Jump to content
Sign in to follow this  
snoutmaster

Artillery

Recommended Posts

I was wondering how the Artillery works -what do you need to get it working. I noticed their were Artillery Modules involved and I added those and sychronised them it the Artillery Peices but nothing happened. What am I doing wrong and can you command Artillery?

Share this post


Link to post
Share on other sites

You simply need an ARTY-logic capable unit (MLRS, mortar, howitzer), ARTY-logic capable magazines loaded into that unit, and the ARTY gamelogic must be sync'd to a unit (the sync'd unit becomes the battery "lead") and all ARTY-capable units in a group must be of the same type.

You may wish to designate the rank of the lead group to be a higher rank than the other units in the group to ensure that the synchronized unit will be the lead unit.

Now once a battery is constructed you can give the request ability by syncing a Secop gamelogic to the unit or unit group you wish to have the ability.

EDIT: correction in magenta

Edited by Frederf

Share this post


Link to post
Share on other sites

Frederf,

Do you have ArmA 2? Just FYI, the "lead unit" as far as the Battery is concerned doesn't have to be the group leader, but it makes sense to sync with the leader for obvious reasons.

There's more to adding it via the secop than just syncing--you have to provide the request. It's all explained in the biki.

Edited by Headspace

Share this post


Link to post
Share on other sites

I do not have ArmA2. I struggle to provide the most accurate information I can based on written, video, and photographic evidence.

Thank you for that correction, my reading comprehension was poor. The sync'd unit in the battery is considered the "lead unit" for the battery, which is a different statement than the lead unit must be the one that is sync'd.

According to the Biki to use ARTY with the Secop Manager with a non-virtual battery, you only have to construct the battery and sync the game logic to the player group. None of the other fire mission or target procedures need be done (there is a pre-made template for fire missions).

Share this post


Link to post
Share on other sites

Frederf: You still need to add the support request by calling a Secop Manager function, otherwise the option to call artillery will never show up.

There's a bunch of other support requests, too, such as airstrike and supply drop, that mission designers can use. It's a really neat module (the Secop Manager).

Share this post


Link to post
Share on other sites

Secop Manager function? How is that added other than by including and sync'ing the Secop Manager gamelogic?

Share this post


Link to post
Share on other sites

If you want to get into an artillery gun and shoot yourself you do this:

Example with M119:

-Add a unit (yourself) on Chernarus.

-Add an empty M119 Artillery gun (Side: Empty - Class: Static - Unit: M119 USMC).

-Add the Artillery Module and drag a synchronize line from it to the empty m119.

-Add this into the M119 init for 1 ammo type (check further down for multiple loadout):

this addMagazine "ARTY_30Rnd_105mmHE_M119";

Start game and enter the M119 and before using the Target Artillery option load the M119 with the ammo we specified (bring up menu when in gun and you see M760 HE ammo). When the HE ammo is loaded - choose Target Artillery and raise the gun to the sky. There is a maximum limit it can shoot so having it pointing level with the ground will mess with the targeting (duh). :)

Note that you can load the gun with multiple ammo and get to choose what you need just by loading the new ammo in from the M119 menu. To get more ammo to choose from just add more into the init of the M119. Like this (copy & paste this whole line):

this addMagazine "ARTY_30Rnd_105mmHE_M119"; this addMagazine "ARTY_30Rnd_105mmWP_M119"; this addMagazine "ARTY_30Rnd_105mmSADARM_M119"; this addMagazine "ARTY_30Rnd_105mmLASER_M119"; this addMagazine "ARTY_30Rnd_105mmSMOKE_M119"; this addMagazine "ARTY_30Rnd_105mmILLUM_M119";

Hope this gets you started. And this might look like a lot to do but in reality it isnt at all. Add gun, module, ammo and sync the module to the gun. Very simple. Maybe later someone will make an addon that makes the guns ready to use when adding them to the map. Well see soon. ;)

Regards

Alex

Edited by Alex72

Share this post


Link to post
Share on other sites

Please do not speak to me as if I was a child, it is insulting.

Your instructions to sync the logic to the battery for use as player fired is not in agreement with the Biki.

Share this post


Link to post
Share on other sites
Please do not speak to me as if I was a child, it is insulting.

Your instructions to sync the logic to the battery for use as player fired is not in agreement with the Biki.

Who me?

I was writing a general step by step to anyone wanting to know how to setup an arty gun wich you can shoot with yourself. It was not directed to anyone specific. ;) It was hard to me as well when i tested it but got it working after some reading and asking. The BIKI is a bit hard if one is like me - very limited knowledge in all this.

Me i want to learn how to setup a physical AI battery wich i can give target by mapclick and actually see the AI fire. I have no idea if thats possible without further info or if the BIKI is enough. Im not too good with this and it doesnt help that i dont have ARMA2 yet lol. This is what i tested at a friends place and im writing down a lot of info on the modules and mission making in general as i intend to make missions hopefully for official release.

EDIT: This was written also to get Snoutmaster a little help to get started. Thats why i started making it, but now anyone can try it as i think its easier than the BIKI if your not familiar with it.

Regards

Alex

Edited by Alex72

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×