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jimbojones

Can you make a unit 'Scan Horizon'?

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Hello, I have searched on this topic and I keep coming up with how to put the units into 'Comabt' Stealth' Careless' Aware' etc but no luck on finding how to make them scan horizon like in the command menus. Just wanted to know if this is even possible or which direction to look. Thanks

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The only method I know is to give the unit "dowatch" or "dotarget" commands repeadedly. Place 5-6 game logics in a circle around the unit (100-150 meters should do the trick). Then make a looping script that forces your loon to watch the game logics in a clockwise or counterclockwise pattern.

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I too would like to know if there are any way issue, not a, but all, commands in the menu. Such as flank right, advance, call support etc.

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Thank you

Crazy that you cannt use the commands in the menu a little easier than that. Th anks for the help. biggrin_o.gif

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Here is a simple version of a script I wrote for Vehicle gunners.

It can be used on infantry units as well. Its not so much a scan horizon more a look around randomly.There isnt any way to switch it off as it is but that could easly be added via a global variable check if you wanted.It appears that AI targeting info/commands over ride the DoWatch command,I have no problems with Ai engaging targets whilst its running.

You can change the _RAD value and/or the (Random 4) value to speed up or slow down the direction change.

_DIS is the distance from the unit that the point to watch is generated and _HGT is the hight to watch.Both can be changed as required.Eg Add a greater hight for a shilka gunner to appear to scan for air targets.

Edit: this is SQS format of course.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

_UNIT = _This select 0

_TICK = 0

_TME = 0

_RAD = 0

_DIS = 100

_HGT = 1

#TOP

_WPOS = [0,0,0]

_WD = 0

~0.1

_WD = Floor (1 +Random 8)

~0.1

?_WD == 1:Goto "FWD"

?_WD == 2:Goto "RGT"

?_WD == 3:Goto "BCK"

?_WD == 4:Goto "LFT"

?_WD == 5:Goto "FWDR"

?_WD == 6:Goto "FWDL"

?_WD == 7:Goto "BCKR"

?_WD == 8:Goto "BCKL"

Goto "TOP"

#FWD

_TME = 0

_TICK = 0

~0.1

_TME = Floor (_RAD +Random 4)

~0.1

_WPOS = [((getPos _UNIT) select 0) + _DIS * sin (getDir _UNIT), ((getPos _UNIT) select 1) + _DIS * cos (getDir _UNIT),_HGT]

~1

_UNIT DoWatch _WPOS

~0.1

Goto "TOCK"

#RGT

_TME = 0

_TICK = 0

~0.1

_TME = Floor (_RAD +Random 4)

~0.1

_WPOS = [((getPos _UNIT) select 0) + _DIS * Cos (getDir _UNIT), ((getPos _UNIT) select 1) - _DIS * Sin (getDir _UNIT),_HGT]

~1

_UNIT DoWatch _WPOS

~0.1

Goto "TOCK"

#BCK

_TME = 0

_TICK = 0

~0.1

_TME = Floor (_RAD +Random 4)

~0.1

_WPOS = [((getPos _UNIT) select 0) - _DIS * Sin (getDir _UNIT), ((getPos _UNIT) select 1) - _DIS * Cos (getDir _UNIT),_HGT]

~1

_UNIT DoWatch _WPOS

~0.1

Goto "TOCK"

#LFT

_TME = 0

_TICK = 0

~0.1

_TME = Floor (_RAD +Random 4)

~0.1

_WPOS = [((getPos _UNIT) select 0) - _DIS * Cos (getDir _UNIT), ((getPos _UNIT) select 1) + _DIS * Sin (getDir _UNIT),_HGT]

~1

_UNIT DoWatch _WPOS

~0.1

Goto "TOCK"

#FWDR

_TME = 0

_TICK = 0

~0.1

_TME = Floor (_RAD +Random 4)

~0.1

_WPOS = [((getPos _UNIT) select 0) + _DIS * sin (getDir _UNIT +45), ((getPos _UNIT) select 1) + _DIS * cos (getDir _UNIT +45),_HGT]

~1

_UNIT DoWatch _WPOS

~0.1

Goto "TOCK"

#FWDL

_TME = 0

_TICK = 0

~0.1

_TME = Floor (_RAD +Random 4)

~0.1

_WPOS = [((getPos _UNIT) select 0) + _DIS * sin (getDir _UNIT -45), ((getPos _UNIT) select 1) + _DIS * cos (getDir _UNIT -45),_HGT]

~1

_UNIT DoWatch _WPOS

~0.1

Goto "TOCK"

#BCKL

_TME = 0

_TICK = 0

~0.1

_TME = Floor (_RAD +Random 4)

~0.1

_WPOS = [((getPos _UNIT) select 0) - _DIS * Sin (getDir _UNIT +45), ((getPos _UNIT) select 1) - _DIS * Cos (getDir _UNIT +45),_HGT]

~1

_UNIT DoWatch _WPOS

~0.1

Goto "TOCK"

#BCKR

_TME = 0

_TICK = 0

~0.1

_TME = Floor (_RAD +Random 4)

~0.1

_WPOS = [((getPos _UNIT) select 0) - _DIS * Sin (getDir _UNIT -45), ((getPos _UNIT) select 1) - _DIS * Cos (getDir _UNIT -45),_HGT]

~1

_UNIT DoWatch _WPOS

~0.1

#TOCK

_TICK = Time +_TME

@!Alive _UNIT || Time >= _TICK

?!Alive _unit:Exit

Goto "TOP"

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Here is a simple version of a script I wrote for Vehicle gunners.

It can be used on infantry units as well. Its not so much a scan horizon more a look around randomly.There isnt any way to switch it off as it is but that could easly be added via a global variable check if you wanted.It appears that AI targeting info/commands over ride the DoWatch command,I have no problems with Ai engaging targets whilst its running.

You can change the _RAD value and/or the (Random 4) value to speed up or slow down the direction change.

_DIS is the distance from the unit that the point to watch is generated and _HGT is the hight to watch.Both can be changed as required.Eg Add a greater hight for a shilka gunner to appear to scan for air targets.

Edit: this is SQS format of course.

dude

Is there anyway to modify that script to keep it limited to a specific arc (but still looking at random points in that arc), and commanding it to fire periodically?

Using that + trial and error + triggers could mean that we can have artillery that can provide a walking barrage

Edit: to be a bit clearer, here is an example of what I mean

exmediumfh7.jpg

first of all, you work out the angle of the guns needed to hit within each trigger area, limited to the blue arc.

The guns have no ammo in them at the start, but when the opfor cross the first trigger, it initialises the first script, adds ammo to the guns, allows them to start firing a barrage within that area ( a scripted barrage, meaning the guns change their angles and fire according to the script)

Once opfor has moved forward or died out, it checks if there are remaining opfor in there then deactivates the first script

if they move forward into the next zone. the second script with the next set of angles starts up (but with no need to add more ammo)

it continues till the opfor either die or move forward from the trigger zones, when the guns then resume firing normally

This wouldn't be incredibly easy to use since you'd have to work out new firing arcs every time you changed a variable (distance, size of arc, position of guns, D30/M119 ammo changes, etc)

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Not sure if this would be of any use in what you describe.

I'm sure I've seen scripts for artillary,would they not serve you better?

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Not sure if this would be of any use in what you describe.

I'm sure I've seen scripts for artillary,would they not serve you better?

Ah, you see the key to this is that the barrage stays within a certain area and moves forward with the enemy

Or an alternative use would be some static guns + mando flak shells = random puffs of flak all over the sky, because the guns are firing with certain elevations

If I could get a code snippet including a fire command which I could play round with the variables it would be a worthwhile exercise to see just what could be accomplished

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@GrinMan

 

Try this. Ive reduced the fireing arc to better match your screen shot and added a "fire" command.

to run from units init:

East D30

[Gunner this,"D30",40,200] exec "TheScript.sqs";

West M119

[Gunner this,"M119",40,200] exec "TheScript.sqs";

Ive gone with "Fire" command rather than "DoFire" as the latter requires a target defined via a "DoTarget",so the weapon has to be defined.First number is hight and second is distance.You need to work out the correct values for your required distance.

I used the bullet cam script thats around on these forums on a couple of quick tests, I'd recomend you get that if you don't already have it. Let me know how you get on.

Edit: If the elevation is to great the shell dosn't seem to drop to earth. Not sure what is going on there, game limitation I guess.

edit: Script changed and posted further down this thread.

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I used the bullet cam script thats around on these forums on a couple of quick tests, I'd recomend you get that if you don't already have it. Let me know how you get on.

cheers man, I'll play about with this tonight, I have the perfect mission for it too

And I have the bulletcam script too, lol

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I've been playing around with this and have changed/added a couple of things. Setting the Global Variable "GIB_ASTOP" to True will exit the script allowing it to be restarted with different values,The script sets the variable to false on start.

Ive added some extra directions and reduced the arc further and added a small random addition to the hight value that is passed in the script call to give the rounds a better spread.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

GIB_ASTOP = False

_VEH = _This select 0

_UNIT = Gunner _VEH

_MAGS = Magazines _VEH

_WEAP = _This select 1

_HGT = _This Select 2

_DIS = _this select 3

_WPOS = [((getPos _UNIT) select 0) + _DIS * sin (getDir _VEH), ((getPos _UNIT) select 1) + _DIS * cos (getDir _VEH),_HGT]

~5

#TOP

_WPOS = [0,0,0]

_WD = 0

_AHGT = 0

_FT = 0

~0.1

_FT = Floor (5 +Random 3)

_AHGT = Floor (_HGT +Random 12)

_WD = Floor (1 +Random 17)

~0.1

?_WD == 1:Goto "FWD"

?_WD == 2:Goto "FFRGT"

?_WD == 3:Goto "FFLFT"

?_WD == 4:Goto "FWDR"

?_WD == 5:Goto "FWDL"

?_WD == 6:Goto "FFRGT2"

?_WD == 7:Goto "FFLFT2"

?_WD == 8:Goto "FFRGT3"

?_WD == 9:Goto "FFLFT3"

?_WD == 10:Goto "FFRGT4"

?_WD == 11:Goto "FFLFT4"

?_WD == 12:Goto "FFRGT5"

?_WD == 13:Goto "FFLFT5"

?_WD == 14:Goto "FFRGT6"

?_WD == 15:Goto "FFLFT6"

?_WD == 16:Goto "FFRGT7"

?_WD == 17:Goto "FFLFT7"

Goto "TOP"

#FWD

_WPOS = [((getPos _UNIT) select 0) + _DIS * sin (getDir _VEH), ((getPos _UNIT) select 1) + _DIS * cos (getDir _VEH),_AHGT]

~0.1

_UNIT DoWatch _WPOS

~2

Goto "FIRE"

#FFRGT2

_WPOS = [((getPos _UNIT) select 0) + _DIS * sin (getDir _VEH +5), ((getPos _UNIT) select 1) + _DIS * cos (getDir _VEH +5),_AHGT]

~0.1

_UNIT DoWatch _WPOS

~2

Goto "FIRE"

#FFRGT3

_WPOS = [((getPos _UNIT) select 0) + _DIS * sin (getDir _VEH +1), ((getPos _UNIT) select 1) + _DIS * cos (getDir _VEH +1),_AHGT]

~0.1

_UNIT DoWatch _WPOS

~2

Goto "FIRE"

#FFRGT4

_WPOS = [((getPos _UNIT) select 0) + _DIS * sin (getDir _VEH +3), ((getPos _UNIT) select 1) + _DIS * cos (getDir _VEH +3),_AHGT]

~0.1

_UNIT DoWatch _WPOS

~2

Goto "FIRE"

#FFRGT5

_WPOS = [((getPos _UNIT) select 0) + _DIS * sin (getDir _VEH +4), ((getPos _UNIT) select 1) + _DIS * cos (getDir _VEH +4),_AHGT]

~0.1

_UNIT DoWatch _WPOS

~2

Goto "FIRE"

#FFRGT6

_WPOS = [((getPos _UNIT) select 0) + _DIS * sin (getDir _VEH +6), ((getPos _UNIT) select 1) + _DIS * cos (getDir _VEH +6),_AHGT]

~0.1

_UNIT DoWatch _WPOS

~2

Goto "FIRE"

#FFRGT7

_WPOS = [((getPos _UNIT) select 0) + _DIS * sin (getDir _VEH +7), ((getPos _UNIT) select 1) + _DIS * cos (getDir _VEH +7),_AHGT]

~0.1

_UNIT DoWatch _WPOS

~2

Goto "FIRE"

#FFRGT

_WPOS = [((getPos _UNIT) select 0) + _DIS * sin (getDir _VEH +8), ((getPos _UNIT) select 1) + _DIS * cos (getDir _VEH +8),_AHGT]

~0.1

_UNIT DoWatch _WPOS

~2

Goto "FIRE"

#FFLFT2

_WPOS = [((getPos _UNIT) select 0) + _DIS * sin (getDir _VEH -5), ((getPos _UNIT) select 1) + _DIS * cos (getDir _VEH -5),_AHGT]

~0.1

_UNIT DoWatch _WPOS

~2

Goto "FIRE"

#FFLFT3

_WPOS = [((getPos _UNIT) select 0) + _DIS * sin (getDir _VEH -1), ((getPos _UNIT) select 1) + _DIS * cos (getDir _VEH -1),_AHGT]

~0.1

_UNIT DoWatch _WPOS

~2

Goto "FIRE"

#FFLFT4

_WPOS = [((getPos _UNIT) select 0) + _DIS * sin (getDir _VEH -3), ((getPos _UNIT) select 1) + _DIS * cos (getDir _VEH -3),_AHGT]

~0.1

_UNIT DoWatch _WPOS

~2

Goto "FIRE"

#FFLFT5

_WPOS = [((getPos _UNIT) select 0) + _DIS * sin (getDir _VEH -4), ((getPos _UNIT) select 1) + _DIS * cos (getDir _VEH -4),_AHGT]

~0.1

_UNIT DoWatch _WPOS

~2

Goto "FIRE"

#FFLFT6

_WPOS = [((getPos _UNIT) select 0) + _DIS * sin (getDir _VEH -6), ((getPos _UNIT) select 1) + _DIS * cos (getDir _VEH -6),_AHGT]

~0.1

_UNIT DoWatch _WPOS

~2

Goto "FIRE"

#FFLFT7

_WPOS = [((getPos _UNIT) select 0) + _DIS * sin (getDir _VEH -7), ((getPos _UNIT) select 1) + _DIS * cos (getDir _VEH -7),_AHGT]

~0.1

_UNIT DoWatch _WPOS

~2

Goto "FIRE"

#FFLFT

_WPOS = [((getPos _UNIT) select 0) + _DIS * sin (getDir _VEH -8), ((getPos _UNIT) select 1) + _DIS * cos (getDir _VEH -8),_AHGT]

~0.1

_UNIT DoWatch _WPOS

~2

Goto "FIRE"

#FWDR

_WPOS = [((getPos _UNIT) select 0) + _DIS * sin (getDir _VEH +2), ((getPos _UNIT) select 1) + _DIS * cos (getDir _VEH +2),_AHGT]

~0.1

_UNIT DoWatch _WPOS

~2

Goto "FIRE"

#FWDL

_WPOS = [((getPos _UNIT) select 0) + _DIS * sin (getDir _VEH -2), ((getPos _UNIT) select 1) + _DIS * cos (getDir _VEH -2),_AHGT]

~0.1

_UNIT DoWatch _WPOS

~2

#FIRE

?GIB_ASTOP:Exit;

~_FT

Vehicle _UNIT Fire [_WEAP,_WEAP,_MAGS select 0]

?!Alive _VEH:Exit

~2

Goto "TOP"

Here is a small test mission to show the effect at the reciving end of a 12 gun battery.

For anyone who needs directions:

Copy and paste the above script and save it as GIB_ARTY.sqs

Copy and Paste the code below and save as mission.sqm  place it in a folder with the above script and name the folder " What_ever.sara " (no Speechmarks) and put it in the Mydocs\arma\yourname\missions  folder and access via the editor then select preview. The distance between Ai Arty and splash zone in this example is around 4700m.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

version=11;

class Mission

{

addOns[]=

{

"caweapons",

"sara",

"caair",

"cacharacters"

};

addOnsAuto[]=

{

"caair",

"cacharacters",

"caweapons",

"sara"

};

randomSeed=9537539;

class Intel

{

startWeather=0.100000;

forecastWeather=0.300000;

year=2007;

month=6;

day=7;

hour=8;

};

class Groups

{

items=13;

class Item0

{

side="WEST";

class Vehicles

{

items=2;

class Item0

{

position[]={9806.514648,132.066345,10332.750977};

azimut=181.814667;

special="FLY";

id=0;

side="WEST";

vehicle="AH6";

leader=1;

skill=0.600000;

text="chp1";

};

class Item1

{

position[]={9717.413086,135.096603,10308.886719};

azimut=-264.808990;

special="CARGO";

id=1;

side="WEST";

vehicle="SoldierWB";

player="PLAYER COMMANDER";

skill=0.600000;

};

};

};

class Item1

{

side="EAST";

class Vehicles

{

items=1;

class Item0

{

position[]={9889.088867,25.230005,5397.601563};

azimut=-360.054321;

special="NONE";

id=2;

side="EAST";

vehicle="D30";

leader=1;

skill=0.600000;

init="[This,""D30"",40,200] exec ""GIB_ARTY.sqs"";";

};

};

};

class Item2

{

side="EAST";

class Vehicles

{

items=1;

class Item0

{

position[]={9895.155273,25.037790,5397.482910};

azimut=-360.054321;

special="NONE";

id=3;

side="EAST";

vehicle="D30";

leader=1;

skill=0.600000;

init="[This,""D30"",40,200] exec ""GIB_ARTY.sqs"";";

};

};

};

class Item3

{

side="EAST";

class Vehicles

{

items=1;

class Item0

{

position[]={9901.460938,24.838581,5397.250488};

azimut=-360.054321;

special="NONE";

id=4;

side="EAST";

vehicle="D30";

leader=1;

skill=0.600000;

init="[This,""D30"",40,200] exec ""GIB_ARTY.sqs"";";

};

};

};

class Item4

{

side="EAST";

class Vehicles

{

items=1;

class Item0

{

position[]={9912.596680,24.405951,5397.750000};

azimut=-360.054321;

special="NONE";

id=5;

side="EAST";

vehicle="D30";

leader=1;

skill=0.600000;

init="[This,""D30"",40,200] exec ""GIB_ARTY.sqs"";";

};

};

};

class Item5

{

side="EAST";

class Vehicles

{

items=1;

class Item0

{

position[]={9918.662109,24.212351,5397.630859};

azimut=-360.054321;

special="NONE";

id=6;

side="EAST";

vehicle="D30";

leader=1;

skill=0.600000;

init="[This,""D30"",40,200] exec ""GIB_ARTY.sqs"";";

};

};

};

class Item6

{

side="EAST";

class Vehicles

{

items=1;

class Item0

{

position[]={9924.967773,24.140297,5397.398438};

azimut=-360.054321;

special="NONE";

id=7;

side="EAST";

vehicle="D30";

leader=1;

skill=0.600000;

init="[This,""D30"",40,200] exec ""GIB_ARTY.sqs"";";

};

};

};

class Item7

{

side="EAST";

class Vehicles

{

items=1;

class Item0

{

position[]={9889.297852,25.221165,5384.550781};

azimut=-360.054321;

special="NONE";

id=8;

side="EAST";

vehicle="D30";

leader=1;

skill=0.600000;

init="[This,""D30"",40,200] exec ""GIB_ARTY.sqs"";";

};

};

};

class Item8

{

side="EAST";

class Vehicles

{

items=1;

class Item0

{

position[]={9895.364258,25.053234,5384.431152};

azimut=-360.054321;

special="NONE";

id=9;

side="EAST";

vehicle="D30";

leader=1;

skill=0.600000;

init="[This,""D30"",40,200] exec ""GIB_ARTY.sqs"";";

};

};

};

class Item9

{

side="EAST";

class Vehicles

{

items=1;

class Item0

{

position[]={9901.670898,24.843708,5384.198730};

azimut=-360.054321;

special="NONE";

id=10;

side="EAST";

vehicle="D30";

leader=1;

skill=0.600000;

init="[This,""D30"",40,200] exec ""GIB_ARTY.sqs"";";

};

};

};

class Item10

{

side="EAST";

class Vehicles

{

items=1;

class Item0

{

position[]={9912.938477,24.511780,5384.215820};

azimut=-360.054321;

special="NONE";

id=11;

side="EAST";

vehicle="D30";

leader=1;

skill=0.600000;

init="[This,""D30"",40,200] exec ""GIB_ARTY.sqs"";";

};

};

};

class Item11

{

side="EAST";

class Vehicles

{

items=1;

class Item0

{

position[]={9919.004883,24.246634,5384.097168};

azimut=-360.054321;

special="NONE";

id=12;

side="EAST";

vehicle="D30";

leader=1;

skill=0.600000;

init="[This,""D30"",40,200] exec ""GIB_ARTY.sqs"";";

};

};

};

class Item12

{

side="EAST";

class Vehicles

{

items=1;

class Item0

{

position[]={9925.310547,24.076767,5383.865234};

azimut=-360.054321;

special="NONE";

id=13;

side="EAST";

vehicle="D30";

leader=1;

skill=0.600000;

init="[This,""D30"",40,200] exec ""GIB_ARTY.sqs"";";

};

};

};

};

class Sensors

{

items=1;

class Item0

{

position[]={9857.202148,120.986595,10391.237305};

a=0.000000;

b=0.000000;

interruptable=1;

age="UNKNOWN";

expCond="true";

expActiv="chp1 flyinheight 200;Chp1 domove [Getpos chp1 select 0,getpos chp1 select 1,200]";

class Effects

{

};

};

};

};

class Intro

{

addOns[]=

{

"sara"

};

addOnsAuto[]=

{

"sara"

};

randomSeed=529923;

class Intel

{

startWeather=0.100000;

forecastWeather=0.300000;

year=2007;

month=6;

day=7;

hour=8;

};

};

class OutroWin

{

addOns[]=

{

"sara"

};

addOnsAuto[]=

{

"sara"

};

randomSeed=6293507;

class Intel

{

startWeather=0.100000;

forecastWeather=0.300000;

year=2007;

month=6;

day=7;

hour=8;

};

};

class OutroLoose

{

addOns[]=

{

"sara"

};

addOnsAuto[]=

{

"sara"

};

randomSeed=10001411;

class Intel

{

startWeather=0.100000;

forecastWeather=0.300000;

year=2007;

month=6;

day=7;

hour=8;

};

};

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There are three issues I'm having with this script

[*] In stock form, the guns will nearly always spin a full 360 degrees

[*] Although the script seems to work on your mission with the D30s, m119s just sit and spin to the exact same point,. no matter what the initial azimut is (with the command in the init changed to 'm119'wink_o.gif, and they don't fire

I'm probably missing some crucial value to fix this

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I've changed the script a little and edited it in the previous post.You can now Place the guns in the direction you want them to fire.

The spinning shouldn't happen now, however, the ai still raises the barrel if I don't have atleast a 5 sec delay just before the "Fire" command or, and this is realy strange,if I'm not standing right next to it??

I added the 5 second delay just before the "Fire" command to deal with the spinning in the first version, did you remove it?

You could try increasing the 5 to somthing higher in the    _FT = Floor (5 +Random 3)  

The only time I've noticed the ai not responding to the Fire command is if the wrong weapon is passed OR if the fire command is given via " _Unit " and not " Vehicle _unit ".

I've done about all I can with this now. Hope it works for you.

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Got it to work now (turned out I was using a VILAS m119 instead of a BIS one, whoops wink_o.gif )

the way I found of getting round some bugs with the direction is to set it to -400 or so distance and something around (getDir _VEH -45) to get the gun to actually fire where you want it

the one issue I'm having now is guns randomly going to maximum elevation once every 5-6 rounds

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Is there way to place object on the map where they would shoot?

(like trigger box or something)

Also the range what i need is about 100m-150m.

They shoot once on that range and after that they shoot2-3 rounds way much higher and longer

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is there way to add unlimited ammo for the artillery? like m119

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Is there way to make invisible "ammo Truck"?

like those FARP helo pads etc?

but no problem to put those ammotrucks near

Solved the 100m-200m miss shots by putting the artillery to hill. when they were on flat ground they killed them selfs or shooted way out of the target area.

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