hcpookie 3770 Posted October 28, 2019 This would make the scud init with the missile prepped and ready to launch: [this,'PREP'] execVM "\pook_ARTY\scripts\SCUD.sqf"; [this,'HE'] execVM "\pook_ARTY\scripts\SCUD.sqf"; You must use the SCUDMISSION function to make it launch remotely. 1 Share this post Link to post Share on other sites
hcpookie 3770 Posted May 10, 2020 IMPROVED: 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 DLChttps://store.bistudio.com/products/arma3-global-mobilization - Hidden Identity Packhttp://www.armaholic.com/page.php?id=24936 - FAP Unitshttp://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 Packhttp://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 2 1 Share this post Link to post Share on other sites
Fearmonger 0 Posted May 12, 2020 I'm using a trigger to launch a SCUD at a grid location and it launches just fine. But once it's in the air, I get the errors linked below. I've also put my "on activation" command below. Is this error from something that I'm doing wrong? https://ibb.co/QF9Qp9V https://ibb.co/PhDwNRp _launch = [gun1, "HE", 1, [074,096,0]] spawn pook_ARTY_FNC_SCUDMISSION; Share this post Link to post Share on other sites
hcpookie 3770 Posted May 12, 2020 Fixed! Thanks for pointing this out. Share this post Link to post Share on other sites
Fearmonger 0 Posted May 12, 2020 40 minutes ago, hcpookie said: Fixed! Thanks for pointing this out. Thank you very much the errors are now gone. But the splash location for the scud is now showing in the lower corner at 0,0,0 location. Do I have my cords in the command wrong? Share this post Link to post Share on other sites
hcpookie 3770 Posted May 12, 2020 no, it will report that sometimes. It should normally report real map coordinates unless they are "out of bounds". I will review the inputs 1 Share this post Link to post Share on other sites
Fearmonger 0 Posted May 12, 2020 5 minutes ago, hcpookie said: no, it will report that sometimes. It should normally report real map coordinates unless they are "out of bounds". I will review the inputs I was wondering if it was reporting one location but flying towards another. So I followed it with the camera for awhile and it sure looked like it was going towards the 0,0 location. But to be honest, I didn't follow it completely, it was about halfway there and I just stopped. Share this post Link to post Share on other sites
hcpookie 3770 Posted May 13, 2020 I just confirmed that you need to ensure the coordinates are accurate. You can use the in-game GPS or use a hint to "getpos" a position. Those coordinates above on Tanoa end up in the ocean near 0,0. For example new "Tanouka" the coordinates would be: 8963,10307. I think this can be shortened to 089,103. Share this post Link to post Share on other sites
Fearmonger 0 Posted May 13, 2020 17 minutes ago, hcpookie said: I just confirmed that you need to ensure the coordinates are accurate. You can use the in-game GPS or use a hint to "getpos" a position. Those coordinates above on Tanoa end up in the ocean near 0,0. For example new "Tanouka" the coordinates would be: 8963,10307. I think this can be shortened to 089,103. You are correct once I switched it up to a 10 digit gird all was good. Thank you very much for all your help!! Share this post Link to post Share on other sites
hcpookie 3770 Posted May 29, 2020 Update: FIX: 9K72 SCUD unit name IMPROVED: Increased faction coverage NEW: M-777 155mm Towed Howitzer NEW: BGM-109 land-based tactical cruise missile vertical-launch system 10 Share this post Link to post Share on other sites
hcpookie 3770 Posted May 29, 2020 Forgot to mention that the towed artillery... can be towed 🙂 Uses LESH towing mod. While it can be towed as deployed, using the "Pack" user action makes for a more immersive experience... The tow position needs to be tweaked slightly. Also, I've animated the wheels to roll but apparently when the LESH towing mod is used, the wheel animations are ignored. 4 Share this post Link to post Share on other sites
GamerOnkel 100 Posted May 30, 2020 can you also offer the m777 as a single mod? Share this post Link to post Share on other sites
hcpookie 3770 Posted May 31, 2020 Small update: Improved M777 Vehicle-in-Vehicle positioning. now the HEMTT flatbed can carry it. Fixed 'invincible gunner' in M777 4 Share this post Link to post Share on other sites
john111 76 Posted June 8, 2020 How do I use the BGM-109 land-based tactical cruise missile vertical-launch system? A tablet? Something else? Share this post Link to post Share on other sites
hcpookie 3770 Posted June 23, 2020 I would have said "very carefully" but that works 🙂 Share this post Link to post Share on other sites
hcpookie 3770 Posted June 24, 2020 Small update - just fixed some missing editor preview pics. Also getting reports of some people having issues with certain arty missions and I am starting to wonder if there may be a mod conflict somewhere. If someone IS having arty problems, please describe in detail and let me know what mods are running so I can try to narrow it down. At present everything is working OK in my tests. 1 Share this post Link to post Share on other sites
velzevul 32 Posted July 1, 2020 On 6/24/2020 at 6:28 PM, hcpookie said: If someone IS having arty problems, please describe in detail and let me know what mods are running so I can try to narrow it down. haven't any problems with arty, but found some model glitches with "Uragans". https://postimg.cc/bSXddCPz https://postimg.cc/Z03CXSP0 Share this post Link to post Share on other sites
hcpookie 3770 Posted July 8, 2020 FIX: Urugan (Hurricane) 9K57 and 9K57-M turret animations FIX: TOS-1A driver and gunner views FIX: 2S5 driver and commander views IMPROVED: Reduced all CEP (spread) values at longer range settings IMPROVED: Added FIREMISSION support for CUP "technical" and RM-70 artillery IMPROVED: 2S5 gunner animation IMPROVED: Wheeled vehicles' physx behavior 3 Share this post Link to post Share on other sites
hcpookie 3770 Posted July 9, 2020 IMPROVED: Added support for RHS 2S1 SP Arty I am also researching the laser-guided arty. Not sure if I can add that to a fire mission request, but I think I can. I still need to test because I've read of others having issues with laser arty, so I want to be sure it is working good before adding it. Share this post Link to post Share on other sites
hcpookie 3770 Posted July 12, 2020 IMPROVED: Spread is now adjusted for different ranges. The current values may not work well - please leave feedback if the spread is too great. NEW: Laser missions are now supported - single-shot laser munitions will be launched and rely on a laser designator for precision target placement. Finally got laser munitions to work in the fire mission function! Use the "LASER" argument to generate a fire mission. Currently supports vanilla, CUP, and RHS laser munitions. 1 Share this post Link to post Share on other sites
hcpookie 3770 Posted July 23, 2020 I have counter-battery artillery working! I just got the functions working; the vehicles still need some config and texture updates. Currently supporting the Russian-produced 1B75 and Ukrainian-produced 1L220UK Counter-Battery Radar systems. I am looking at the COBRA system as well if I can get the model done. That will give all sides a "native" counter-battery system. What is counter-battery artillery? It is "anti-artillery artillery" 🙂 The radars detect enemy artillery fire, and with relative accuracy can report the enemy artillery positions. The mod will support both "report-only" and "automatic counter-battery fire" modes, meaning mission planners can have the ability for AI artillery to do the work for them, or leave it up to human players. The published Real World values are supported for the systems and can be used to issue counter-battery fire missions from any available artillery unit in the area. This should provide the maximum flexibility and realism for mission planners and unit commanders 🙂 Once the models are completed I intend to add this new functionality. I may wait on the COBRA system for now. The Ukrainian 1L220UK system will be available to INDEPENDENT and BLUFOR sides due to current geopolitical alignments. The 1B75 will be available to INDEPENDENT and OPFOR sides. I am also limiting the counter-battery reports to "damage" ammunition. Smoke, Illumination, AT, and spotter rounds will not trigger a counter-battery response. Only HE, laser, and CBU rounds will cause a counter-battery reaction. Support for currently supported mods will be extended, so CUP, RHS, vanilla BIS, VME PLA, ACEX, pook_AFV, and of course the arty in this mod will all be supported. Please let me know if there are other arty mods that require support! Multiple counter-battery radars can be employed in a mission, but they must be alive for the function to work. A dead radar unit will enable enemy fire to proceed unchecked. NO ETA yet, but stay tuned... perhaps near the end of the summer... I'm really excited that I was able to make this work with a relatively "lightweight" set of functions, so MP performance should not be affected. Fun times! 🙂 10 Share this post Link to post Share on other sites
hcpookie 3770 Posted August 22, 2020 Update! Uploaded to Steam Quote FIX: Bad vehicle type in NAPA (GUE) SCUD crew FIX: Stringtable errors FIX: Editor preview errors FIX: Missing slingload and cargo load points on vehicles IMPROVED: ARTYMISSION function type selection is no longer case-sensitive: - Now supports: "he", "cbu", "laser", "smoke", "illum", "spot" in addition to the original strings: "HE", "CBU", "LASER", "SMOKE", "ILLUM", "SPOT" NEW: Counter-battery radar: 1P75 for OPFOR, INDEPENDENT NEW: Counter-battery radar: 1L220UK for BLUFOR, INDEPENDENT NEW: Counter-battery fire mission function - Initiated via Counter-Battery radar units - Automatic coverage upon counter-battery radar INIT - Report-only mode is default (player-configurable) - Automated counter-battery engagement for AI artillery can be configured via user action or scripted on CB radar function init - See Discussion notes and pook_Arty_fnc_CBInit for details NEW: Added barrel art to M-777 - use the setObjectTexture "2" command to customize - custom art size needs to be 512 x 64 px NEW: MLRS (on M983 'HEMTT' Tractor) for BLUFOR, INDEPENDENT w/ 70km range 4 Share this post Link to post Share on other sites