kocrachon 2 Posted January 13, 2009 So I have a few artillery peiced placed, namley the D30s from the opfor. I was wondering, how do I make them aim up at the barrels up at the sky? And shoot possibly as well? And do their shells arc? Like can I actually use them as artillery pieces rather than just anti tank batteries. Share this post Link to post Share on other sites
kocrachon 2 Posted January 13, 2009 Well let me actually throw out my mission Idea while Im here so maybe I can get better help than what I am asking for. I am making a mission where enemy artillery starts shelling my base. Anyone have an easy way to do that? I found some arty scripts but most of them require the player calling the artillery on the map. Which I dont know how to script the AI to do instead. Share this post Link to post Share on other sites
kocrachon 2 Posted January 13, 2009 also one last thing, I got them to blind fire into the air.. but after 1 shot they dont reload after I use the Arty1 fire "D30", if I kill the man on the arty and move onto the arty, I cant reload it, even though it has 30 rounds left. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted January 15, 2009 Mr. Murrays Artillery Script is possibly the best place to start and modify for own use. I remember I ran into some issues after changing it to .sqf format and using it in multiplayer. But for singleplayer it should be fine. In my own version (multiplayer capable), I have removed the actual guns, but now deals with artillery observers, calling in HE or DPICM (chances varies with being in vehicle or not), high chance of "tactically correct" illumination fires at night (light us us from the front and blinding any NVGs), and using smoke if we're too close to their nearest friendlies, usually using a HE or smoke spotround for destructive artillery (to leave us a chance in order to make it less frustrating), and combined rounds with different kind of illumination patterns with other types. Naturally the original is designed to be simple and doesn't touch any of these things, but it shows what is possible if you set your mind to it. I reccommend using the simple scripts as a start point to learn and research it yourself instead of grabbing the advanced ones with a possibility to not understanding what is taking place. You'll have to modify his scripts to suit your own needs, but in general it is a great place to start and learn. I reccommend changing them into .sqf format, and replacing the one letter variables into more descriptive ones for a start. Share this post Link to post Share on other sites
dr_eyeball 16 Posted January 15, 2009 Just copy Warfare's artillery code and adapt it. Common\Functions\Common_FireArtillery.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> .... _watchPosition = [(_position Select 0) + (sin _direction) * 50,(_position Select 1) + (cos _direction) * 50,_angle]; Gunner _artillery DoWatch _watchPosition; ... Also the ' arty fire "D30" ' command should work fine for repeated fire for AI since I use it for "M119" too. Share this post Link to post Share on other sites
kocrachon 2 Posted January 17, 2009 Well, the problem was they would fire once and not reload. I would kill the guy off the turrent and it wouldnt reload when I got on it either.. but if I fired it it reloaded fine, or if an enemy tank was there they would... it was wierd... Share this post Link to post Share on other sites
kocrachon 2 Posted January 17, 2009 Just copy Warfare's artillery code and adapt it.Common\Functions\Common_FireArtillery.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> .... _watchPosition = [(_position Select 0) + (sin _direction) * 50,(_position Select 1) + (cos _direction) * 50,_angle]; Gunner _artillery DoWatch _watchPosition; ... Also the ' arty fire "D30" ' command should work fine for repeated fire for AI since I use it for "M119" too. Also, uh, do I need to know the sin _direction and all of that? what all information do I have to fill out on that code? How do I use this? I want to have the enemy AI already shooting at an area, how does this script work like that? Also the goal I am trying to accomplish is, my base is being barraged by enemy artillery. So I need the artillery to be called with out the player calling anything. Because me and my clan have to find the artillery and kill it. And really like I said, I dont need the artillery to hit my base. I just want the artillery pieces to be shooting so that way when we reach the enemy base they arent just laying there. I also managed to get them to fire them and the lookat position I have them set to makes the artillery land close even, but for some reason the artillery peices dont reload their ammo. Share this post Link to post Share on other sites