skickahit10 0 Posted September 27, 2007 I didn't know about this section so I posted a thread in the addon-part of the forum. Anyways, I made a realistic artillery script for ArmA. This is no bullshit where shells will appear out of nowhere, this is the actual guns (M119s) in ArmA aiming and firing their weapons. All you have to do is click on the map and you'll have artillery shells raining down there within a minute or so! Check out the misplaced thread here: http://www.flashpoint1985.com/cgi-bin....t=68597 Share this post Link to post Share on other sites
Mr-Murray 0 Posted September 27, 2007 Alternate to that you can check this here: http://www.flashpoint1985.com/cgi-bin....tillery Best regards, Mr-Murray Share this post Link to post Share on other sites
skickahit10 0 Posted September 27, 2007 Alternate to that you can check this here:http://www.flashpoint1985.com/cgi-bin....tillery Best regards, Mr-Murray check my answer in other thread Share this post Link to post Share on other sites
bravo 6 0 Posted September 27, 2007 which one is better? Share this post Link to post Share on other sites
skickahit10 0 Posted September 27, 2007 which one is better? depends on what you are looking for. I'd say mine is more realistic (if you consider the ArmA-engine realistic) judging from what I've seen of the code of the other script. but both are probably good in their own way Share this post Link to post Share on other sites
Doolittle 0 Posted September 28, 2007 Does yours account for air friction? Share this post Link to post Share on other sites
bravo 6 0 Posted September 28, 2007 i have 1 question: Do we really hear the projectile sound coming before it hit the ground and explode, In MultiPlayer? Share this post Link to post Share on other sites
Cloughy 0 Posted September 28, 2007 I still dont get why people have to post their scripts/apps in a thread for a new script/app. Everyone prob knows about mr murrays script. And if i remember it only creates shells in the air, it dont fire the guns. This chap has posted his script because its new, if ppl want to readvertise their scripts/apps, then create a new thread. Cheers GC Share this post Link to post Share on other sites
ColonelSandersLite 0 Posted September 28, 2007 Personally, I agree with that. I find it discourteous at the least. Share this post Link to post Share on other sites
mattxr 9 Posted September 28, 2007 Just look on ArmA.info there is about 20 Arty scripts just been released lawl. Share this post Link to post Share on other sites
Mr-Murray 0 Posted September 28, 2007 @Cloughy That´s right and I agree with that. But I´m sure that you missunderstood my concern. I tested that script and it´s very great! Sickahit10 hat made a great work with it. It could be that he don´t know my script. And so he has the chance to get new suggestions to his work from it. Why not? That´s the only one reason for my post  I´m unfortunately very buzy with other things and so I can´t invest time in a new version of my arty. It would be great if there are an other guy brings a new way @Matt Rochelle I´ve wrote you via ICQ Best regads, Mr-Murray Share this post Link to post Share on other sites
scars09 9 Posted September 28, 2007 Quote[/b] ]i have 1 question:Do we really hear the projectile sound coming before it hit the ground and explode, In MultiPlayer? if the flysound is loud enough you will hear it. depending of used soundmod and unit. some things should be said to the real shell artillery. it has limited range it needs terrain wich is at equal height for arty and target to work with full accuracy mountains, large tress, houses in the flypath can get a big problem. personally i prefer the real shell artillery, mainly cause of the sound of shells flying above your head and the fact that they have a nice dispersion in it. there was a make artillery tutorial on ofpec wich shows how to do "artillery" with every barrel fired weapon in ofp, by using a real life formula for bullets flypath. it works for arma aswell. Share this post Link to post Share on other sites
skickahit10 0 Posted September 30, 2007 Does yours account for air friction? yep. it certainly does Share this post Link to post Share on other sites
Dragonian 0 Posted February 28, 2008 I'm creating my own little piece of artillery script, but I'm having a problem combining the airfriction (drag) to the calculated muzzle velocity. I'm not a mathematician so all these predefined equations are a bit hard for me to understand instantly. This is where I'm at: - Muzzle velocity is said to be: _velocity = sqrt (4.9 * _distance / ((sin _angle) * (cos _angle))) - This is what gets me the airFriction of any shell: _airfriction = getNumber (configFile >> "CfgAmmo" >> _ammo >> "airFriction") - Arma drag model is said to be: _drag = _airfriction * _velocity^2 So with my logic I would then have the real muzzle velocity with this: _velocity + _drag but this actually substracts the overall muzzle velocity for airfriction is a negative value. Even when I substract the _airfriction from the _velocity the shells still fall short. Any corrections or general ideas? Share this post Link to post Share on other sites
-KH-Shadow 0 Posted February 28, 2008 i'm looking for a decent arty script to just target an area when BLUFOR enter it.. as if the AI are opening fire on them.. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted February 29, 2008 Doesn't Mr. Murrays script/mission have this? West detected by East, and it rains down HE shells on west. I'm working on my own variation on this now, where enemy first fires an adjust fire, smoke or HE, *very* randomly, then it starts raining HE or DPICM is there is a safe distance. Otherwise, illumination (placed rather smart) or smoke (also smart) is used instead. I've modified the Domination mission to include this, the AI will now use artillery against us, and it's great fun. I've set the default M119 arty to use the original shell though, and a new simulated M198 arty to use 125mm HE. Unfortunately, getting my "script" to work properly in multiplayer is not an easy task with my rather limited skillset Anyways, for simulated quick fires against you, I think Mr. Murrays script is the way to look. Share this post Link to post Share on other sites