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sander

LLW - L16A2

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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.

thumbs-up.gif

Thanks

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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...

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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

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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.

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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

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hey hueycat6. thanks for the vid!

do you plan to share your version? xmas_o.gif

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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.

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Right. However asking sander should be doable. smile_o.gif

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.

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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!

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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.

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