o3oDeath 0 Posted September 27, 2007 UPDATED Version 1.1 (28 sep 2007) DESCRIPTION: If you want functional artillery like bohemia intractive should have provided then this is the addon for you. There are no click on map scripts or any fancy stuff like that. This addon Actually fires the round and has various powder charge strengths to give you a variety of ranges and trajectories. This addon was not designed for single player even though it works fine in single player it requires team work to hit a target at long ranges. I have included a mission file that has a script for a spotter. Both spotter and gunner must be human players and they must work together using the tools provided with the addon and a little math to hit the target. This isn't a 'every man is an expert artillery man script" Since the rounds are actually fired from the gun you get kill credits. The only script used in the addon itself shows you the "tangent" ( left and right angle) and "elevation" (Vertical angle) these are shown in degrees. For the cannons the tangent is shown in plus and minus values. 0 to -179.999 is from north to south -90 being west. -79.999 to 0 is south to north 90 being east. All other scripts are in the mission files and have to be configured when making a mission. Read the read me for installation instructions and mission and script explanations. Change log 1.1 muzzle velocities changed to reflect more accurate max ranges 1 tp 10 KM New missions included increased max rate of fire to 12 rounds per minute. included short cuts for 505 and Atari versions of arma and a mod folder Download real-artillery version 1.1 here please report any bugs if you find them and i will fix them up. Enjoy Share this post Link to post Share on other sites
ravendk 25 Posted September 27, 2007 Could you make a artillery for dummies? Share this post Link to post Share on other sites
o3oDeath 0 Posted September 27, 2007 Well most artillery scripts I have used were for dummies. You click on the map and boom. This addon has a little bit of a learning curve and requires more than one person to effectively hit something at long ranges but that is how it is in real life. side note: if you want to find the ranges use a bullet cam script and you can follow the rounds trajectory. but at 4 km at a 35 degree angle it will take about 30 seconds to get there. But you can use this method if you want to fire it alone with out a spotter. Or just want to get the ranges of all the powder charges. Share this post Link to post Share on other sites
Scrub 0 Posted September 27, 2007 Scorched Earth for ArmA! Thanks. I'm going to make a map of fire bases with a bunch of stuff to blow up, first one to blow up all the others stuff wins. Share this post Link to post Share on other sites
icebreakr 3159 Posted September 27, 2007 This script is excellent, we've tested it and it blows away all other "fake artillery" scripts. This is the real deal tnx! Share this post Link to post Share on other sites
ArmaVidz 0 Posted September 27, 2007 Cool. All this arty avail today is pretty sweet. Gonna try this one out when I get home as well. Question: can it be made to work with Ai on one end or the other? Share this post Link to post Share on other sites
whereisbeef 0 Posted September 27, 2007 I guess that is you jones. This addon is a great one. It will take you a while to master but it is pretty awesome when you are spotting for the artillery and it blows stuff up that is 4km away. Share this post Link to post Share on other sites
scudrunner 0 Posted September 27, 2007 I'm having a very difficult time working in multiplayer. The init doesn't seem to be configed for it, i.e., the Forward observers don't spawn with their bearing/range ability. Anyway you can help with this, Jones? Share this post Link to post Share on other sites
o3oDeath 0 Posted September 27, 2007 Yep this is jones. i haven't tested it with AI. and ArmA Ai isn't smart enough to shoot this gun a few clicks . I am trying to avoid scripts as much as possible but maybe down the road I will see if I can confugure it to work with AI Currently the max range on the gun is about 4.2 KM. I have been  conducting ballistics test for a while now and have decided to finish this addon in this mannar. 9 charges. charge 1 to charge3: short range 1 to 3 km charge 4 to charge 6: medium range 4 to 8 km charge 6 to charge 9: long range 8 km to 12 As soon as I am done with it I will update it in this thread. Share this post Link to post Share on other sites
o3oDeath 0 Posted September 27, 2007 I'm having a very difficult time working in multiplayer. The init doesn't seem to be configed for it, i.e., the Forward observers don't spawn with their bearing/range ability. Â Anyway you can help with this, Jones? If you build a mission and put the run the script from the init line make sure you place an object like an invisible helipad in your fire base and name WFB for west side and EFB for east side. You can name one of the guns that. The object is the the second point of reference for the script to run. It gives you the reading between the foward observer and the OBject named WFB or EFB Share this post Link to post Share on other sites
o3oDeath 0 Posted September 28, 2007 Update. I am wrapping up my final balistics test and these are my results for the next release. all test were conducted on a flat plane and rounds were fired at 45 degrees elevation. (Higher than 45 increases the trajectory and lowers the range.) Short range: PC1 = max range 1900 meters PC2 = max range 3600 meters PC3 = max range 4400 meters medium range: PC4 = max range 5500 meters PC5 = max range 6600 meters PC6 = max range 7200 meters long range: PC7 = max range 7900 meters PC8 = max range 8700 meters PC9 = max range 9200 meters I am wrapping things up and I am going to configure the LRD31 to the same specs. I hope to have it done in the next couple days. Share this post Link to post Share on other sites
jimbojones 2 Posted September 28, 2007 Excellent script. Does anyone know how to get this working on multiplayer? I added the code in the read me file to the init section of the spotter, added the spotter script to the mission, but no FIRE BASE action shows up in the menu. It seems like it would be an easy tweek of the script but I am at a loss. Thanks BTW, I used the included sample mission in multiplayer as the test. Share this post Link to post Share on other sites
o3oDeath 0 Posted September 28, 2007 There are two different lines to use in the init line. One is for west and one is for east. Make sure youuse the right one for the right side. The line has " if (playerside == west)" if you use that line on an east soldier it won't run the other say " if (playerside == east) " likewise if you put the code in the init line of a west soldier it won't show up. make sure you also name an object to point to in the fire base such as an invisible helipad and name it WFB for west and EFB for east. Note: there are also two scripts one for east and one for west "spotterW.sqf" and "spotterE.sqf" Share this post Link to post Share on other sites
o3oDeath 0 Posted September 29, 2007 Excellent script. Â Does anyone know how to get this working on multiplayer? Â I added the code in the read me file to the init section of the spotter, added the spotter script to the mission, but no FIRE BASE action shows up in the menu. Â It seems like it would be an easy tweek of the script but I am at a loss. Â Thanks BTW, I used the included sample mission in multiplayer as the test. I figured out the issue. It was after the mission file was made into a PBO. the part in the code that has "player addaction" player has to be changed to the unit name. I explain it in the readme in the update in the mission example the names are FO1 FO2 and FO3 and instead of player addaction it says "FO1 addaction" Share this post Link to post Share on other sites
Jack 0 Posted September 29, 2007 Awesome man, really great work. Thanks! Share this post Link to post Share on other sites
jimbojones 2 Posted September 29, 2007 Big thanks for the update and the top notch help for making it work in MP for someone like me who doesnt have much scripting skills. Excellent add-on made better with the update. Thanks! Share this post Link to post Share on other sites
o3oDeath 0 Posted September 29, 2007 the first release was just testing the waters. i made it for myself and didn't know if people would be ineterested in it. After about 150 PMs from a couple sites I decided I better fix it and make it easier to install. I tried to use scripts to make this and had 2 working versions but they always had issues with MP. So I decided to start over and not use scripts. Turns out that is the way to go.. Any ways I am working on version 1.2, it is a ways off but I am going to try and make the spotter an addon also. So that all the player has to do is drop the spotter on the map and make a point of reference for him. I will also try and build a range and direction finder or some other little toys. Share this post Link to post Share on other sites
major woody 12 Posted January 26, 2008 Any news about ver. 1.2? Share this post Link to post Share on other sites
Mickd 0 Posted January 31, 2008 jones has been out of country for three months. Hes due back in a few weeks. Share this post Link to post Share on other sites
icebreakr 3159 Posted January 31, 2008 Great.... we are using this script for the past 4 months... me & my team loves it! Even tried it out with closed beta SLX and AI bombarded us with shells in range of ~800m (eye contact) and even in below 300m distance... total mayhem Share this post Link to post Share on other sites
nobrainer 0 Posted February 11, 2008 Hi. Your little addon works great. But I miss one little thing and I'm not sure if thats your addon or some other addon. I miss the incoming sound of the grenades. Is it your addon or FDF_Sounds that add that sound. Are there any incomming sound at all? That would make this addon great. Share this post Link to post Share on other sites
Frank-O 0 Posted June 12, 2008 any chance of appealing to Maruk/Mike/Matt to get a script version of this into the next Warfare? Share this post Link to post Share on other sites
cristolll 0 Posted October 16, 2008 No idea how to get it work in mission editor. In Range Mission, i ordered 2 soliders to get in 2 different LRM119. and i went to the first target area and pointed by using fire base and got reading position info to firebase then wait......??nothing happened. What else i need to do? My Version is lastest 1.14. i also tried to change the the playunit to FO1.. no clue. any idea will be appreciated! Share this post Link to post Share on other sites
gunterlund 0 Posted October 16, 2008 No idea how to get it work in mission editor. In Range Mission, i ordered 2 soliders to get in 2 different LRM119. and i went to the first target area and pointed by using fire base and got reading position info to firebase then wait......??nothing happened. What else i need to do? My Version is lastest 1.14. i also tried to change the the playunit to FO1.. no clue. any idea will  be appreciated! the addon works only with real players. You need to build a fire table to get accurate results. I believe armaholic has a table or there may be a table in the rar file. Share this post Link to post Share on other sites
gunterlund 0 Posted October 16, 2008 No idea how to get it work in mission editor. In Range Mission, i ordered 2 soliders to get in 2 different LRM119. and i went to the first target area and pointed by using fire base and got reading position info to firebase then wait......??nothing happened. What else i need to do? My Version is lastest 1.14. i also tried to change the the playunit to FO1.. no clue. any idea will  be appreciated! the addon works only with real players. You need to build a fire table to get accurate results. I believe armaholic has a table or there may be a table in the rar file. I added this to Xeno domination mission and it was a great asset to have to take towns. Share this post Link to post Share on other sites