downesy22 0 Posted March 21, 2006 I'am making a mission and i want to involve an Artillery strike but i dont know how to do it can anyone tell me. Thanks Downesy22 Share this post Link to post Share on other sites
Mr_Tea 0 Posted March 21, 2006 Try coc arty, the readme includes how to config an artillery strike. Share this post Link to post Share on other sites
The-Architect 0 Posted March 21, 2006 That's a bit ambitious. CoC Arty isn't for beginners. You could place a group of game logics in the area and then randomly drop shells there. Share this post Link to post Share on other sites
downesy22 0 Posted March 21, 2006 thanks but that game logic dont even exist, well not to my knowledge. Share this post Link to post Share on other sites
cobra@pulse 0 Posted March 21, 2006 Place a player on the map, then make a marker, if you dont want to see it in the game choose type:empty. Place one for example with the name "m1", then use this script (copy into notepad and save as "bigbaraboom.sqs"): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ; Bombarding ; Run from mission: ; [who, A, B, C, "Name"] exec "BigBaraBoom.sqs" ; who - who runs the script (can be anybody) ; A - how many bombs ; B - diameter of "Area bombed" ; C - timout between two bombs ; D - name of the marker, which is in the middle of the "Area bombed" _pos = getmarkerpos (_this select 4); _bomb = "Bomb" createVehicle _pos; _i = 0; _j = _this select 1; _k = _this select 2; _t = _this select 3; #LOOP _u = random _k; _bomb setpos [(_pos select 0) - _k/2 + random _k, (_pos select 1) - _k/2 + random _k] _bomb setdammage 1; ~(random _t) _bomb setdammage 0; ~(random _t) _i = _i+1; ? prijeli : exit ? _i < _j : goto "LOOP" deleteVehicle _bomb; In the mission put on the players activation field or in a trigger with a timer etc: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> [player, 10, 100, 10, "m1"] exec "BigBaraBoom.sqs" That should start artillary coming down. 10 rounds, in a 100m area with 10 seconds between each impact at maker with the name "m1". Enjoy. There are much better ones, thats just a quicky. Â Share this post Link to post Share on other sites
Shinbusan 0 Posted March 21, 2006 @The-Architect: CoC Team added very usefull tutorial to its script so I think Downesy should try. My favorite arty script is Snypir Support Pack, but this is really too complicated for start CoC Unified Artillery Script: http://www.thechainofcommand.net/UA/CoC_Arty_100.zip Share this post Link to post Share on other sites
cobra@pulse 0 Posted March 21, 2006 And btw this should of been posted in Mission Editing and Scripting mate Share this post Link to post Share on other sites
XCess 0 Posted March 21, 2006 Personally, I hate having friendly artillerry, unless youcome under heavy fire and have no chances... But I do love having artillery dropped all around me.. I made a script to drop shells near the player but make it impossible to actually be hit by the shells (that would be quite annoying). IMO, explosions going off everywhere around you is very atmospheric, especially when coupled with the ECP speech scripts. ////////////////////////////////////////////////// ; Artillery on player script by XCess ; drops 16 shells around the position of the player ; best used when facing north _count = 0 _pos = [0,0,0] x = 0 #loop x = random (80)-40 y = 30 + random 40 "shell125" camcreate [(getPos player select 0)+x,(getPos player select 1)+y, 10] ~2 _count = _count + 1 ?_count == 1 : (leader player) groupChat "Incoming!!" ?_count < 16 : goto"loop" exit ////////////////////////////////////////////////// Share this post Link to post Share on other sites
The-Architect 0 Posted March 22, 2006 I'm against using CoC's Arty simply because of the file size. I can't see why you'd want to download and make others download it just for ary support. The much simpler and less mb intensive way would be to script it. I could only see CoC Arty being used in a huge campaign. Share this post Link to post Share on other sites
XCess 0 Posted March 22, 2006 I don't think I've ever used CoC Arty exceptfor when it came out. Probably because I could never be bothered to read all the documentation but that's not the point There really isn't any point in having artillerry with true flight trajectories, unless you want to waste memory on more complex scripts and having units on the map ou will never actually see. Share this post Link to post Share on other sites
snoops_213 75 Posted March 22, 2006 *edit* sorry guys f@ing keyboard playing up. I use CoC Arty, and its very powerful with the right scripts but it is also a pain in the arse to get use to. It is also very script intensive on its own so unless you have a good system you will get lag in missions with LOTs of troops. I have a mission where 4 M109 platoons + 4 M101 platoons and 4 mortar sections are on call, enemy has 4 2s1 platoons + 4 2s19 platoons on call (might make 82mm mortars for them and let them have them). The AI will call in arty when enemys spotted and freindly units arent in range, and US side has MRLS on call( and if i ever get a BM-21 or similar working east will get the samething maybe) if they come under arty fire themselfs. With a couple of extra scripts they ALL use shoot'n'scoot tactics(execpt mortar atm cause it would require another bloody script) and i have so many troops + armour + air support it lags pretty well in some cases. But this as i said has taken a very long time to make and is very script intensive so choose carefully. Most cases you probably better using basic arty script where you want it to fall, i just made that mission cause i wanted to try to recreate a more atmospheric battlefield(and with ECP + surround sound on its very intense and fun!. Share this post Link to post Share on other sites
Shinbusan 0 Posted March 22, 2006 Good point all. I did forgot that its my specific need to use something more then just shells flying down. Regards Share this post Link to post Share on other sites
snoops_213 75 Posted March 22, 2006 Good point all. I did forgot that its my specific need to use something more then just shells flying down.Regards what do you mean? You want firing units = CoC UA. Or you can put into above scripts that if a specific unit dies then arty isnt available. What are you after? But other wise you post makes no sense casue thats what artillery does is send shells downrange Share this post Link to post Share on other sites
General Barron 0 Posted March 22, 2006 There really isn't any point in having artillerry with true flight trajectories, unless you want to waste memory on more complex scripts and having units on the map ou will never actually see. This was my first impression when UA came out, but it is short-sighted. The important thing isn't that the shells have true trajectories, although that is a nice little feature (makes it impossible to drop shells on the far side of some hills, for example). The real power behind UA is the fact that the shells are actually fired by a unit. OFP treats stuff fired by a unit different than it treats camcreated stuff. The AI doesn't care if it is killed by camcreated shells. When hit by actually fired stuff, the AI (a) reveals the shooter, and (b) reacts by going into combat mode, trying to kill the shooter, etc. So, let's say the player has access to arty support. If you use camcreated arty, enemies basically won't do anything in reaction to such an attack. The best you can do is some scripted workaround to at least get them to pull their weapons off their shoulders. If you use UA arty, enemies will react to it in a way similar to a tank just rolling up and shooting them. They will all go into combat mode, units with 'guard' waypoints will start moving around, 'detected' triggers will fire properly, etc etc. ------- So basically I'm all for CoC arty, unless arty plays a very small role in a mission, or I'm trying to go for no addons. Especially when the player gets arty support, UA makes the AI react a whole lot more realistically. But yes, it is a bit complex, so for beginners, stick to a good script (I like fisions generic arty script myself). Share this post Link to post Share on other sites
XCess 0 Posted March 22, 2006 Then it really depends on the situation you are using the artillery in. If it is a first strike on a target before the infantry and armor move in then CoC artyhas it's place. If however you are using artillery as a support weapon for defending troops then it is better to use camCreated artillerry. For example, in my mission "Invasion" you land on a beach after being spotted by a helo. Mortar rounds begin to fall at almost the same time a mechanised squad appears. My squad have aways seemed to react realicsticly to the artiller, they would dive onto the ground but still make as much effort as they can to take out the approaching BMP. The presence of enemy units gives the same effect as having true fired shells. So this makes the use of CoC arty redundant. So to conclude: CoC for fire missions before contact CamCreated arty for fire missions during contact Share this post Link to post Share on other sites
Placebo 29 Posted March 29, 2006 This is a mission editing question, as the pinned thread says, this forum is not for mission editing. Moving to "mission editing & scripting". Share this post Link to post Share on other sites
crashdome 3 Posted March 30, 2006 I really have no direct interest in this as I never have used artillery in my missions (never had one that artillery would fit into)... but I would like to add one comment: I think that I have learned alot of mission designers fall back to less-complex systems for bad reasons. CoC has been like the great wizards of OFP and very little of their stuff is used in actual missions. On the contrary, I use CoC's Network Services for EVERY MP mission I make. Irregardless of the 200k - 500k it increases the mission size. It's just one of those things that once you get used to it... you can't live without it. Not only is it easier to use, but you find it IS much better and nothing can compare to it. I'm not trying to rant on about the benefits of CoC, but I am trying to say that a GOOD mission designer will learn to use complex tools and find their missions have much better value than throwing in a psuedo-feature. It's like not putting in a helo unit and just using a fade-in/fade-out for a helo insertion... it's just not the same.... so to all the new guys: Just try it... it looks scary at first, but just like scripting in general, it really isn't that hard and opens up a whole new world of mission editing. Share this post Link to post Share on other sites