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Artillery w/o SOM ?

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Hello, i am looking for easy possiblity to call the artillery without using the SOM module.

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you can use the som module but disable everything it does but artillery.

(so it wont make those mission things)

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you can use the som module but disable everything it does but artillery.

(so it wont make those mission things)

Can you tell me how i can do to disable all other mission in the SOM ?

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Can you tell me how i can do to disable all other mission in the SOM ?

1.Put a SOM module on the map

2.in its int field copy this:

this setVariable ["settings", [[], true, nil, nil, false]];

to stop custom missions

3.link it to your soldier (using F5)

4.create a trigger and in it copy this :

[["artillery_barrage"], player, [[]]] callBIS_SOM_addSupportRequestFunc;

this will add the support function Artilley to your comm Menu (default 0 )

( i advise creating the trigger as a repeated trigger to add artilley when you need it )

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The whole list if you want more than arty while your at it.

[["transport", "aerial_reconnaissance", "supply_drop", "tactical_airstrike", "artillery_barrage"], player] call BIS_SOM_addSupportRequestFunc;

Add it to a trigger as stated above. Activated by radio, repeated if needed.

No missions , only full support. :)

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The whole list if you want more than arty while your at it.

Quote:

[["transport", "aerial_reconnaissance", "supply_drop", "tactical_airstrike", "artillery_barrage"], player] call BIS_SOM_addSupportRequestFunc;

Add it to a trigger as stated above. Activated by radio, repeated if needed.

No missions , only full support.

do i need to put down a heuy, uav and harrier, or are they created automatically?

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They are created automatically. If you choose, you can add an artillery strike that uses a specific pre-placed artillery module (as done on the wiki's example mission on the artillery module page).

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When I tried it the dialog did not work at all in multiplayer (artillery could still be called if you knew how long you have to wait for the dialog to "end" and accept your map click while also not waiting too long or the dialog aborts), but I might have done something wrong. Anyway, using artillery without the secops is far more customizable and isn't all that hard.

Also, secops will completely fail ones the player synced to it dies, and I hadn't seen anyone suggest a way to make it either transfer to the new leader nor to the respawning unit.

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Also, secops will completely fail ones the player synced to it dies, and I hadn't seen anyone suggest a way to make it either transfer to the new leader nor to the respawning unit.

Would it be possible maybe to use this:

unit synchronizeObjectsAdd [objects] 

and for example if using norrin's revive add it to the section where the custom commands upon revive are run?

I've been battling with MP compatible arty with a mission of mine and just can't get it to work on server (SOM based)

:(

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I'm sorry for resurrecting this thread, but I have a follow up question regarding this if you wouldn't mind.

I've been trying to "catch" the shell which is being fired, I want to follow it with a camera or to begin with the position.

But it seems the shell is deleted 1 second after it's been fired, is this confirmed?

this addEventHandler ["fired",{_nO = nearestObject [_this select 0,_this select 4];_kek = [_nO] execVM "What.sqf"}];

What.sqf

_bopp = _this select 0;
while{!isNull _bopp} do{
player sideChat format ["%1-%2",typeOf _bopp,getPos _bopp];
sleep 1;
};

What.sqf will show one position, then the script will end.

I've tried changing the booleans but it doesn't matter.

[_batteryGrp, true] call BIS_ARTY_F_SetShellSpawn;
//[_batteryLogic, false] call BIS_ARTY_F_SetShellSpawn;

And i'm unsure if its the arty logic or the arty group I should send in as arguments.

Edited by Taurus

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