Chaos 0 Posted October 27, 2009 Hello, i am looking for easy possiblity to call the artillery without using the SOM module. Share this post Link to post Share on other sites
Grimfist 0 Posted October 27, 2009 you can use the som module but disable everything it does but artillery. (so it wont make those mission things) Share this post Link to post Share on other sites
galzohar 31 Posted October 27, 2009 I've made such a script in this mission that you can rip and use: http://www.armaholic.com/page.php?id=6746 Share this post Link to post Share on other sites
Chaos 0 Posted October 28, 2009 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 ? Share this post Link to post Share on other sites
HamishUK 0 Posted October 28, 2009 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 ) Share this post Link to post Share on other sites
Alex72 1 Posted October 28, 2009 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. :) Share this post Link to post Share on other sites
Grimfist 0 Posted October 28, 2009 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? Share this post Link to post Share on other sites
galzohar 31 Posted October 28, 2009 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). Share this post Link to post Share on other sites
whisper 0 Posted October 28, 2009 Related question : is SOM + Arty MP friendly? Or MP buggy? Share this post Link to post Share on other sites
galzohar 31 Posted October 28, 2009 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. Share this post Link to post Share on other sites
VanhA-ICON 11 Posted November 10, 2009 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) :( Share this post Link to post Share on other sites
Taurus 20 Posted January 21, 2010 (edited) 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 January 21, 2010 by Taurus Share this post Link to post Share on other sites