Thorimus 2 Posted August 24, 2018 I have been trying for some time to make a script that creates a datalinked laser on a marker placed by a player, for use with the new Mk41 VLS. I have had no sucess and was wondering if any of the script wizards here have any ideas. My attempts consisted mainly of spawning a drone and using doTarget to get it to point at the helipad, and the fire command to fire its laser. doTarget didn't work at all and I couldn't find the "muzzle" value for the fire command. The script is intended to be used as zeus on a dedicated multiplayer server where I have no access to creating .sqf files, only running pieces of script in-game. Share this post Link to post Share on other sites
stanhope 411 Posted August 24, 2018 Found this in the dev branch feedback thread: west reportRemoteTarget [TARGET, 3600]; TARGET confirmSensorTarget [west, true]; VLS fireAtTarget [TARGET, "weapon_vls_01"]; It seems to work, but I haven't tested it extensively. 4 1 Share this post Link to post Share on other sites
Thorimus 2 Posted August 26, 2018 On 8/24/2018 at 4:20 PM, stanhope said: Found this in the dev branch feedback thread: west reportRemoteTarget [TARGET, 3600]; TARGET confirmSensorTarget [west, true]; VLS fireAtTarget [TARGET, "weapon_vls_01"]; It seems to work, but I haven't tested it extensively. Thank you, that should work for making the laser datalinked. Any ideas on spawning the laser itself? E: or is the laser superfluous and would it be able to fire on any datalinked target like this? Share this post Link to post Share on other sites
stanhope 411 Posted August 26, 2018 _laser = "LaserTargetE" createVehicle _pos; 4th from the top: https://community.bistudio.com/wiki/Arma_3_CfgVehicles_WEST Share this post Link to post Share on other sites
zagor64bz 1225 Posted August 26, 2018 I tested it as well....and it seam to fire on target autonomously. Perhaps after I did change it to west reportRemoteTarget [laserTarget player, 8000]; laserTarget player confirmSensorTarget [west, true]; VLS fireAtTarget [laserTarget player, "weapon_vls_01"]; since I was looking for a way to give cruise support with a handheld laser designator to a infantry squad. Problem is is keeping on firing until you have the laser on. How do I make it fire just one missile? here it is the hole script, which is been called by a radio trigger: Spoiler playSound3D ["A3\dubbing_f\modules\supports\artillery_request.ogg", player]; //Detecting if player has laser _laser = laserTarget player; if(isNull _laser) then { _wPos = screenToWorld [0.5,0.5]; } else { _wPos = _laser; }; _target = objNull; if (isNull _laser) then { _nearObj = nearestObjects ["Car","Tank","Man","Building"]; if(count _nearObj == 0) then { strikeAllowed = false; hint "Strike not allowed...USE LASER DESIGNATOR"; } else { strikeAllowed = true; //Selecting random target _target = selectRandom _nearObj; playSound3D ["A3\dubbing_f\modules\supports\artillery_acknowledged.ogg", player]; }; } else { strikeAllowed = true; playSound3D ["A3\dubbing_f\modules\supports\artillery_acknowledged.ogg", player]; hint "CRUISE MISSILE INBOUND..KEEP LASER ON TARGET!!!!"; }; sleep 5; if(strikeAllowed) then { _VLStarget = laserTarget player; west reportRemoteTarget [_VLStarget, 8000]; _VLStarget confirmSensorTarget [west, true]; VLS fireAtTarget [_VLStarget, "weapon_vls_01"]; }; (VLS is the name of the turret) I also try with [VLS, "weapon_vls_01"] call BIS_fnc_fire; // fires missiles and VLS doArtilleryFire [_VLStarget, "weapon_vls_01", 1]; or VLS doWatch _VLStarget; waitUntil {VLS aimedAtTarget [_VLStarget] > 0}; VLS fireAtTarget [_VLStarget]; with no luck.... Any suggestion? Share this post Link to post Share on other sites
Thorimus 2 Posted August 26, 2018 @stanhope Thanks, that works to fire on a helipad that has been named "TARGET". How do I get this pad to spawn on the position of a marker? using the getMarkerPos command like so: TARGET = createVehicle ["Land_HelipadCivil_F" ,getMarkerPos "FireMission", [],0,"CAN_COLLIDE"]; just spawns the pad at 0,0,0. Share this post Link to post Share on other sites
zagor64bz 1225 Posted August 26, 2018 19 minutes ago, Thorimus said: @stanhope Thanks, that works to fire on a helipad that has been named "TARGET". How do I get this pad to spawn on the position of a marker? using the getMarkerPos command like so: TARGET = createVehicle ["Land_HelipadCivil_F" ,getMarkerPos "FireMission", [],0,"CAN_COLLIDE"]; just spawns the pad at 0,0,0. I got it working with if(strikeAllowed) then { TARGET = createVehicle ["Land_HelipadEmpty_F" ,getPos laserTarget player, [],0,"CAN_COLLIDE"]; west reportRemoteTarget [TARGET, 3600]; TARGET confirmSensorTarget [west, true]; VLS fireAtTarget [TARGET, "weapon_vls_01"]; }; 1 Share this post Link to post Share on other sites
Thorimus 2 Posted August 26, 2018 24 minutes ago, zagor64bz said: I got it working with if(strikeAllowed) then { TARGET = createVehicle ["Land_HelipadEmpty_F" ,getPos laserTarget player, [],0,"CAN_COLLIDE"]; west reportRemoteTarget [TARGET, 3600]; TARGET confirmSensorTarget [west, true]; VLS fireAtTarget [TARGET, "weapon_vls_01"]; }; Thanks, but that makes it fire on a player's laser. I need it to fire on a marker. EDIT: New thread: Share this post Link to post Share on other sites
zagor64bz 1225 Posted August 26, 2018 2 hours ago, Thorimus said: Thanks, but that makes it fire on a player's laser. I need it to fire on a marker. Sorry mate.... 1 Share this post Link to post Share on other sites
freakygamer 1 Posted August 13, 2020 On 8/24/2018 at 4:20 PM, stanhope said: Found this in the dev branch feedback thread: west reportRemoteTarget [TARGET, 3600]; TARGET confirmSensorTarget [west, true]; VLS fireAtTarget [TARGET, "weapon_vls_01"]; It seems to work, but I haven't tested it extensively. I tried to put this into the Activation box of a trigger and it gave me a Boolean error. Did I do something wrong ? Share this post Link to post Share on other sites
stanhope 411 Posted August 13, 2020 wrap it inside 0 = [] spawn {<code here>} 1 Share this post Link to post Share on other sites
pierremgi 4906 Posted August 13, 2020 Or at least: 0 = VLS fireAtTarget [TARGET, "weapon_vls_01"]; The two other commands are returning nothing. 1 Share this post Link to post Share on other sites