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chops

Incoming!! Y.A.A.A...

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update 1.3

1. added close menu to select weapon(no delay}

2. updated both M119IF and D30IF with HE airburst rounds

3. max shells to be called is 6 now instead of 100

4. updated the dcimp with mini burst in the air before it hits the ground

5. max shells per unit firing is 6 per minute (6 rounds aprox. 55-70 seconds)

6. all missions will be compatible that you have made

Download Link:

http://mihd.net/2c7p0a

Have Fun,  biggrin_o.gif

      Viper169th

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Any chance of doing a similar artilery with out using a mod huh.gif

Just id like some sort of thing made up for a mission i making and i know idea how to do it/

I wanted it so the M119 when sat on would bring up a map instead of been able to fire it. then you click on the map choose your ammo and how many rounds to fire (all within a set range of say 3Km) then the gun turns round with you on it fires the rounds then you can either exit the gun or fire again.

Any ideas how to do this without the mod ?

If some one make the scripts it would be awsome

Morticus.

Mission so far can be downloaded from Armaholic.com

RSS Mission

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This is not a mod, it's an addon. A mod modifies the game config, an addon is, well, added on content. This addon basically does what you're after, but if you don't want the burden of 175kb worth of addon files, have a look at this script.

Happy hunting.

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Thanks Chops, but i tried this script its ok but if the target is out of range it just keeps going round and round and round. I eventually stopped it after 2 hrs just to see what would happen smile_o.gif

Ok so i got it wrong about the mod thing wink_o.gif.

Would be nice though if there was someway of adding these addons to a mission files and sending them to players . just if i make a mission with them every one has to download additional files.

O well i suppose i'll keep looking. thanks though.

Morticus

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Guest

Nice to meet you, Mr. Chops!

Your addon is very nice!

Very fun, thank you!

Well, could AI spotter use this addon?

I want to use yours in my movie...

I want to make enemy or non playable friendry spotter call artillery.....

Please tell me how they call artillery and fire real rounds wink_o.gif

I'm sorry, I'm Jamanese, bad English very sorry sad_o.gif

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Thank you kozri.jp! I'm pleased you like it!

To understand how make the enemy AI fire, open the Charge.sara.pbo mission file with a pbo tool and have a look at the scripts used. They make the AI fire at a game logic, which is placed in the editor. I think this would be OK for a movie?

To make the AI call artillery on enemy targets, you will need a script, some kind of "knowsabout" command I guess.

Quote[/b] ]I'm sorry, I'm Jamanese, bad English very sorry

Zen zen! Anatano eigo wa jiyozu dayo!

For anybody else interested, I am still working on this, the next version will be a complete overhaul. I'm working on a control dialogue (below), got the testing, scripting and config writing to do...

armaartydialog.jpg

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Hi there chops, I am trying to add this to a custom version of Evolution SP im working on, and I would like to activate it via the radio (trigger) instead of action menu, the reason being is because I would like to set up all of my support with mapfact's radios (If you dont have a radio you cant call in arty), do you know how I can go about doing this?

I tried a few things but with no avail sad_o.gif

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i cant get the download link for version 1.3 to work... has it been removed?

nevermind.. got it working just after writing the post...

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Are Mapfact's radios static objects or do they go in the weapons slot?

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They go into a weapons slot, I just need to figure out how to activate your artillery via trigger instead of in-game action menu.

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Hi Chip,

You have to add this line to the trigger activ:

East

calartE = this addAction ["Call artillery","D30if\scripts\callarty.sqs"]

West

calart = this addAction["Callartillery","M119IF\scripts\callarty.sqs"]

Deactiv:

East

this removeaction calartE

West

this removeaction calart

I've been playing with this only problem with adding is if your in the middle of a different mode "select weapon"," or firing cannons till it clears back to Call Artillery it will stay with you nomatter if you lose the radio

BTW

I've been tinkering somemore heres what I've done

I added smoke that last 4 minutes

I made the Illumination last about 2 minutes now

I want to clear it with chops before I released it biggrin_o.gif

Viper169th

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old topic... great script! the only thing i have a problem with is that the damn thing is way off... I mean, indirect fire is one thing but the shells dont een hit in the impact area!!!huh.gif?!!! they hit about 200 yards to the south east of the outer most area of the impact marker?!? Any thoughts? Or, how can I go to adjust the impact area or sort-of zero the arty in a lil more? notworthy.gif

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Are you using any mods?

This was made to work with standard, un-modded Arma. Haven't had any other reports of inaccuracy this bad.

Try the demo missions without running any mods, shouldn't be a problem.

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well thats what i was thinking... but what could even interfere with your scripts...? (retorical question) I will try... and I am also using it on Avgani, Iraq Map as well...

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