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Mr-Murray

Artillery Support

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Hey I am trying to get the artillery to deploy flares instead of grenades,

but somehow it is not working if someone has an idee how i can make this happen plz let me know!

here is the script ...

; *********************************************************

; Script file for Armed Assault

; Script by: Mr-Murray

; Script edited by: _BARNS_

*********************************************************

_K = _this select 0;

_Z = _this select 1;

_X = getPos _Z select 0;

_Y = getPos _Z select 1;

_K doWatch [_X,_Y,5000] ;

_A =_K Ammo "PRACS_m109_155mm_Gun";

~5

_K fire "PRACS_m109_155mm_Gun";

@ _A > _K Ammo "PRACS_m109_155mm_Gun";

~2

_N = nearestObject [_K,"PRACS_m109_155mm_Frag"];

_X = _X+((random 80)-40) ;

_Y = _Y+((random 80)-40) ;

_H = "HeliHEmpty" createVehicle [_X,_Y] ;

~1

_H say "ari";

~1

_N setPos [_X,_Y,0];

"FlareWhite_M203" createVehicle [_X,_Y,0] ;

deleteVehicle _H;

exit

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"FlareWhite_M203" createVehicle [_X,_Y,0] ;

I think you are creating the flare at ground level. z coordinate is height above ground, and you have it at zero. I may be wrong but try: "FlareWhite_M203" createVehicle [_X,_Y,50] ; and see what happens.

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I tried

_N setPos [_X,_Y,300];

"FlareWhite_M203" createVehicle [_X,_Y,300] ;

deleteVehicle _H;

but no flares can be seen!

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I tried

_N setPos [_X,_Y,300];

"FlareWhite_M203" createVehicle [_X,_Y,300] ;

deleteVehicle _H;

but no flares can be seen!

You are using the magazine name of the flare. Try replacing "FlareWhite_M203" with "F_40mm_White".

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You are using the magazine name of the flare. Try replacing "FlareWhite_M203" with "F_40mm_White".

Damn what a stupid mistake i made, going to try it out this evening, hope it works thx alot m8!

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Well, after clearing one problem here we are with the next.

I tried Mr-Murrays artillery example for the enemy from the deitor guide, means, the artillery is activatied by a trigger if BLUFOR is detected by the enemy.

so far so good BUT than i got this error message ...

_Y = |#|getpos _Z select 1;
error getpos, type array, awaiting object

and this error ...

_K doWatch [_X,_Y,5000];

and here are the scripts ...

this is in the trigger ...

_Ziel = _this select 0;
;Feuer
{[_x,_Ziel] exec "scripts\efire.sqs"} foreach [E1,E2,E3,E4,E5,E6]
exit;

exit;

this one is the efire.sqs

_K = _this select 0;
_Z = _this select 1;
_X = getPos _Z select 0;
_Y = getPos _Z select 1;
_K doWatch [_X,_Y,5000];
_A =_K Ammo "D30";
~5
_K fire "D30";
@ _A > _K Ammo "D30";
~3
_N = nearestObject [_K,"HeatD30"];
_X = _X+((random 80)-40);
_Y = _Y+((random 80)-40);
_H = "HeliHEmpty" createVehicle [_X,_Y] ;
_H say "Ari";
~1
_N setPos [_X,_Y,0];
"SH_125_HE" createVehicle [_X,_Y,0];
deleteVehicle _H;
exit;

maybe somebody knows how to fix it ... come on scripting gods

thx in advance

Edited by _BARNS_

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Not a guru god here but hey :D.

Assuming there's a line in the 'on activation' field of the trigger with something like:

thislist exec "your_trigger_script.sqs"

then change the efire.sqs from this:

_X = getPos _Z select 0;
_Y = getPos _Z select 1;

To this:

_X = (getPos _Z) select 0;
_Y = (getPos _Z) select 1;

I'm not at home now, but I think you could give it a try.

Cheers.

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Okay i changed the code, now i only still got this error message ...

_K doWatch [_X,_Y,5000];

hope you got an idea for this too :D

cheers

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It works on my end. Could you give any other detail about the error you're getting? "_K doWatch [_X,_Y,5000];" is not an error message. Maybe an screenshot?

The only reason I can think of for that line to give you an error in that context is that you haven't named the 6 artillery pieces E1 to E6, other than that, it works for me and it was a lot of fun to see a single OPFOR Forward Observer to cope with 5 enemy squads coming from all sides :D.

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can there be real artillary shell landing on the specified target instead of using codes like

"SH_125_HE" createVehicle [_X,_Y,0];
to create explosion.

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can there be real artillary shell landing on the specified target instead of using codes like to create explosion.

Well, if this breaks the immersion for you, I guess you could try this.

If you just want to see the shell falling you can try this and see if it works:

"SH_125_HE" createVehicle [_X,_Y,100];

---------- Post added at 07:28 PM ---------- Previous post was at 07:17 PM ----------

Hmmm,

i changed something in the on activation line ...

[thislist] exec ... to [this select 0] exec ...

after that the error was gone but now the artillery only fires once ...

I am going to post the screenshot m8!

btw did you see my other big prob? http://forums.bistudio.com/showthread.php?t=100551 :D

There were no errors when I tried what you say you're trying, if you want you can send me a mission sample - with only the basic stuff that gives you the error - and I'll take a look at it, as it seems that the problem is more in the setup than in your scripting.

Regarding your other post, I'm sorry mate, but I don't use ACE and it's very likely that your problem is some ACE feature :whistle:.

Edited by seba1976

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