stainer 0 Posted October 3, 2007 Right, I've searched the forums and can't for the life of me work out how to change the follwing script from OFP to ArmA: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_artyCaller = _this select 0 _explosions = 25 ; maximum number of executions _max_exec = 6 ; spread in m _spread = 105 ; see if it number of executions is kept exec = exec+1 ? (exec>_max_exec) : exit alpha2 sideradio "arty_1a" ; wait 5 seconds ~5 leader charlie sideradio "arty_2" pos="NULL" onMapSingleClick {pos=_pos; onMapSingleClick {}} ~2 #wait ~0.1 ? (pos in ["NULL"]) : goto "wait" ~1 leader charlie sideradio "arty_3" ~15 leader charlie sideradio "arty_4" ~25 _sh = _spread/2 _i = 0 #createrounds "Shell120" camCreate [(pos select 0)-(random _sh)+(random _sh), (pos select 1)-(random _sh)+(random _sh), 0] _i = _i+1 ~(random 3) ? (_i < _explosions) : goto "createrounds" ~2 leader charlie sideradio "arty_5" exit The difficulty comes with the 'onmapsingleclick' part as well as with the 'camcreate' section. The script itself is not mine, but one I picked up years ago (I don't know the original author I'm afraid). All the script does (or is supposed to do) is call down a certain number of shells in the area where the player clicks on the map with a few radio calls. I'm not after complex alternatives, just a simplistic click and fire thing. Any help in modifying the syntax so it is ArmA compatible would be greatly appreciated. Share this post Link to post Share on other sites
zonekiller 175 Posted October 8, 2007 Here is a onmapsingleclick support pack Artillery AmmoDrop and AirStrike Test Mission i here http://www.zonekiller.ath.cx/support.Sara.rar http://www.zonekiller.ath.cx/support.Sara.pbo You will find it works the way you want Share this post Link to post Share on other sites
CarlGustaffa 4 Posted October 8, 2007 Does there exist mapclick systems for ground support as well? My wp'd support trucks (as well as 113 and bmp based vehicles)always ends up in serious trouble near and especially inside bases since they're not as capable crushing through fences as heavyer armor is. Wish there was a method to temporarily turn off collisions for units. Hehe, and after some armor driving through a city full of patrolling riflemen (ups script), the roads run red with blood Share this post Link to post Share on other sites