

NEW: Gas masks now reduce nuclear fallout damage by half when players are within the radiation hot zone.  Support for gas masks from:

  • BIS Contact
  • Global Mobilization
  • Hidden Identify Pack
  • FAP Units

     

Aug 10, 2019

===============

  • IMPROVED: Nuke script optimizations
  • IMPROVED: Nuke damage scripts for buildings, map objects
  • IMPROVED: SSBM CBU coverage
  • NEW: 9K720 Iskander CBU and 5kt Nuclear missiles
  • NEW: Battle Damage Assessment (BDA) drone for nuke fire mission controller 

 

v4

====

  • FIX: popup error "cannot open object pook_arty\pook_9k140\9m21_fly.p3d"
  • FIX: Missing getin/getout memory points on 9K57 Urugan, 9K52 Luna
  • FIX: Numerous RPT errors
  • FIX: 2S1 model errors
  • FIX: 3K60 Bal missile despawns before impact
  • IMPROVED: Editor previews
  • IMPROVED: MZKT reload vehicle model updated for easier identification
  • IMPROVED: Fire mission functions
  • NEW: Enhanced support for CUP, RHS, vanilla BIS mods' artillery units in fire mission functions
  • NEW: 9P140-M Urugan-M artillery vehicle (based on Belarusian design)

 

v3.1
=====
FIX: Tracked arty drivers heads were visible when turned in
IMPROVED: 2S5 physx settings
IMPROVED: Tracked arty drivers optics model
IMPROVED: AP Direct Fire Munition damage

 

Version 3:

NEW:  Updated script functions to use OPTIONAL pre-configured coordinates for scripting purposes.
NEW: 9K52 Luna-M SRBM

 

Version 2.1:

- FIX: No Entry: 'bin/config.bin/CfgCloudlets.pook_missilesmokeshort'
- FIX: Missing preview image
- IMPROVED: ARTY FIRE MISSION Function now supports RHS M252 Mortar, M106 units.

 

Version 2.0:

FIX:
 - Missing FAE explosion effect
 - Missing some script radio sounds
 - Wrong lights on Scud; 2S5
 - Conditional loop in functions that could disable fire missions
 - CBU warheads not deploying submunitions
 - A222 muzzle effects location
 - 3K60 missile launch animations


IMPROVED:
 - Damage RVMATs
 - 9K58 Turret elevation limit
 - Artillery Fire Mission supports AI-controlled artillery from
   both this pack and other mods (VME_PLA, CUP, RHS)

 

NEW:
 - K-300P "Bastion-P" ASM/SSM
 - 9K57 "Urugan" (Hurricane) Rocket Artillery

 - Artillery reload vehicle
 - SRBM Fire Mission function, supporting AI-controlled missile artillery from both this pack and other mods (VME_PLA, CUP, RHS)
 - Artillery fire mission supports grouped artillery units

 

 

 

 

Version 1.1:

FIX:
 - AI gunners ignoring artilleryFire commands
 - some vehicles tipping over when firing main cannon

NEW:
 - Cannon artillery fire mission function (works with 2S19, 2S1, 2S3, 2S5, A222, and TOS-1A artillery units)

TO-DO:

 - 9K720 Iskander fire mission
 - Rocket Artillery fire mission
 - reload ammo crates
 - reload vehicles

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IDK what we did to deserve you, but all I can say right now is hell yes!

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Another little teaser... this time of the 9K720...

 

pook_Arty9.jpg

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7 hours ago, hcpookie said:

Another little teaser... this time of the 9K720...

 

pook_Arty9.jpg

 

I will start the paperwork to make you a god. :icon_biggrin:

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Well let's not get carried away...

a4f53b83e5dd628c79035e21d2c1256b.jpg

 

 

Credit where it's due: 

- Citizenship models:  2S19, 2S3, 9K720 (default textures)

- BIS:  SCUD model, T72 chassis

- MAZ chassis units all based on SA8Gecko's original A1 model. 

- Me:  All the other models; custom textures, and logic for all vehicles. 

 - - Also, new wheel 3D model w/ actual modeled tread.

 

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I can't wait to go scud hunting on the PMC maps. Thank you Pook and merry Xmas.

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No one ever said it would be a Christmas release.  I said "coming soon" which is as specific as I can be at present and that is in Geological terms of "soon"  :)

 

If it is ready by Valentine's day I'll be surprised.

 

I would really like to make some static arty to complement the SP arty versions but I don't think I will go down that road.

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8 hours ago, hcpookie said:

No one ever said it would be a Christmas release.  I said "coming soon" which is as specific as I can be at present and that is in Geological terms of "soon"  :)

 

If it is ready by Valentine's day I'll be surprised.

 

I would really like to make some static arty to complement the SP arty versions but I don't think I will go down that road.

 

I didn't mean I was expecting it by then hahaha! Just the post, is all.

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Progress!  All conventional and rocket artillery is calibrated to their published distances.  I can't confirm the 9K72 (SCUD-300km) or 9K720 (Iskander-500km) max ranges because there is no map big enough to make the test - not even PMC's maps on which I've been testing!  Doubt anyone will complain about that :)  No idea how AI will work with the "artilleryFire" command at 100km ranges however the config should allow them to function regardless.  We'll see I guess.

 

I haven't explored dispersion although I wish to provide the SCUD with a wider CEP since it should have around 3,000m CEP (!!!) vs. the 9K720 Iskander which is in the double-digits.  Might be nice to have a "realistic" SCUD for those long range barrages which would mean you could never be sure it will really hit the target.  I need to look into that some.  As for the rest of the arty, they are considerably more accurate so they can probably remain as-is or perhaps altered only slightly.

 

3D models are mostly done and need very little except for some turret memory point config changes for the gunner views. 

 

Texture sets are about halfway done and progressing nicely.  I've replaced the older texture sets that weren't really working that well with some better configured and color-matched textures.  Overall things are looking better.  Vanilla and CUP configs are planned.

 

I am thinking about adding a reload truck so the ammo is available for reloads.  Otherwise it will be tricky trying to rearm in the middle of a mission! 

 

Test results for different artilleryCharge values for posterity...

Spoiler

TOS
======
artilleryCharge = 0.25;
0-4.5k

artilleryCharge = 0.3;
0-6.5k

artilleryCharge = 0.35;
1k-9k

 

4K51
======
artilleryCharge = 1
12-73k

artilleryCharge = 1.04
13.8-79k

artilleryCharge = 1.05
14-81k

artilleryCharge = 1.1
15-89k

artilleryCharge = 3
115k - ??

 

3K60
======
artilleryCharge = 1.2;
3.7-106k

artilleryCharge = 1.3;
4.3-124k

artilleryCharge = 1.34;
4.6-132k (130k)

artilleryCharge = 1.35;
4.6-134k

artilleryCharge = 1.5;
5-165k

 

9K72 SCUD
==========
artilleryCharge = 0.75;
7-40k

artilleryCharge = 0.8;
8-45k

artilleryCharge = 0.9;
10-58k

artilleryCharge = 1.8;
42-238k

artilleryCharge = 1.9;
47-256k

artilleryCharge = 2;
52-294k

artilleryCharge = 2.02;
53-300k

artilleryCharge = 2.025;
53-302

artilleryCharge = 2.03;
54-303k

artilleryCharge = 2.05;
55-309k

 

9K720
========
artilleryCharge = 0.3;
1.25-6.6k

 

artilleryCharge = 0.65;
5.5-31k

 

artilleryCharge = 0.75;
7-40k


artilleryCharge = 1.5;
30-165k

 

artilleryCharge = 3;
117-??


9M55 (9K58)
=============
artilleryCharge = 0.95;
2-66k

artilleryCharge = 0.97;
2.6-69k

artilleryCharge = 0.98;
2.6-70k (68k)

artilleryCharge = 0.99;
2.6-72k (70k)

 

2S19
======
artilleryCharge = 0.6;
0-23k

artilleryCharge = 0.65;
0-28k

artilleryCharge = 0.8;
0-40k

 

A-222
======
artilleryCharge = 0.64;
5-27k

 

2S5
=====
artilleryCharge = 0.68;
0-30k

artilleryCharge = 0.69;
0-31k

artilleryCharge = 0.72;
0-33k

artilleryCharge = 0.8;
0-40k

 

2S3
=====
artilleryCharge = 0.48;
0-15k

artilleryCharge = 0.485;
0-15.75k

artilleryCharge = 0.49;
0-16k

artilleryCharge = 0.5;

artilleryCharge = 0.51;
0-17.2

artilleryCharge = 0.52;
0-17.6k

artilleryCharge = 0.5205;
0-17.7

artilleryCharge = 0.521;
0-17.7

artilleryCharge = 0.523;
0-18k

artilleryCharge = 0.525;
0-18.2k

artilleryCharge = 0.53;
0-18.7k

artilleryCharge = 0.54;
0-19.4

 

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Along with that Reload truck, can you make some Ammo crate configs for reloading from crates?   For bunker settings with ammo crates piled up next to the weapons/SPGs?

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Like a "reload ammo crate"?  I imagine I could do that... good idea!

 

I'm going to look at the gunner memory points on some of the vehicles and try to fix some broken animations - barrel recoil animation going the wrong way, things like that. 

 

I have a few vehicles that does damage to itself when you shoot the weapon.  I think the weapon mem points are too close to the 3D model but I can't be certain on that yet.

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Hi hcpookie. Do your arty units use unique values for their mags and ammo, or do they inherit straight from BIS values? I'd like to accommodate your artillery when I re-release my artillery addon. Not sure if the rocket stuff is doable, but the tube stuff should be easy enough.

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New desert tan and showing off the hinged fenders on a slope...

TOS1des.jpg

 

 

4 hours ago, Drongo69 said:

Hi hcpookie. Do your arty units use unique values for their mags and ammo, or do they inherit straight from BIS values? I'd like to accommodate your artillery when I re-release my artillery addon. Not sure if the rocket stuff is doable, but the tube stuff should be easy enough.

Well of course they have unique values as the default BIS values won't accommodate the distances... not sure exactly what you're asking

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Good news!  The remote SCUD launch script is working now.  Via action or script, you can order a SCUD fire mission.  And the SCUD can reach out between 1km and 300km making SCUD hunts possible.  And General Guba will be a threat once again!  :D  I'll have to make a video.  I still have to ensure all factions have good paint jobs before they can roll out.  Some minor physx problems on some of the vehicle but nothing serious.  Also, fuck physx! lol

 

Also... hinged fenders on the 2S19 along w/ the muzzle brake's anti-corrosion paint.  Oh and also articulated barrel brace in travel mode.

 

2_S19.jpg

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The menagerie so far.  I have about another afternoon's worth of tweaks to make before they are ready to play.  Yes they are that close to release.

 

Yes there are a few additional goodies in there.

 

arty_showcase_Beta.jpg

 

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14 minutes ago, hcpookie said:

ADMINS: Can this be moved to the COMPLETE forum?

 

Done :f:

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don't take this the wrong way, but I could kiss you right now.

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