thy_ 166 Posted November 25, 2024 DAP is an Arma 3 script that allows the Mission Editor (you) to create real (or virtual) artillery/mortar fire-missions faster and smarter for one or multiple sides, using Eden marker’s positions and an external fire-missions list where you plan the caliber, ammo type, rounds, cycle of repetition and more. DAP doesn't change any original Arma AI behavior, saving server performance, and preserving the Arma integrity and compatibility with any mod. Why use DAP to manage artillery: unlike other scripts, DAP does not require the editor to specify artillery-pieces for each fire-mission. As soon as a fire-mission is triggered, DAP searches for artillery-pieces available at that time that fit the requested caliber, the requested ammunition-type, and have range to the target. This means that for the same target, DAP can use different pieces on the map; just as the same an artillery-piece can be used for multiple fire-missions with different targets. And DAP is absolutely scalable. How to install / Documentation: https://github.com/aldolammel/Arma-3-Dynamic-Artillery-Pieces-Script/blob/main/_DAP_Script_Documentation.pdf What you set for each fire mission with DAP: Real or virtual fire mission; The side that owns each fire-mission; Potential target sectors (Eden markers); How many artillery-pieces you want in each fire-mission; What caliber these pieces will be (Light, Medium, Heavy, Super Heavy or Combined); Ammunition type (HE, Cluster, Smoke, Flare etc); Control the volume of rounds per piece; How many repetition cycles does a fire mission have; Triggers will release the fire-mission (trigger activation, timer, kill/destruction). What you set globally with DAP: Custom callsign for each artillery side; Which piece calibers can use CommandChat to report (On/Off); Infinite ammunition (On/Off); Prevent artillery-pieces self-propelled to change position (On/Off); Prevent artillery-pieces from starting match with no magazines (On/Off); NEW! Fire-mission areas visible on the player map (On/Off); Custom cooldown by caliber among cycles of fire-mission repetition; Pre-defined whitelist of pieces working (Arma, DLCs, CDLCs, RHS, CUP, etc); Pre-defined whitelist of ammunition working (Arma, DLCs, CDLCs, RHS, CUP, etc); Pre-defined blacklist of currently bugged vehicles/static turrets; Pre-defined blacklist of currently bugged ammunition; Debug mode with simple or deep detailing; Etc… Automatically DAP Library supports content from: Arma 3; Expansion Apex; DLC Tanks; DLC Contact; CDLC Western Sahara; CDLC Reaction Forces; CDLC Expeditionary Forces; CDLC Global Mobilization; Mod RHS; Mod CUP. How DAP works technically: Before installation for advanced editors’ valuation, there's a workflow in the first pages of the documentation. Video demo: Soon! Check the file above on GitHub. Check the file above on GitHub. Documentation, link on this post header. Dependencies: None 😉 Download: - On GitHub: https://github.com/aldolammel/Arma-3-Dynamic-Artillery-Pieces-Script - On Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3371824030 Missions using it: - Soon. - - - - - - - - - - - Changelog: Dec, 6th 2024 | v1.5.2: news, fixes and notes. Known issues: - If you delete some original artillery crew (the driver, for example), it will print out an error (WIP). So, use the original crew of vehicles you want to use; - - - - - - - - - - - Video tutorials (playlist): - Soon in my secret YouTube channel hehe 2 1 Share this post Link to post Share on other sites
thy_ 166 Posted November 25, 2024 The documentation has been update. Next update in a few hours (Pocket guide ammunition section) Share this post Link to post Share on other sites
thy_ 166 Posted November 26, 2024 Documentation is complete for now. You have all you need. Tomorrow I will be working on a v1.1. Cheers. 1 Share this post Link to post Share on other sites
mikey74 187 Posted November 28, 2024 (edited) Not sure if you want to use this, but I use this to find any arty on the map for my arty scripts: params ["_veh"]; if (isNil "_ALL_ARTS") then {_ALL_ARTS = []}; // Check if the vehicle has artillery capabilities (supports artillery, etc.) _array = getArray (configFile >> "CfgVehicles" >> (typeOf _veh) >> "availableForSupportTypes"); _value = getNumber (configFile >> "CfgVehicles" >> (typeOf _veh) >> "artilleryScanner"); //hint str [_array,_value]; if ((count _array >= 1) || (_value >= 1)) then {_ALL_ARTS pushBack (typeOf _veh)}; //works on all even most mods thus far as far as finding artillery units in the games. You can push in Vehicle or its class depending on where you are going with your script. Rather than doing the old _thisclassnamesuxbit = ["classA","classB"......... Edited November 28, 2024 by mikey74 Why I suggested this script. 1 Share this post Link to post Share on other sites
thy_ 166 Posted November 28, 2024 4 hours ago, mikey74 said: Not sure if you want to use this, but I use this to find any arty on the map for my arty scripts: (...) Interesting... This week I gonna drop DAP v1.2 but maybe later I could implement this feature too. Good. 1 Share this post Link to post Share on other sites
thy_ 166 Posted December 5, 2024 The script and its information in the main post have been updated! Dec 4th 2024 | v1.5: Added native support to artillery-pieces from CDLC Expeditionary Forces; Added automatic schedule management that allows multiple fire-missions at the same time; Added rearming management by caliber (with 3D sound effects); Added option to prevent pieces self-propelled from moving from their original positions; Added virtual-fire-mission option (WIP: only HE and CLUSTER options and LIGHT and MEDIUM calibers nowadays); Improved the fire-mission feedback messages; Improved, each fire-mission was given a codename (customizable) to help identify what the feedback is about; Improved, each artillery-piece automatically renamed to the custom side name; Improved, the caliber 'ANY' was renamed to 'COMBINED' for better understanding and use; Improved, performance; Improved the mission-example; Fixed if a fire-mission is aborted, no more artillery-pieces keep shelling the target without losing their capacity to engage local threats (with coaxial if appliable); Fixed the debug target-markers-counter that was considering DAP markers from disabled sides as well; Fixed the debug artillery-pieces-counter that was considering DAP vehicles from disabled sides as well; Removed rhs_9k79, rhs_9k79_K, and rhs_9k79_B from the DAP Library. They're bugged; Documentation updated; Dec 5th 2024 | v1.5.1: Added the position checker for artillery and target-markers to verify whether they were within the map borders; Added auto-fix if the editor includes multiple artillery-pieces in the same group; Added tolerance to 'hd_destroy' marker-type as target too; Improved, if the editor turns off accidentally all sides through the management file, DAP turns the script off automatically; Fixed the error when the editor, for any reason, removes part of the artillery crew; Fixed the behavior where DAP was turning itself off if no artillery for it (Now DAP can be used only for virtual artillery). Dec 6th 2024 | v1.5.2: HOTFIX > Fixed, a specific typo in artillery variable-name ("dapp" or "ddap") was printed out an error; HOTFIX > Fixed, artillery-groups were losing their custom names after v1.5.1; Added option to Group Leader players see the fire-mission impact zone temporarilly on their maps; Added option to make all DAP artillery editable by Zeus automatically. If Debug Mode is activated, the pieces will be editable by Zeus too; Documentation updated; Share this post Link to post Share on other sites
thy_ 166 Posted 8 hours ago The script and its information in the main post have been updated! Jan 5th 2025 | v1.5.5: HOTFIX > Map markers error message in Single-player; Improved > Small performance improvements; Documentation updated. Share this post Link to post Share on other sites