marcusm_uk 0 Posted January 1, 2007 I know about Murrays more fancy script but I would like one of the oldfashioned simple ones. I tried some of the ofpec ones but they dont seem very compatible with ArmA. I think the main reason seems to be the changes in strings. Thank you in advance. Marcus Share this post Link to post Share on other sites
marcusm_uk 0 Posted January 1, 2007 This is the one i would like to adapt to arma. It seems the new way of handling strings is the problem? // Generic Artilly Script ;// ;// by Fishion ;// ;// ;// I made this because of the enourmous number of Artillery Scripts ;// which use Men to place bombs, Vehicles to create the illusion of ;// an explosion, or simple in a different from to shoot smoke shells ;// ;// to replace all those Artillery Simulating Scripts this should be sufficient ;// to the needs of most people (evan has sound) ;// ;// big advantage is you can actually choose the ordanace (if you wish you ;// shoot Boats or Car by the Artillery, eventhough this is simply stupid) ;// ;// ©Aug 2001 ;// ;//******************** ;//**** Parameters **** ;//******************** ;// Target Coordinates: ;// This should be an array containing min 2 numbers (X and Y Coord) but a normal ;// GetPos should do (no select 0 etc.) _coords = _this select 0 ;// Type of Ordanance (String Value), look at Weapons and Ammo or Objects Tree for types _ord = "M_Javelin_AT" ;// Height (numeric) at which Ordanance should be Spawned (150 or so works fine) _height = _this select 1 ;// Number of volley fired by the Artillery _VolleyNr = _this select 2 ;// Number of Shots in each Volley _ShotNr = _this select 3 ;// Time between Volleys _vTime = _this select 4 ;// Time Variation between Volley (the Max deviation from _vtime) _vTimeVar = _this select 5 ;// Time Variation within each Volley ;// (Note: For Time on Target Barrages (ToT) put a 0 here) _vTimeVol = _this select 6 ;// Maximum Distance for shots off the Aimed Point _radius = _this select 7 _ik = 0 ;//************************ ;//**** Parameters END **** ;//************************ ;//Put in Radiochatter here! ;//************************** ;//**** Main Arty Script **** ;//************************** _nr = 0 #loop if (_nr > _Volleynr) then {goto "ende"} _volnr = 0 ;//inner loop (within volley) #volley hint "test1" ;// Increment Counter _volnr = _volnr + 1 ;// create ordonance _ordin = createVehicle [_ord,[(_coords select 0) + (random _radius) - (_radius / 2), (_coords select 1) + (random _radius) - (_radius / 2), _height],[],0,"FLY"] ;// wait a random time for the next Shot ;// (note _vTimeVol is the total time a Barrage needs to land, thus devided by the number ;// of shots) ;// wait and avaoid errormessage if (_shotnr == 0) then {goto "avoid"} ~(Random(_vTimeVol / _Shotnr)) _ordin setDamage 1 deleteVehicle _ordin {goto "endrnd"} #avoid ~0.1 #endrnd if (_volnr <= _Shotnr) then {goto "volley"} ;//innerloop end ;// Increase Counter _nr = _nr + 1 ~(_vtime + (Random _vTimeVar )) {goto "loop"} #ende ;//Put in Radiochatter here! Share this post Link to post Share on other sites
marcusm_uk 0 Posted January 5, 2007 Here you guys. A simple artillery support script. Works well but I would have prefered to use while loops, i just cant get sleep to work properly for some reason. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;Based on Johan Gustafssons script _Centre = _this select 0 _area = _this select 1 _freq = _this select 2 _rounds = _this select 3 _ActorPos = _Centre _oldx = _ActorPos select 0 _oldy = _ActorPos select 1 _oldz = _ActorPos select 2 _CentrePos = _Centre; _cx = _CentrePos select 0 _cy = _CentrePos select 1 _areaX2 = _area * 2 #update _ammo = "BO_GBU12_LGB" CreateVehicle _ActorPos ~_freq _Actor SetDammage 0 _rounds = _rounds - 1 _ammo SetPos [_cx + Random(_areaX2) - _area,_cy + Random(_areaX2) - _area, 0] ~0.1 _ammo SetDammage 1 ~0.1 deleteVehicle _ammo ? (_rounds > 0 ) : goto "update" end; Marcus Share this post Link to post Share on other sites
lionspaw40 10 Posted May 15, 2010 What is this " artillery game logic" I keep hearing about? Share this post Link to post Share on other sites