Donnervogel 0 Posted October 27, 2003 However you have nothing to worry about, this will not hinder the performance of the addon in any way other than not playing the sound. that's not exactly true.When I had the missing sound error then - in the mission editor - I couldn't preview a missions because I got the error and when pressing ok I switched back to the editor screen instead of the preview mode. Share this post Link to post Share on other sites
bn880 5 Posted October 27, 2003 Hmm I didn't know that... I will note that in our Developers area.... Share this post Link to post Share on other sites
EiZei 0 Posted October 27, 2003 Umm, is there a way to replace the sound of the 80mm mortar by myself? My computer crashes because of it. Share this post Link to post Share on other sites
Wonder 0 Posted October 27, 2003 Are the m252 sounds the same as the M203/other GL sounds? They aren't the best sounds for mortars, but I guess it depends entirely on the addons themselves rather than the UA. I think the Shell whistles could be replaced with something better tho. Share this post Link to post Share on other sites
dinger 1 Posted October 27, 2003 crashing isn't a good thing, generally speaking. Â If I may ask, which 81mm mortar sound are you talking about? The firing sounds _I think_ are the same as the SEB M19 (in NP2). Â The mortar shell sounds are all BIS stock. We're always looking for really good shellfly sounds. oh and the M109 is a DKM-made howitzer too. It's just Self-Propelled and not quite as pretty as their M46. Share this post Link to post Share on other sites
bn880 5 Posted October 27, 2003 Words cannot describe the greatness of this addon! I have an idea for thos addon though: In one of the demo missions included, there is an enemy "battlefield radar" that can localize your own artillery units and call in artillery at them. In real life, it is also possible to localize radio signals, such as the ones used by artillery spotters, wich basically means that if you stand still too long after chatting with the dudes back at base, you wont see next sunrise :P Would this be possible, perhaps the ability to turn this option on and off via the init field, kind of like "artyshellspotter=true" ps: If this has been mentioned before, i apologize, didn't want to read through 11 pages of text No actually this has not been mentioned before, good suggestion. Kind of evil but... It may be hard to implement, and you know radio transmission are not usually triangulated very quickly in the field. Hmm. Share this post Link to post Share on other sites
bonko the sane 2 Posted October 27, 2003 ever thought of adding a M113-based Mortar Carrier to the CoC Arty? I opened a thread here but the unit i tried insists on shooting exactly on theopposite direction... Share this post Link to post Share on other sites
Wonder 0 Posted October 28, 2003 I'd like to see the artillery be able to use smoke rounds for creating a smokescreen in preparations for attacks. Also the artillery firing illumination rounds for battlefield illumination during the night missions would come in handy. Some addons I'd like to see in UA M198 155mm 2S19 MSTA M46 130mm If someone is making a surface vessel with naval guns, please make them UA compatible! Share this post Link to post Share on other sites
USSoldier11B 0 Posted October 28, 2003 Speaking of naval surface fire, plop an few units on the deck of and HMS Hermes and you got yourself a battle ship. It's doesn't look pretty, but it works just fine. In fact it's a great platform for a battery since it's level and uniform. I've gotten great shell patterns off of them. However the normal setpos for the Hermes doesn't work with CoC units. Usually "this setpos [getpos this select 0, getpos this select 1,12]" will put an object nicely on the deck, but with a CoC unit I had to place it a bit higher: change the elevation value to 15. Another funny thing: I blew up all of my M-101's with a helicopter because I was mad at them and the MLRS next to them attempted to shoot me down. Share this post Link to post Share on other sites
dinger 1 Posted October 28, 2003 Hmmm... the MLRS shouldn't be engaging at all. Okay, for your "radio open" fire on observer, you could do this: Set up a trigger, have the condition be: {_x == player} count [CoCIFA0co, CoCIFA1co, CoCIFA2co] > 0 where each variable corresponds to an asset the player can select and command. (The example above would be if there were three assets on the map). Set the activation delay to something like 2 minutes or so. and the on activation to: [myhowitzer, [player]] call CoCfIFCallFire where myhowitzer is the name of a unit in the battery you want to return fire. That will make it so that if a player is commanding an asset for more than two minutes, trouble ensues. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted October 28, 2003 Add the UA game logic called "Enable Radio Weapons"C. Or place in the init field of the player: [this] exec "\CoC_Arty\scripts\RadioAction.sqs" D. If you plan to enable UA control for players equipped with BAS, SEB, OFrP or SFP radios, place the object       Side: Game Logic       Class: CoC Unified Artillery       Unit: Enable Radio Weapons ok i tried this. and everyhting goes fine and dandy. no lag, no issues, nothing.. but after the oblisk boots up, and im about 2 secnds away from getting the radio option  my game shuts down and shows me this im running 1.94 Share this post Link to post Share on other sites
dinger 1 Posted October 28, 2003 yeah, that's probably an indicator that you need to reduce the number of addons, or use 1.94. Share this post Link to post Share on other sites
mooncaine 0 Posted October 28, 2003 Excellent work.... After finishing the UAintro mish, i came back to the main menu, just to receive a: cannot load mission - missing bas_opfor I've been running all the BAS addons (tohnal included), and a couple of other addons aswell. It's just CoC arty, which was newly added. Before CoC arty, i never got the missing bas_opfor messy with the same addon configuration. ~S~ CD I'm getting this one, too, when I try to run mission 03 -- did you ever find the answer to that one? I have been removing addons from my folder and retrying, but so far, no luck. I apologize if the answer's already in this thread -- if so, please let me know approximately where, since it's a pretty big thread now and I've just searched 13 pages of posts for "missing" and found one other person who gets the missing "bas_opfor" message in spite of having working BAS OPFOR addon installed. BTW, I noticed this error message is in lower-case, so I tried renaming the BAS_OPFOR.pbo file to a lower-case name, but that didn't help. Thanks for any and all help -- and don't take this as any kind of complaint; I'm LOVING this addon and spending more time playing OFP single player than I should, cuz I ought to be recuperating in bed right now. Share this post Link to post Share on other sites
SilverBullet 0 Posted October 28, 2003 We're always looking for really good shellfly sounds. I think i've got some nice sounds... will send via PM. Share this post Link to post Share on other sites
EiZei 0 Posted October 28, 2003 crashing isn't a good thing, generally speaking. If I may ask, which 81mm mortar sound are you talking about?The firing sounds _I think_ are the same as the SEB M19 (in NP2). The mortar shell sounds are all BIS stock. The high-pitched firing sound. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted October 28, 2003 yeah, that's probably an indicator that you need to reduce the number of addons, or use 1.94. i didnt have this problem when i ran 1.5 gigs of addons (now i run 100megs max). only when i try adding the CoC radio to another unit Share this post Link to post Share on other sites
gunterlund 0 Posted October 28, 2003 a couple of things. 1. When mortar crew in an empty (now manned) mortar gets killed a _livetick error occurs. 2. Would love to see tracer on the artillery round. 3. How bout ship borne main gun artillery. Share this post Link to post Share on other sites
KTM_Calle 0 Posted October 29, 2003 Lets imagine my mod team (Operation White Night) has a Howitzer that we would like to use with CoC UA, how do we get it implented? Do you have to code in the units name in the UA source code, or can we "add it" with an external script? If WE alter the source code to implent our howitzer, will it still work with the original UA release, or will it give "differing version" errors? Thanks in advance Share this post Link to post Share on other sites
denoir 0 Posted October 29, 2003 Lets imagine my mod team (Operation White Night) has a Howitzer that we would like to use with CoC UA, how do we get it implented? Do you have to code in the units name in the UA source code, or can we "add it" with an external script? If WE alter the source code to implent our howitzer, will it still work with the original UA release, or will it give "differing version" errors? Thanks in advance  UA is 100% plugin based. You don't change the original release, but you simply write a plugin that on startup registers with the system. It's fairly simple, if you know how to do it. The other day I converted the DKM M46 Howitzer into a UA plugin and it was about 10 minutes of work for the basic stuff. As soon as I get a little spare time I'll write a simple tutorial on how it is done. Also, UA plugins don't necessarily have to have anything to do with artillery. For instance one of our current project, the CoC Cruise Missiles are UA pluggable as well, although they have nothing to do with ballistic artillery. Share this post Link to post Share on other sites
cbfasi 4 Posted October 29, 2003 I am really looking forward to the tutorial on convertign existing weapon systems.. I have a few naval guns for it including a 15inch!! Share this post Link to post Share on other sites
DeLiltMon 0 Posted October 29, 2003 15inch? Well it's not the Belgrano as that had 6inch guns and the RN ships had/have 4.5inch guns, hmmm it's not by any chance land based is it? Share this post Link to post Share on other sites
WhoCares 0 Posted October 29, 2003 Battleships of WW2 era had guns of that size. E.g. the Iowa class (including the USS Missouri which also fought in GW I) with 16" or the Yamato class with 18.1". The british Hood had 15" guns and the german Bismarck (which sunk the Hood) as well. Share this post Link to post Share on other sites
4 IN 1 0 Posted October 29, 2003 i just wondering could the respones of the artillerys be faster? it is not nice to wait for 5 mins b4 the artillerys speaks up................ Share this post Link to post Share on other sites
cbfasi 4 Posted October 29, 2003 This ship with the 15 inch guns is one I have made based on HMS Abercrombie of WW2, 1 single turret with a pair of 15inch guns in, used for shore bombardment. Still a fair bit of work to do but its a mean ship, its also non falklands related, just a small personal project Share this post Link to post Share on other sites
DeLiltMon 0 Posted October 29, 2003 Ah that explains it then, be nice to see some big naval guns in action  *Edit After a breif search I've found that they were the same type guns that are outside the Imperial War Museum (15/42's) and having stood under them, they're big fecker Share this post Link to post Share on other sites