Opticalsnare 12 Posted February 27, 2007 Hey guys i was wondering if it was possible to have the AI force fire their weapons on a postion even tho there might not be an enemy target there... I wanna have them blast the shit outta of a town with some 50cals and tank guns, is this possible? Edit: I think ive found it http://community.bistudio.com/wiki/fire Well i got a M2 to fire but only one shot Need to make like a "suppresive fire script" or something with like 100 rounds in 25m radius in full automatic fire.. Thanks inadvanced. Share this post Link to post Share on other sites
ck-claw 1 Posted February 27, 2007 The new mapfact addon has invisible targets that can be fired upon? giving the effect! look in addons & mods complete thread! Share this post Link to post Share on other sites
Opticalsnare 12 Posted February 27, 2007 Yeh that works perfectly thanks dude. Hmm it works pretty good at semi-short ranges but something like 500m it just wont fire it aims at the target but wont fire, this is what ive done so far to a Abrams tank Quote[/b] ]Abrams01 doTarget Target01 Quote[/b] ]Abrams01 doTarget Target01; Abrams01 fire "M256" = fires in random direction once..I think im missing something.. Share this post Link to post Share on other sites
DecimusAquila 0 Posted February 27, 2007 I have been looking for this great stuff. Thanks. Share this post Link to post Share on other sites
Balschoiw 0 Posted February 27, 2007 Quote[/b] ]I think im missing something.. The Tank first needs to "see" the target. Therefore use either "knowsabout" or "reveal" in the init line first. Check the syntax in the biki. You can of course make the tank fire the weapon without having invisible targets implemented with a script. Most users prefer addonfree missions as it gets a major pita when you have to install addons for every mission you download. Little excerpt from scripts I used to have AI shoot on specific objects: #loop a3 fire ["browning","browning"]; ~0.1 a3 fire ["browning","browning"]; Goto "loop" The ~0.1 delay has been replaced by Arma with a different syntax. Check Biki for "wait" command I guess. This makes the unit fire the weapon. Replace "browning","browning" with your weaponname and ammoname. Place some objects that you want to have "attacked" and use something like this to make the unit fire at the desired region: #loop ~1.5 q4 setdammage 0; a3 dowatch q4; q4 setdammage 0; ~1.5 q6 setdammage 0; a3 dowatch q6; q6 setdammage 0; ~1.5 q8 setdammage 0; a3 dowatch q8; q8 setdammage 0; ~1.5 q5 setdammage 0; a3 dowatch q5; q5 setdammage 0; goto "loop" Again the ~ commands have to be replaced. This script basically makes the unit strafe the area covered by the "q" objects. If you place them right the gunner will switch between the targets while he constantly fires. You can even extend that by rearming the weapon if the ammo runs low with a script so you have infinte fire on the desired region without any addons. Share this post Link to post Share on other sites
Opticalsnare 12 Posted February 27, 2007 Quote[/b] ]Abrams01 reveal Target01; Abrams01 doTarget Target01; Still no fire ive been in as gunner i get ordered to target but not to fire. Quote[/b] ]Abrams fire "M256" Does the same thing as before he just fires off to his side, not on the selected target.. Share this post Link to post Share on other sites
Balschoiw 0 Posted February 27, 2007 Try this Quote[/b] ]Abrams01 reveal Target01; Abrams01 doTarget Target01; Abrams01 doFire Target01; Share this post Link to post Share on other sites
Opticalsnare 12 Posted February 27, 2007 Yeh tried that too think im just gonna edit the config files and increase the engage range more. Its like they just wont fire from a distance of over 450meters.. Share this post Link to post Share on other sites