Viper169th 0 Posted October 19, 2008 I will try to work on that primarily it's just for forward observer I tried to make the different ranges ran into a problem because it relys on mapclick the new way I implemented should work great because you see the blue marker where the shell actually are now ...... it was a compromise  Thanks for the input guys I play alot of single player so this was the best way I could implement it for now,   Thanks,      Viper Share this post Link to post Share on other sites
Viper169th 0 Posted October 21, 2008 Good News Everyone Sander at lowlands has given permission to release the L16A2 Mortar   I'll be including it in my next update just a question for you guys I have no mortars for SLA should I just make it where both armies use the same mortars? after all SLA is using older equipment and the L16A2 was introduced in 1966 roughly. I don't know anyone else that has released another mortar for arma. Sincerely,  Viper Share this post Link to post Share on other sites
manzilla 1 Posted October 21, 2008 Good News EveryoneSander at lowlands has given permission to release the L16A2 Mortar   I'll be including it in my next update just a question for you guys I have no mortars for SLA should I just make it where both armies use the same mortars? after all SLA is using older equipment and the L16A2 was introduced in 1966 roughly. I don't know anyone else that has released another mortar for arma. Sincerely,  Viper It's cool with me. It's just a game so both having the same system is fine with me. It would just be nice to have something for the OPFOR to use. What would really rock is if you could get this working with OFrP's mortars as well. That may be tough though since they only seem to work for their stuff. I'm having fun with this AddOns btw. Thanks for the fun. Share this post Link to post Share on other sites
Viper169th 0 Posted October 21, 2008 Hi Manzilla, You're welcome btw way I can make the mortars for all 3 sides that way everyone can have artillery  it'll probably be over the next few days till I can release it. Thanks, Viper Share this post Link to post Share on other sites
Totala 0 Posted October 22, 2008 Any missions (SP, MPs) taking advantage of this great addon so far ? Share this post Link to post Share on other sites
Viper169th 0 Posted October 22, 2008 Hi Everyone, I finally got done with the units and example mission and template see the readme on page 1 for updates Thanks, Â Viper P.S. I forgot to mention the example mission to use a different unit just change the calls and remove to the correct unit ie..this exec /vip_m119if/scripts/remove.sqs Have any problems let me know I had to rework the scripts to make it work this way for triggers ect... Share this post Link to post Share on other sites
Guest Posted October 22, 2008 Version 1.2 frontpaged at the Armaholic.com homepage. The Armaholic.com download page can be found here: http://www.armaholic.com/page.php?id=4043 Share this post Link to post Share on other sites
oldbear 390 Posted October 22, 2008 New on front page at Armed Assault.info Link to updated mirror : Viper Artillery v1.2 Share this post Link to post Share on other sites
Viper169th 0 Posted October 23, 2008 ///////////////////////////// UPDATED Version 1.21 ////////////////// 1. I placed the wrong Vip_l16G.pbo in the file this corrects that issue sorry guys for the inconvenience I hope you enjoy the updates Sincerely, Â Viper Viper Artillery version 1.21 Share this post Link to post Share on other sites
big 0 Posted October 23, 2008 Armaholic mirror has been updated: - Viper Artillery v1.21 Share this post Link to post Share on other sites
oldbear 390 Posted October 23, 2008 New and link updated  at Armed Assault.info Link to updated mirror : Viper Artillery v1.21 Share this post Link to post Share on other sites
Stavanger 0 Posted October 23, 2008 Mirror updated by ePrison.de Viper Artillery (SP) v1.21 by Viper169th Regards, Stavanger Share this post Link to post Share on other sites
imutep 0 Posted October 23, 2008 Sorry for mirror from Assault Mission Studio Viper Artillery Script 1.21 Regards Imutep  Share this post Link to post Share on other sites
snoops_213 75 Posted October 24, 2008 Hey there good job on the improvements! I love the new markers showing where the impact points are. I have a modified version where everything initializes at the start of the mission, only problem with this is i dont have control over limiting the types and number of salvos(no real biggie though), what id like to do is have it so i have magazines for the different type of warheads and just remove as necessary. A couple of small requests/questions is it possible to make the firing unit call "Splash" a second or so before the first impact? And can you set up a Spotting Rounds? So the leader of the Arty unit fires a round and the FO can then make any adjustments before calling in the real strike? I dont care if we can't make small adjustments and have to re-plot the whole lot, its better than wasting a salvo on thin air any way great job so far! Keep up the good work Share this post Link to post Share on other sites
Viper169th 0 Posted October 25, 2008 Quote[/b] ]A couple of small requests/questions is it possible to make the firing unit call "Splash" a second or so before the first impact? And can you set up a Spotting Rounds? So the leader of the Arty unit fires a round and the FO can then make any adjustments before calling in the real strike?  I dont care if we can't make small adjustments and have to re-plot the whole lot, its better than wasting a salvo on thin air  any way great job so far! Keep up the good work Hi Snoops, It will probably be a few days before I can work on this agian I'll work on the spot round I tried to implement it awhile back and got frustrated with it because no matter what all units fired thats why I worked on improving the accuracy of it right now I just use 1 salvo for the spot round till I can figure a way around it and just to let you know the dcimp,heab,smoke and illumination are scripted rounds only way to make them work, the effects or rounds switch out the HE round at the last second so it arrives basically the same place +/- maybe 5 meters because of the angles of the shots. if you look at the config you'l see how I did it. To anyone playing with this addon 1. how are the mortars doing any problems with ver 1.21? 2. any glitches/bugs with ver 1.21? 3. any suggestions on improvements? Thanks snoops_213 and everyone else playing this addon I've revisted this because of my interest in artillery and arma's lack of I hope you guys enjoyed the mortars and howitzers as much as I have. P.S. Snoop I'll work on the splash it should be pretty easy just a few lines of code Sincerely,   Viper Share this post Link to post Share on other sites
Viper169th 0 Posted October 28, 2008 Hi Everyone, Just to keep everyone informed Snoop is helping me update the arty to use XEH so there will be no need to use [this,25,1,1,1,1,1] exec anymore it will probably take a few days to update this so be on the lookout for the new version in the coming days the units will default to this but I already have a solution for this to change the rounds and types only using a trigger with a 3 sec delay a new template will be released with the addon trigger info will look like this blue present,countdown=3sec "M119_Rounds=25;M119_HE=1;M119_HEAB=1;M119_DPiCM=1;M119_SMOKE=1;M119_Ill=1"; basically just like the old one but you don't need this for it to work only to modify the settings 1=true,0=false Also the unit leader will call "Splash,Over" around 5 seconds before the first round Thanks, Viper Share this post Link to post Share on other sites
kremator 1065 Posted October 28, 2008 Viper ... keep up the good work mate. Really enjoying your addon. [TAO] Kremator Share this post Link to post Share on other sites
Viper169th 0 Posted October 30, 2008 HI Everyone, I should be updating tomorrow I have dmviewblocker now working on the smoke the smoke is roughly 15-20 meters by 100 meters now also you'll only be able to call 1 smoke mission at a time it takes away the option till the mission is done a forces you to pick a new round reason being I had to make the viewblockers appear via createvehicle and they would not remove themselves via deletevehicle command more than once and would leave the rest there now they all clean up after the scripts run Sincerely, Â Viper Share this post Link to post Share on other sites
Viper169th 0 Posted October 30, 2008 Hi Everyone, I just updated to version 1.3 I hope you enjoy it. Read the readme on page 1 for all the updates Sincerely, Viper P.S. I'm glad your having fun with it Kremator I hope you'll like this one plug and play  unless you want to change things with the varibles Thanks agian Snoop  Share this post Link to post Share on other sites
kremator 1065 Posted October 30, 2008 Viper ... this is great news. Downloading now ! Keep up this good work ! [TAO] Kremator Share this post Link to post Share on other sites
Guest Posted October 30, 2008 Version 1.3 frontpaged at the Armaholic.com homepage. The Armaholic.com download page can be found here: http://www.armaholic.com/page.php?id=4043 Share this post Link to post Share on other sites
imutep 0 Posted October 30, 2008 Thx for new version  Mirror from Assault Mission Studio Viper Artillery Script 1.3 XEH Regards Imutep Share this post Link to post Share on other sites
manzilla 1 Posted October 31, 2008 I can't play the Demo mission due to deleted content called Zabrak? I'm gonna try to just remove that from the mission.sqm and give it a try. But I'm just curious, what AddOns is this from? I recall I had it at one point but I can't remember which one that file belongs to. Share this post Link to post Share on other sites
Viper169th 0 Posted October 31, 2008 Hi Manzilla, I'm not sure always shows it in mine I thought it was a default addon only thing I placed was the units and triggers Viper Share this post Link to post Share on other sites
kremator 1065 Posted October 31, 2008 I can't play the Demo mission due to deleted content called Zabrak? I'm gonna try to just remove that from the mission.sqm and give it a try. But I'm just curious, what AddOns is this from? I recall I had it at one point but I can't remember which one that file belongs to. Yeah just delete that. It's from one of hte alien addons. [TAO] Kremator Share this post Link to post Share on other sites