manzilla 1 Posted August 17, 2008 OK. This is a quick and dirty fix, but it will give you a functioning AI mortar with a greater range.1) unpbo the pack 2) open the configs file with a text editor 3) in cfgWeapons change "grenadeLauncher" to "D30" in the both lines 4) save the cfg file 5) re-pbo the folder overwriting the previous version Under player control everything works just about as before (different ammo types for different ranges) and nothing more needs to be changed. If you want to have a far firing AI mortar do the following in the editor: 1) set ammo to the lowest possible (out of ammo) 2) add as many range 4 magazines as you want in the editor by entering into mortar's Intialization field: this addMagazine ""llw_l16_charge4" Each magazine adds 20 rounds. Do not worry an AI mortar will fire at the closer targets too with this ammo. It just uses the far range limitation. Seems that grenade launchers  have a range limitation of about 500 meters under a AI control. Changing Weapon Class into a gun removes this and allows an AI mortar to fire at more distant targets. Thanks Share this post Link to post Share on other sites
Dark SudoNix 1 Posted August 17, 2008 this is cool and all but the only thing i hate about it is that the mortar damn near shoots straight ahead... the mortar needs to be launched out of the drop tube and shot high into the air... then dropped on the enemy... so you can fire mortars froms behind hills or behind buildings... from within a base ect ect ect... kind of like cps arty config... Share this post Link to post Share on other sites
Törni 0 Posted August 17, 2008 This is just a quick fix. LOS to the target is still required. Share this post Link to post Share on other sites
sander 14 Posted August 18, 2008 Thanks for the suggestion, Toerni, I'll incorporate it in an update. /*edit*/ v1.01 * Changed the class from grenadelauncher to D30 * Fixed error message for inheriting sections * Fixed error message for sound files that could not be located * Fixed error message for missing get in point for gunner * Added credit to Törni in readme Regards, Sander Share this post Link to post Share on other sites
Stavanger 0 Posted August 19, 2008 Mirror updated from ePrison.de LLW - L16A2 (Mortar) v1.01 by Sander Regards, Stavanger Share this post Link to post Share on other sites
oldbear 390 Posted August 19, 2008 New on front page at Armed Assault.info. Mirror updated : http://www.armedassault.info/index....=447 Share this post Link to post Share on other sites
nobrainer 0 Posted August 19, 2008 Could you please sign the addon... please Share this post Link to post Share on other sites
landdon 0 Posted August 20, 2008 I have one question regarding this addon, does anyone know how to re-arm it once the ammo is deleted. A standard BIS Ammo Truck does not seem to be able to do it. Share this post Link to post Share on other sites
sander 14 Posted August 20, 2008 Hi, Thank you for updating the mirrors === Indeed the ammo truck does not resupply the mortar, but the default static M2's have the same undocumented feature. To add additional ammunition for all ammo types add this to the init line of the L16A2 mortar: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addmagazine "llw_l16"; this addmagazine "llw_l16_charge1"; this addmagazine "llw_l16_charge2"; this addmagazine "llw_l16_charge3";this addmagazine "llw_l16_charge4"; Each magazine contains 20 rounds of ammo for a particular type. Regards, Sander Share this post Link to post Share on other sites
hueycat6 0 Posted December 20, 2008 I was bored so i made a crappy basic youtube video of it. I used my own sounds i like them better. Here's the link http://www.youtube.com/watch?v=2RC4KU-p5ek Share this post Link to post Share on other sites
.kju 3244 Posted December 20, 2008 hey hueycat6. thanks for the vid! do you plan to share your version? Share this post Link to post Share on other sites
hueycat6 0 Posted December 20, 2008 Well i dont think that would be legal without sanders permission to release the version with new sounds. But if it is i'll release it sure. Share this post Link to post Share on other sites
.kju 3244 Posted December 20, 2008 Right. However asking sander should be doable. PS: It could be made as an extension addon to Sander's version as well. So you would not modify his pbo and your pbos needs his addon as a base. Share this post Link to post Share on other sites
hueycat6 0 Posted December 20, 2008 Right. Well for the moment until i get permission or he throws them in his next release(doubt that), here is a non package that includes my sounds and his config with the sounds added into it. http://files.filefront.com/Soundsrar/;12713757;/fileinfo.html I'm not encouraging you to replace his sounds with these, and the config is an example of how you would add sounds. As far as 81mm.wss and mortar1.wav do what you want with them. Thanks for the feedback Q! Share this post Link to post Share on other sites
major woody 11 Posted December 28, 2008 Has anyone considered an eastern counterpart for this...? Share this post Link to post Share on other sites
.kju 3244 Posted December 30, 2008 Just had an idea about middle solution between gameplay and realism. Right now you can use it in 2 man team to correct the angle etc. For close distance its quite strong anti inf "turret" as well. Would need a very step angle to fire from. The idea was to create an overlay texture for the optics instead of the "tunnel view". The overall texture would show the current heading in degrees and some strange meter like its in tanks. So that you get a rough idea what angle means what distance. Share this post Link to post Share on other sites