Rivers 0 Posted March 15, 2009 First of all I have read the previous discussions, I have downloaded and tested scripts about artillery, but it hasn`t done what I had expected to be done. My wish is for a certain unit, in this case mortar or cannon (I have this ww2 stuff) to simply shell a certain area. The best I can achieve is that for example my mortar fires using command mortar dofire enemy. It only works when my mortar actually sees the target. So my aim is that my mortar can shell the area I want from distance without seeing it. In this case the dofire command doesn`t work properly. I`m sure it can be achieved, but the scripts I have checked use different methods. I hope you understood my issue. Share this post Link to post Share on other sites
ProfTournesol 956 Posted March 15, 2009 (edited) Hi, there's a lot of scripts around that kind of trouble, from invisible targets scripts to GenB indirect fire etc. I'm using simple things that are effective : (1) Put some triggers on the map, for example activable by West, spotted by East, repeatable. (2) Write this in the on activation line of the triggers : {[_x,"Name_Of_the_canon/mortar",getpos (thislist select 0)] exec "fireAtTarget.sqs"} foreach [sh1,sh2,sh3,sh4,sh5] where you must replace "Name_Of_the_canon/mortar" by the config name on your weapons (which should also be the name of the magazine fired by the canon, if not the script should be adapted) ; sh1...sh5 are the name of mortars in this example. (3) Copy and paste the following script, and name it FireAtTarget.sqs : id="CODE">_shooter = _this select 0 _mag = _this select 1 _target = _this select 2 _t = 0 _toShoot = "logic" camcreate [0,0,0] _toShoot setpos _target ~random 10 #loopy dostop _shooter _shooter dowatch getpos _toShoot _shooter reveal _toShoot ~random 0.5 _shooter reveal _toShoot _shooter dotarget _toShoot _shooter fire [_mag,_mag] _t = _t + 1 ~9 ? (_t < 5): goto "loopy" deletevehicle _toshoot exit (4) Once a unit is spotted by enemy (snipers for example) in the trigger, mortars begin to fire at the position where it was spotted, 5 times. (5) If mortars or canons refuse to shoot, you may adapt the height of the game logic created (replace : _toShoot = "logic" camcreate [0,0,0] by _toShoot = "logic" camcreate [0,0,5] for example). Edited April 16, 2009 by W0lle Share this post Link to post Share on other sites
Rivers 0 Posted March 16, 2009 So I can also make it possible for different conditions dor them to fire? LIke using radio, or when I enter area etc..? I`ll try and give feedback Share this post Link to post Share on other sites
Rivers 0 Posted March 17, 2009 Do I need to edit anything else in the script, or just adapt the height? They refuse to shoot, so I have to adapt the height, right? The cannon turns to the palce where they should shoot, but no shot is fired...I guess it`s height which makes them not to shoot, right? Share this post Link to post Share on other sites
ProfTournesol 956 Posted March 17, 2009 (edited) Yes, it depends on the elevation capacity of the gun. The other trouble maybe the canon magazine name, so the fire command does not work. To check this, if you duno canon magazine name, put the canon on a map and write this in the init line of it : hint format["magazine name : %1", magazines this] Put the name of the magazine in the script launcher, i mean replace : {[_x,"Name_Of_the_canon/mortar",getpos (thislist select 0)] exec "fireAtTarget.sqs"} foreach [sh1,sh2,sh3,sh4,sh5] by {[_{[_x,"Name_Of_the_magazine",getpos (thislist select 0)] exec "fireAtTarget.sqs"} foreach [sh1,sh2,sh3,sh4,sh5] Edited April 16, 2009 by W0lle Share this post Link to post Share on other sites
Rivers 0 Posted March 17, 2009 OMG It works Thank you so much. The trouble was with the magazien name...I thought it was FGLak 36, while actually it wasn`t Thnx a lot, you really helped me a lot. The only thing is they shoot a bit too close. Just about halfway where I want. I suppose I have to edit the height now, right? I found the prob: There were some mountains in front of my cannons. Now I will try with mortars Thnx a lot. More or less it all works liek I want it to be working... Share this post Link to post Share on other sites
ProfTournesol 956 Posted March 18, 2009 Happy that it works. It's not perfect but quite easy to use. I've never been happy with more complicated scripts... What's nice is that artillery doesn't shoot precisely but try to aim then is ordered to fire. You can also randomize the position of the game logic, so that it's placed "randomly around" the place that was first spotted, to simulate some artillery errors. Share this post Link to post Share on other sites