sammael 366 Posted February 25, 2018 I was waiting so long for TOS 1 Share this post Link to post Share on other sites
aliabualrub 1142 Posted February 25, 2018 There is a problem when the vehicles are ordered to fire rockets. The vehicles launch the rockets in front of the vehicle at a distance close to them, so the soldiers die from the time of the squadron Share this post Link to post Share on other sites
hcpookie 3770 Posted February 25, 2018 You have to call them via artillery. AI are pretty dumb and will shoot any artillery piece like an AT rocket unless you call them via arty. So you'll have to configure all the bits and pieces the AI needs to run them as arty. The "doArtilleryFire" command can be used to make them fire as artillery. Also, I didn't really point out the fire mission functions in detail... you can view them in the Functions Viewer but I will insert a description in this thread. For the SCUD try this in a trigger: _launch = [player] spawn pook_ARTY_FNC_SCUDMISSION EDIT: I just edited the first post w/ the instructions for configuring the SCUD fire mission. Get your Forward Observers to work! :) 2 Share this post Link to post Share on other sites
AtomicBoy 33 Posted February 25, 2018 Hello hcpookie, Using the artillery mod with the "Fire For Effect: The God Of War" mod, I found that the angle of the artillery tube does not rise enough and therefore falls short. I've also tried it with this script: and the same thing happens. Any idea what can happen? un saludo y gracias por el addon Atomicboy 1 Share this post Link to post Share on other sites
classic 38 Posted February 26, 2018 the mod is very unique, and I was enjoy while use this mod https://i.imgur.com/g9Qb9jW.jpg https://i.imgur.com/AdsBre3.jpg 1 Share this post Link to post Share on other sites
AtomicBoy 33 Posted February 26, 2018 Hello Hcpookie using the artillery mod with artilleria module he angle of the artillery tube does not rise enough and therefore falls short. un saludo y gracias por el addon Atomicboy 19 hours ago, AtomicBoy said: Hello hcpookie, Using the artillery mod with the "Fire For Effect: The God Of War" mod, I found that the angle of the artillery tube does not rise enough and therefore falls short. I've also tried it with this script: and the same thing happens. Any idea what can happen? un saludo y gracias por el addon Atomicboy Share this post Link to post Share on other sites
ski2060 167 Posted February 26, 2018 Posting your quoted question again, two posts later, is generally seen in a negative light. Pookie probably has some real life issues that he is dealing with and will get back to you at his convenience. Share this post Link to post Share on other sites
AtomicBoy 33 Posted February 26, 2018 Hi. I am only reporting something that I have detected, according to the tests I have done, grouped in a single post, so as not to disperse the information. It may also be that something I am doing wrong Sorry if I upset someone. Of course I do not expect a quick response. I also know that there is life beyond ARMA 3 un saludo y gracias por el addon Atomicboy Share this post Link to post Share on other sites
hcpookie 3770 Posted February 27, 2018 You can ask over and over but it won't get an answer any faster. RealLife is what it is. Look above your post for a description of the doArtilleryFire command exactly as described in that thread that you quoted. There is no shortcut for this. (*edit - if there IS a shortcut I don't know it!) For the SCUD, read the appended first post for the SCUD firemission function. I will consider adding more fire mission scripts in the future for the tube artillery. 2 Share this post Link to post Share on other sites
AtomicBoy 33 Posted February 27, 2018 hcpookie, thank you for the answer. but... not you understand me The problem is the ANGLE of the CANYON when de IA Fire, it does not rise enough and the shot is short. (El problema es el ANGULO del CAÑON del ADDON, no se eleva lo suficiente y el disparo queda corto) Un saludo. Atomicboy Share this post Link to post Share on other sites
Kaede Takagaki 9 Posted March 2, 2018 I hope there will be a tutorial video for how to use the ammo script and remote launch. A wonderful mod , thanks alot! Share this post Link to post Share on other sites
Arma_fighter _pilot 0 Posted March 4, 2018 hello hcpookie. This is a very beautiful and perfect mod. Please add the following items. for BM-30 Smerch : for TOS-1 : add thermobaric weapon tankyou Share this post Link to post Share on other sites
AtomicBoy 33 Posted March 12, 2018 Hi hcpookie, the addon does not work correctly when used with the "doArtilleryFire" instruction or module artilery of ARMA3. The shot falls short because the ATP cannon does not raise enough. with the Arma3 artillery computer if it works correctly. Please, check the addon. BR. AtomicBoy. Share this post Link to post Share on other sites
cinv 1 Posted March 13, 2018 Hello, hcpookie Big thanks for the mod. Really great. I have some questions, please answer if you have a time. When your are going to update it? And what changes are upcoming? How AI can launch Iskander and SCUD missiles without player's participant? For example, RHS's Tochka-U has commands this dotarget "target1"; this dofire "target1" - and it shoots "target1" via waypoint or trigger. Can you make ballistic and cruise missiles shootable by your SAM units? It will make battles much more exiting! Share this post Link to post Share on other sites
hcpookie 3770 Posted March 14, 2018 To be clear the doArtilleryFire command is how I tested them all. In the editor. You set a marker/target/whatever and have the arty piece fire at it with that command. That's how Arma arty works, unfortunately. The command is a little tricky as you have to know some of the class names, but the config viewer will let you see those. Or sync them to the arty module, which requires some extra work. As I said I am working on Fire Mission scripts to let the other arty types be used in a scripted fashion. No ETA. Share this post Link to post Share on other sites
hcpookie 3770 Posted March 15, 2018 Edit to add - it seems I have made a mistake and landed in Version Hell. The version I uploaded appears to be missing some config settings that are on my "dev" version. For that, I apologize - Mea Culpa! I am making the corrections to the "release" version and have uploaded the fixes (ver. 1.1). The good news is that the new Fire Mission script seems to work pretty well for the standard artillery vehicles! Fire Missions for Rocket and Iskander vehicles will be postponed as I need to upload this fix ASAP. 1 Share this post Link to post Share on other sites
hcpookie 3770 Posted March 15, 2018 Uploading new version 1.1 to Steam now... OneDrive should be updated shortly. Quote 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 To use the new arty function: Same as SCUD function, but new function name: "pook_ARTY_fnc_ARTYMISSION" So for the editor etc use this syntax: _arty = [player] spawn pook_ARTY_fnc_ARTYMISSION 4 1 Share this post Link to post Share on other sites
AtomicBoy 33 Posted March 15, 2018 hcpookie, Thank you, you are the best. Un saludo. AtomicBoy. 1 Share this post Link to post Share on other sites
hcpookie 3770 Posted March 15, 2018 Full description of the ARTYMISSION function I didn't have time to document last night: /********* pook_ARTY Standard Cannon Artillery AI Fire Mission Function ************************************************** Initiates player-requested artillery fire mission for friendly AI-controlled arty units. Can be scripted for mission- driven artillery support fire missions by "real" units on the battlefield... making such things as counter-artillery strike missions a reality. 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! Function currently supports 2S19, 2S1, 2S3, 2S5, A-222, and TOS-1A artillery units. Other units may be added in the future. Author: hcpookie Arguments: ========== 0: The player calling the mission 1: FUTURE: The artillery ammo type being requested (default = HE is only supported at present; others may be added in the future) 2: OPTIONAL: Range (in km) to check for friendly launchers (OPTIONAL: default = 20) USAGE: ====== 1. Place AI unit via editor, or spawn within mission. 2. Either "addAction" for desired ammo type to a Commander/Spotter/Radio operator, etc. Note that the ammo type values are CASE-SENSITIVE! The only currently supported type is "HE" HE: ---- this addAction ["Arty Mission", {[this, "HE", 20] spawn pook_ARTY_FNC_ARTYMISSION},,1,false,true]; - or - this addAction ["Arty Mission", {[this] spawn pook_ARTY_FNC_ARTYMISSION},,1,false,true]; ... Or via trigger/script: _arty = [player] spawn pook_ARTY_FNC_ARTYMISSION; (or) _arty = [this, "HE"] 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 launchers in the same mission. 4. AI gunner will fire a spotter smoke round, and within 45 seconds will begin the main HE artillery barrage. 5. AI will fire a random amount of artillery, anywhere between 3-8 rounds. 6. Script will only select stationary, friendly AI units, in range, with available ammo. 7. Moving vehicles, those in transit, etc. are ignored. 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 launchers. - Fire Mission command cannot be aborted! - The artillery in the 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, and specific unit reload times which are adjusted according to Real World values. *****************************************************************************************************/ 4 1 Share this post Link to post Share on other sites
hcpookie 3770 Posted March 20, 2018 Preparing for the next update... Fire mission script for all SRBM launchers is working like a charm. 2x 9M720, 4x 9M720P, or 2x S800 all launch correctly. I'm working on a script for the rocket artillery which doesn't want to seem to work w/ any of the scripts. When I figure out that problem, along with any additional corrections as yet unreported, the update should be ready... for now: FIX: - Missing FAE explosion effect - 2S19 damage RVMAT - Missing radio sounds - Wrong lights on Scud; 2S5 IMPROVED: - 9K58 Turret elevation limit NEW: - K-300P "Bastion-P" ASM/SSM - SRBM Fire Mission function, supporting AI-controlled 9K720, 9K720-K, and K-300P launchers 2 1 Share this post Link to post Share on other sites
hcpookie 3770 Posted March 22, 2018 Quote - Identified and fixed a bug that was preventing 9K58, 4K51, and 3K60 from correctly working with artillery commands. - Artillery support script now supports groups; units in an artillery group that is selected by the fire mission will all fire at the target. - Added CUP BM-21 to artillery support script. Quote TO-DO: - Fix A-222 muzzle effect position - Refine artillery support script to take longer pauses in-between actions. - Add Rocket Artillery to Fire Mission script(s) - Add reload vehicle(s) Are there any other issues which have not been mentioned yet? Don't assume I know about it... I can only fix the issues I know about :) 1 Share this post Link to post Share on other sites
cinv 1 Posted March 22, 2018 Quote Are there any other issues which have not been mentioned yet? Quote Initiates player-requested artillery fire mission for friendly AI-controlled arty units. 1.Does this addon have trigger-requested artillery fire mission for AI units? 2. Can 4K51 'Rubezh' Coastal Missile Artillery and 3K60 'Bal' Coastal Missile Artillery attack ships by long range self-guidance missiles? Now these weapons works like an arty. Share this post Link to post Share on other sites
john111 76 Posted March 23, 2018 Can I ask for a AMOS -system that actually work? Seems to fit in this sort of pack. The Spaag AA-system will be adding a protective suite to the Arty-pack in themselves,if added. Btw,will C-RAM be able to kill incomming rounds? Share this post Link to post Share on other sites
hcpookie 3770 Posted March 26, 2018 v.Next rapidly approaching. Confirming the new arty fire mission functions work with CUP, VME_PLA, and RHS mods... going to make a standalone version for the PLA mod of course ;) What you see here is the "Group" function doing its thing. 3-8 rounds PER UNIT on target. This should let mission planners make better use of on-map arty units. And of course give the other side a fair chance to attack those arty units depending on how the mission is planned out. One could make a MP-specific "side mission" (thinking Evolution maps) where you have to find and eliminate the enemy arty unit. Or have a SF or even air strike on the arty group. Share this post Link to post Share on other sites