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soccerboy

Artillery Support System Package: Released

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indeed, i get the same problem with the fps drop. other than that though, very nice work indeed. just needs some voice acting and its practically COC Artillery 1.0 :D

and because i am never fully satisfied, several requests from me :P :

-Allow the battery to be available after the rounds are complete, not after the rounds have landed.

-Allow a 'cancel mission' option, during the mission, which orders the battery to cease fire.

-Allow a variable which can be defined by the mission maker, which can be delay between requesting fire mission and the first 'shot'.

Maybe even script in Cluster and Mine Releasing munitions for the 105mm, if you're feeling adventurous (ICM, DPICM, RAAMS) :D

Edited by ryankaplan

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Great work!

just a small question, anyone else experience a large fps drop about 3 seconds from the start of the mission?

i've noticed that myself yesterday too during a few missions of mine and i think i found out whats causing it. its one of the scripts that checks if the player died so that he releases his battery with his death. i'll bring out a hotfix for you guys soon. keep your eye out for more information tomorrow. Edit: it seems the fix was easier and quicker than i thought. i'll be releasing it very very soon after i test it a few times on a few fully loaded missions.

indeed, i get the same problem with the fps drop. other than that though, very nice work indeed. just needs some voice acting and its practically COC Artillery 1.0 :D

and because i am never fully satisfied, several requests from me :P :

-Allow the battery to be available after the rounds are complete, not after the rounds have landed.

-Allow a 'cancel mission' option, during the mission, which orders the battery to cease fire.

-Allow a variable which can be defined by the mission maker, which can be delay between requesting fire mission and the first 'shot'.

Maybe even script in Cluster and Mine Releasing munitions for the 105mm, if you're feeling adventurous (ICM, DPICM, RAAMS) :D

your suggestions from 1 - 3:

#1 in the next big release, probably 1.04 or 1.05, i've did just that. actually i did one bigger and opened it up to everybody to simulate an artillery operator that prioritizes fire mission opon request which will basically be first come first serve lol.

#2 i have no idea how the SOM module interrupts a fire mission or i would have done that already but i also haven't done any big research on it yet either. i've only used what was written on the wiki.

#3 that i think would go beyond my ability unless i would just magically spawn mines and the like.

about the voice part i was thinking about taking the one SOM uses but i'm not that good with the description.ext so the times i've tried i crashed my game lol.

also i'm working on converting all this into an addon like package. it won't add any new vehicles or weapons but just put the scripts in a pbo so it'll be easier for you all to continue using your missions without the need to repack each time a new release comes out. but i would like to know what you all think before i put to much work into it and you guys just want me to continue the script package instead. i personally favor the addon idea because i got annoyed with packing my 4 missions each time i had a new build done.

anyways off to prepare the hotfix. see you all tomorrow.

Hotfix is done and you guys can give it a shot. in my test i ran 2 missions with a few squads assaulting a town with me calling in artillery and the FPS was acceptable. write back if you still experience FPS problems or if it fixed your problems. i apologize that i have never noticed this issue until now and any inconveniences i've caused anyone. i will check back a few times today to see if the hotfix worked for you guys.

Edited by soccerboy

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soccer great job on this. Question

How do you get the mlrs to move? Is there an option?

oh you basically use the high command module to get it to move. the option that i've implemented in the options.sqs is so that the unit marker and range markers move to its new position on the map when you're ready to shoot again so they display the actual position and not the position it just was in. i've given you the option to turn it (on) or (off) so if its not needed that you don't have an unneeded script lingering in the background. for now if you want to use it you'll have to turn it on and tell it which name you have given your vehicle but thats going to change in 1.04. in 1.04 you'll only have to turn it on or off and not tell it what name your vehicle has.

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Great Work...really !

If you fix the fps problem it will be nearly perfect.

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Great Work...really !

If you fix the fps problem it will be nearly perfect.

i brought out a hotfix on the first post that should have fixed the problem with FPS loss caused by a few scripts. if its still there with [1.03 hotfix 1] let me know and i'll look into what causing it.

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also i'm working on converting all this into an addon like package. it won't add any new vehicles or weapons but just put the scripts in a pbo so it'll be easier for you all to continue using your missions without the need to repack each time a new release comes out. but i would like to know what you all think before i put to much work into it and you guys just want me to continue the script package instead. i personally favor the addon idea because i got annoyed with packing my 4 missions each time i had a new build done.

I personally prefer the mission scripts version because it allows me to put it on a public server without anyone having to download any addons.

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I personally prefer the mission scripts version because it allows me to put it on a public server without anyone having to download any addons.

yeah i sat down and thought about it and i think i'll just do both versions so you all can choose which one you wish to use. i'll continue updating it though with fixes and more features here and there until my abilities fall short.

Credits! Really awesome!

is there anything wrong with the credits?

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Hey,

you say:

V1.03 Hotfix 1

Fixed: Improved overall game performance caused by some scripts related to player disconnection or player respawn and now these scripts should only run in multiplayer.

That means the fps drop still present in MP ?

Greetings

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Hey,

you say:

V1.03 Hotfix 1

Fixed: Improved overall game performance caused by some scripts related to player disconnection or player respawn and now these scripts should only run in multiplayer.

That means the fps drop still present in MP ?

Greetings

it shouldn't be present because i gave the scripts a sleep time before asking for the players status. so to say every like 3 or 5 seconds it'll check if the player is dead then it'll sleep again for 3 or 5 seconds and then it'll check again. that script is responsible for giving back the players menu in case of a death and he respawns.

before it constantly asked for the status of the player and thats what caused the fps drop.

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You should tell the guys from armaholic ect. that there is a hotfix out. ;)

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You should tell the guys from armaholic ect. that there is a hotfix out. ;)

oh i thought foxhound already corrected it. i'll send him a pm to let him know.

i also did some research into building in a menu that you could call in an aircraft for close air support and i got it to function in SP and MP but sadly the AI isn't very smart at flying. so far all planes (AV-8B) & Helos (AH-1z) except the A-10 are way to greedy for the kill and crash just to get it and for me thats unacceptable for adding it in as a feature with that lack of usefulness, so until the AI learns how to fly i'll be holding onto the CAS feature.

updates to the artillery are going to be coming slower now because i'll be taking my time instead of rushing it out now that we all have a somewhat acceptable build and i can finally stop obsessing over this and collect my thoughts. i will still check on the forums every day to ensure nobody has found any new bugs. if so i'll do my best to fix them.

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Awesome Arti script! Just one question, is there a way u can do it so the Arti menu only appears for Squad Leaders and whoever i want it to appear for? Help would be appreciated...thanks

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Awesome Arti script! Just one question, is there a way u can do it so the Arti menu only appears for Squad Leaders and whoever i want it to appear for? Help would be appreciated...thanks

oh lol if i would have known you posted here too and not just PMed me i would have just posted it here for everybody to see but i'll gladly repeat it again for others to view and maybe gather some ideas aswell.

not at the moment and i'm not sure how i'm going to implement that yet either. i've experimented with a few mothodes but they didn't work and i could think of a good way to implement it by creating my own radio model but as of right now i'm not experienced with addon making nor do i have the skill to model one. i could just add like a huge list for everybody to just fill out with player names but that'll kill user friendliness. the problem that can also arise with just having the squad leaders to have access to it is when the squad leader dies (no respawn) then you just lost your artillery support. which isn't the case in the real world. normally the next person under him steps up and takes over the job. so for now the artillery script isn't very practical for public servers but more for close friends coop that you can talk and coordinate with. hopefully i'll find an easy way to limit access but also give the ability to have others take his place in case of a sudden death. its not much help but i think this will help you in some way to understand some of the predicaments i was in when creating it lol

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is it possible to get range markers for the units? (min-max range)

i already added min and max range markers on the map when you're in the process of setting the target.

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hey im pretty new to editing and im having trouble getting this to work. i did what it says in the readme file and ive got the menu to come up and can submit a mission. however the howitzer never fires, it just says "check range on target???"

could someone explain exactly how im supposed to use this? is it similar to the arty support in the manhattan sp mission?

thanks

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hey im pretty new to editing and im having trouble getting this to work. i did what it says in the readme file and ive got the menu to come up and can submit a mission. however the howitzer never fires, it just says "check range on target???"

could someone explain exactly how im supposed to use this? is it similar to the arty support in the manhattan sp mission?

thanks

are you using the latest version?

are you using it in single or multiplayer?

if you're using it in multiplayer is it on a dedicated server? (it seems that dedicated servers have some issues)

easiest way to get this to work without any big editing is to load up my demo mission and just copy the battery you wish to use and past it into your mission and copy the script package into your mission folder.

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ok thnx i got it to work. it's :icon_dj:

ps. a CAS version would be sweet too :)

i tried that but sadly the AI are to dumb to fly for it to be of any use. the problem that i'm running into is the pilots (AI) are to greedy for kills so no matter if theres a tree in front of them they're gonna stay the course to kill their target and then crash because now they don't have any time anymore to pull out. i watched them try a few times and i'm gonna say 3 of 10 cases they succeeded in pulling out, the rest was a disaster.

i'll keep the code though in case they learn how to fly so i can just flip it on and not work on it for days and days.

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ok thnx i got it to work. it's :icon_dj:

ps. a CAS version would be sweet too :)

how did you solve that?

i have that issue with the M119 and the M252 mortars...

the M270 MLRS works ok though..

---------- Post added at 11:31 AM ---------- Previous post was at 10:34 AM ----------

are you using the latest version?

are you using it in single or multiplayer?

if you're using it in multiplayer is it on a dedicated server? (it seems that dedicated servers have some issues)

easiest way to get this to work without any big editing is to load up my demo mission and just copy the battery you wish to use and past it into your mission and copy the script package into your mission folder.

not to be an ass here but.. where do i find the demo mission?

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how did you solve that?

i have that issue with the M119 and the M252 mortars...

the M270 MLRS works ok though..

---------- Post added at 11:31 AM ---------- Previous post was at 10:34 AM ----------

not to be an ass here but.. where do i find the demo mission?

it should be packed inside the .zip file. its not a PBO but an open mission which can be changed or edited.

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ah, yeah.. got it.. had to download from rapidshare.

by reading the mission.sqm it looks as i have done it correct, but ill load it up later and see if its something i have missed.

my guns are well in range (between the mid and max range) but they still only say "check range on target"

same for the m252

but i´ll check your demo and se if something is "strange" in my mission..

btw, i use the SOM and ACM modules too, maybe that could have some inpact?

---------- Post added at 01:50 PM ---------- Previous post was at 11:58 AM ----------

got it working now..

dont know what the difference from my mission was but it worked when copying your units including the artillery modules..

btw, any possibility for sounds in the future (the call for fire dialogue)

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Tried this and noticed some major issues:

- Not generalized. For example, adding another MLRS unit to your sample mission and changing the files so that you can fire more rounds will make them indeed fire up to 24 rounds instead of 12, but after the first fire mission is executed the menus will stop working (none of the actions you added show up at all).

- There's a huge need for "max" duration option in the duration menu, so you don't have to click "add" a million times to make them fire all their ammo.

- It would be nice to be able to set an absolute max ammo counter. That is, limit the amount of resupplies that can be done, with actual value being chosen by the mission's designer.

- All values that are set by the user should preferably be set in the same file, so someone who wants to change them doesn't have to look for which files he needs to change.

- Can't give separate batteries different missions. Would be nice if there was an option to auto-release a battery right after it gets its mission, and have it available for acquiring again once it's ready.

It would also be nice if ROF could have some more "default" settings, like "slow", "medium" and "fast" (each giving it a different value in seconds), so user only needs to use the add/substract if he wants to decide on the exact interval but can also quickly set it to a long interval by choosing "slow". Renaming the "reset" option to "reset to X" would also make it more understandable.

You may want to consider using if (condition) then {code} else {code}, or switch for multiple conditions. Using goto makes your code near-impossible to understand.

You also may want to use global variables for stuff like ammo limitations, and possibly set them based on the actual artillery unit (say, if the MLRS group has 3 units, then the MLRS max would be set to 36 and every place you used the value of 12 would use that global variable). That will make it much much easier to adjust your demo mission to the user's needs.

Edited by galzohar

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