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Viper169th

Viper Artillery

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///////////////////////////////SINGLE PLAYER ONLY //////////////////////////////////

////////////////////////////////////// Version 1.6 ////////////////////////////////////

1. fixed rounds to actually fire the exact number of rounds

2. your allowed 1 spot round per aimpoint now it will go away after initial fire it also is automatic after selection

you don't need to hit fire for effect.

3. fixed various issues with ver 1.5

////////////////////////////////////// Version 1.5 ////////////////////////////////////

1. added spot rounds to all units just select it will fire when firemission ready

2. leaders now don't need to be named script assigns automatically <-- Thanks snoop

3. changed DPICM to use more powerful and direct bomblets

4. Only time you'll get a marker on rounds is when the spot round being fired

////////////////////////////////////// Version 1.4 ////////////////////////////////////

1. Added spot round to the M119 and D30 "name 1 unit VM119 for M119" "name one unit VD30 for D30"

2. Artillery now fires rounds instead of Salvos <-- please note units may fire 2 rounds if you pick only one

especially the mortars because of the reload times are quicker

3. Mortars rounds are set to 75 rounds with a Max of 300 rounds

4. M119 & D30 rounds are set to 150 rounds with a max of 300 rounds

5. Mortars now have a yellow spot round

6. added VO.2's new sound pack for voice overs

7. decreased time from DPICM airburst and bomblets hitting ground

8. added rounds left in Hint form after each round fired

////////////////////////////////////// Version 1.3 ////////////////////////////////////

1.Updated to use extended eventhandlers

2.calls splash 5 sec before rounds hit

3.can use 2 weapons at the same time now ie, Mortars/M119,Mortars/D30

4.smoke now uses viewblocker must download to use the smokescreen

5.A new mission template to show how to use add remove rounds ect...

//////////////// Lines to add to your Mission if using other then Viper Spotters ///////////////////

D30:

calartE = this addAction ["Call D30 Support","Vip_d30if\scripts\callarty.sqs"]

M119:

calart = this addAction ["Call M119 Support","Vip_M119IF\scripts\callarty.sqs"]

Mortars West:

calMW = this addAction ["Call Mortar Support","\Vip_l16\scripts\callarty.sqs"]

Mortars East:

"calME = this addAction ["Call Mortar Support","\Vip_l16E\scripts\callarty.sqs"]

Mortars RACS:

calMG = this addAction ["Call Mortar Support","\Vip_l16G\scripts\callarty.sqs"]

/////////////////////AMMO TYPES/////////////////

varibles "rounds = upto 300, 1=true, 0=false"

D30

D30_Rounds=150;D30_HE=1;D30_HEAB=1;D30_Dpicm=1;D30_Smoke=1;D30_ILL=1

M119

M119_Rounds=150;M119_HE=1;M119_HEAB=1;M119_Dpicm=1;M119_Smoke=1;M119_ILL=1

Mortar West

WM_Rounds=75;WM_HE=1;WM_HEAB=1;WM_FUZED=1;WM_Smoke=1;WM_ILL=1

Mortar East

EM_Rounds=75;EM_HE=1;EM_HEAB=1;EM_FUZED=1;EM_Smoke=1;EM_ILL=1

Mortar Racs

GM_Rounds=75;GM_HE=1;GM_HEAB=1;GM_FUZED=1;GM_Smoke=1;GM_ILL=1

REQUIRED ADDONS:

1.DMSmokeGrenadeVB

2.L16A2 Mortar ported over to Arma by Sander

Known Issues:

1. If you change the ballistic model ie other addons units fire maybe way off

2. will not call splash the second time if you run back to back fire missions at the same place

3. if you place multiple units pn the board and take one out you lose your arty unless you call the arty or arty units

before hand so the scripts recognize you.

Hope You Have Fun!!!

          Viper169th

Credits,

Chops: for original artillery he started

Matthijs Crielaard: for the lowlands warrior L16A2 Mortar

Sander: for the original config and porting it over to ARMA

snoops_213: for programming the XEH for the addon

V0.2 for the voice over pack he made for this addon

Heres the way to call a Fire Mission

1. Call "M119","D30" Support

2. Set aimpoint <--must select then "mapclick"

3. Select warhead

4. Number of rounds

5. Fire for effect

Download :

Viper Artillery ver 1.6

Thanks to everyone for your mirrors

Screens:

East Artillery

EastArtillery.jpg

Racs Artillery

RacsMortars.jpg

West Artillery

WestArtillery.jpg

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can i execute an artillery strike by a trigger?

meaning.. if squad A reaces point A a trigger executes a artillery strike on a preset point..

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Quote[/b] ]can i execute an artillery strike by a trigger?

meaning.. if squad A reaces point A a trigger executes a artillery strike on a preset point..

the_shadow,

not with this addon you have to select aimpoint, rounds, and tell them when to fire you'd probably be better using a scripted artillery strike for that

Viper

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Just did a quick scenario with this and although it works well enough I have to criticise one part of it and that is the voice overs. I was expecting a "typical" gunnery sarge voice but what you have is, well a rather timid voice, almost apologetic. My advice would be to get someone with a suitable voice to do those voice overs and it would be a better package for it, my 2 cents.

Duca

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Just did a quick scenario with this and although it works well enough I have to criticise one part of it and that is the voice overs. I was expecting a "typical" gunnery sarge voice but what you have is, well a rather timid voice, almost apologetic. My advice would be to get someone with a suitable voice to do those voice overs and it would be a better package for it, my 2 cents.

Duca

Well I figured it was better then my voice LOL  biggrin_o.gif

I can change it to a guys but remember theres women in the army now  wink_o.gif

I used att natural voice for the voice overs

maybe one day if I can find a suitable replacement for it I will apply it. thanks all I welcome all replies to make this a better artillery mod

                                             Viper

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I would be nice to have MP version as well.  Looks good so far.

I would love to make it multiplayer but I'm not sure how to added it so the server could recognize the units right  whistle.gif

anyone know someone that could help on that it would be appreciated

I'm glad you guys like it so far

                                                          Viper

P.S. Thanks for the mirror Frantz

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Just did a quick scenario with this and although it works well enough I have to criticise one part of it and that is the voice overs. I was expecting a "typical" gunnery sarge voice but what you have is, well a rather timid voice, almost apologetic. My advice would be to get someone with a suitable voice to do those voice overs and it would be a better package for it, my 2 cents.

Duca

Well I figured it was better then my voice LOL  biggrin_o.gif

I can change it to a guys but remember theres women in the army now  wink_o.gif

I used att natural voice for the voice overs

maybe one day if I can find a suitable replacement for it I will apply it. thanks all I welcome all replies to make this a better artillery mod

                                             Viper

I certainly agree on the women being in the forces but my criticism was the "strength" of the speech and not being male/female. My cousin is in the forces and having heard her in action I would not want to cross her on a bad day!! Like I said, a good addition which I am sure will make its way into many new missions.

Duca

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Thanks for the mirror old bear  notworthy.gif

Does anyone know someone that is working on a M109A6 Paladin Self Propelled Howitzer or any moble artillery pieces?

I was wanting to add one to the list but I'm not good at making configs from scratch on moving objects like that icon_rolleyes.gif any help appreciated

Sincerely,                            

    Viper

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Hi

I have had a play with this and have a couple of questions

1/ can a marker be added to show the minimum range?

2/ How do I set up a group of guns or is it only 1 that will fire?

3/ Will there be an example mission?

A very nice addon.

Thanks for the hard work biggrin_o.gif

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Hi

I have had a play with this and have a couple of questions

1/ can a marker be added to show the minimum range?

2/ How do I set up a group of guns or is it only 1 that will fire?

3/ Will there be an example mission?

A very nice addon.

Thanks for the hard work biggrin_o.gif

I can make a min range marker for the units currently it is 800m

I'm also making a blue marker to appear where the shots actually hit. I will be updating it in a few days working nights so not much time the blue marker should make it easier to site in for everyone especially in jungle,mountain conditions etc... I have a template and will release it on the next update

you can use a number of units they must be grouped and also all must have the exact same conditions in the init field  the way I normally do it is create one unit with everything done then copy paste then finally group them

                           Thanks for the input,

                                      Viper

 biggrin_o.gif

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Talking about the M109....

Well, If I'm right I think SFC.ITZHAC was working on that. He posted some pics a couple of months ago

http://s294.photobucket.com/albums....ame.jpg

http://s294.photobucket.com/albums....ack.jpg

http://s294.photobucket.com/albums....ide.jpg

But unfortunately he hasn't posted anything for a long long time

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Hi everyone just updated the artillery to ver 1.1

biggrin_o.gif

/////////////////////////////////Updated version 1.1 //////////////////////////

1. added blue marker to show where true shots were landing to make it easier to adjust fire in jungles, mountains ect..

2. added 800m minimum range markers to units

3. now you select rounds after rounds ready chat ie.. "HE rounds ready , over" because of a bug when I tried to run smoke then a quick HE mission on the same target default rounds for everything except smoke and illumination is 3 per unit.

Hope you like the changes and feed back appreciated

I cleaned some of the scripts up alittle I'll be posting a mission for you guys to show you how to add this to units

when you want them to have it via triggers or ifd you want them to use a radio ect...

Viper

P.S.

A template was included with this one just delete the unit you don't want or simply copy and paste

mankyle: I looked at the unit you suggested it was for vbs I think they are using a different system for the tanks ect...

but if I can get ahold of him I'll ask thanks for the tip  smile_o.gif

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how do i exactly use this? say i open the editor put some units and artillery and i want to drop arty on a small town, how do i do that?

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how do i exactly use this? say i open the editor put some units and artillery and  i want to drop arty on a small town, how do i do that?

I have made a template for the new version basically just

put the template in your arma/user/missions folder there you will see on Sahrani  both units sitting on the runaway delete the group you don't want ie.."arty spotter M119" or "arty spotter D30" then you can move the one where you want to

a have fun    wink_o.gif

groups for Template are

3 Artillery pieces

1 Spotter

heres the way to call it in

1. Call "M119","D30" Support

2. Set aimpoint <--must select then "mapclick"

3. Select rounds

4. "Opitional" once rounds are done set # of rounds if you want more (Default is 3)

5. Fire for effect

Sincerely,

Viper

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Good stuff, only in vehicles it doesnt work eg. in helicopter and trying to be an flying arty operator. Would be nice to have an countdown to impact and easy adjustment to control range - "to short, adjust range +50/+100/+150/+etc meters". smile_o.gif

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