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Bon

Advanced Artillery Request System

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BON, awseome script. However it isnt working for me in my mission. The GUI comes up etc but I dont get any cannons on my list and upon executing I get no shots. Whats going on? Do I have to have artillery pieces with names on the map?

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I get a CTD and this error(and .rpt error):

ErrorMessage: File C:\Users\Dan\Documents\ArmA 2\missions\@FU.FDF_Isle1_a\bon_artillery\dialog\Common.hpp, line 582: .RscMap: Member already defined.

when I use this with the Squad Management System:

http://forums.bistudio.com/showthread.php?t=93847&highlight=recruit

I hope there's an easy way to fix this because the SP mission I'm building would kick ass with both of these. I'd much prefer to use your artillery system then the BIS one. Yours is great.

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I tried your code in the player's init line but I can still access the "Call Artillery" option in the action menu even if no players in my group have the ACE Radio. Any ideas?

Manzilla,

if you used exactly the same code as I have written above, my only idea is that it might not work well when executed from the init line of the player. just write this line into the Init.sqf and try it again.

I get a CTD and this error(and .rpt error):

ErrorMessage: File C:\Users\Dan\Documents\ArmA 2\missions\@FU.FDF_Isle1_a\bon_artillery\dialog\Common.hpp, line 582: .RscMap: Member already defined.

Please try the following: open the "bon_artillery\dialog\Common.hpp" file and delete everything from line 330 to the bottom.

BON, awseome script. However it isnt working for me in my mission. The GUI comes up etc but I dont get any cannons on my list and upon executing I get no shots. Whats going on? Do I have to have artillery pieces with names on the map?

CombatComm,

did you place a GameLogic called "Server" onto the map as it is introduced in the enclosed readme?

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haha I did not. Thank you good sir

---------- Post added at 09:32 PM ---------- Previous post was at 09:18 PM ----------

Ok now I did and still no cannons.Its in objects, gamelogic, and than in the name space, call it "server" right?

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Ok now I did and still no cannons.Its in objects, gamelogic, and than in the name space, call it "server" right?

Weird, please make sure you have merged the enclosed Init.sqf with your own, i.e. the three lines

HW_Arti_CannonNumber = ....;
HW_number_artilleryshells_per_hour = ....;
[] execVM "bon_artillery\bon_arti_init.sqf";

Otherwise it would be helpful if you can provide me your code.

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this script is really awesome. However, is it possible to restrict which players can use the artillery? I.e., make it so only players who are actually an artillery observer unit can bring up the artillery interface?

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... is it possible to restrict which players can use the artillery? I.e., make it so only players who are actually an artillery observer unit can bring up the artillery interface?

Yes, of course. Manzilla asked for it already some posts above.

In the Init.sqf you can see the following line:

player addAction ["Call Artillery","bon_artillery\dialog\openMenu.sqf",["Arti_dlg"],-1,false,true,"",""];

The very last "" is a parameter for a condition to have this action listed in the action menu. Condition means an expression that returns either TRUE or FALSE.

Examples:

  • player addAction ["Call Artillery","bon_artillery\dialog\openMenu.sqf",["Arti_dlg"],-1,false,true,"",[b]"player hasWeapon 'ACE_P159_RD90'"[/b]];

    gives the player only access to artillery when he/she has the radio of type 'ACE_P159_RD90'.

  • player addAction ["Call Artillery","bon_artillery\dialog\openMenu.sqf",["Arti_dlg"],-1,false,true,"",[b]"typeOf player == 'USMC_Soldier_SL'"[/b]];

    gives the player only access to artillery when he/she is a US Squadleader.

  • player addAction ["Call Artillery","bon_artillery\dialog\openMenu.sqf",["Arti_dlg"],-1,false,true,"",[b]"playerSide == WEST"[/b]];

    gives the player only access when he/she is on US side.

  • aso.

Player class types are listed here:

http://forums.bistudio.com/showthread.php?t=73241

Weapon class names are listed here:

http://community.bistudio.com/wiki/ArmA_2:_Weapons

ACE class and weapon names are listed here:

http://ace.wikkii.com/wiki/Class_Lists_for_ACE2

Be advised, this all can be easily set in the next version, which then will also include a detailed instruction manual.

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Bon, great script!!!

Having trouble playing with it on Razani though, probably coz of the letter grid system...

X=De

Y=59

Any idea how to overcome this???

;)

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Excellent script Bon.

I am curious which Range finder/LD addon are you using? I have downloaded one but did not have the direction.

Thanks for the great script.

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Having trouble playing with it on Razani though, probably coz of the letter grid system...

X=De

Y=59

Any idea how to overcome this???

;)

arye_r,

it works fine for me on Razani, since it does not work with mapgrids at all. This is actually the reason why I am sticking with polar coordinates (mapgrids would be much nicer), otherwise this script would not work anymore on certain maps.

Can you tell me explicitly what is not working?

I am curious which Range finder/LD addon are you using? I have downloaded one but did not have the direction.

CaptainBravo,

in the demo video I just used the rangefinder of the ACE2 addon. Since then tcp of the ACE devs renewed the whole thing and the best I can do is link you to the ACE wiki referring to the particular section:

http://ace.wikkii.com/wiki/Features_of_ACE2#Rangefinding_Devices

Regards.

EDIT: Start ArmA2 with CBA, ACE2. You can add the Rangefinder to the player unit by writing this into its init line:

this addWeapon "ACE_Rangefinder_OD"; this addMagazine "ACE_Battery_Rangefinder"

In game, select the Vector 21 NITE weapon. Press R, then activate the laser with left mouse button to get distance to target.

Edited by Bon

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Thanks Bon for the link. I do not use ACE (yet) Is there a range finder for vanilla Arma 2 as far as you know ?

The tcp one I tried does not have direction.

Thanks.

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Theres no rangefinder in vanilla arma2.

I think in ArmA2 Vanilla the best thing is to stick with compass for obtaining direction and spacebar for obtaining distance. However, this could be even more fun than using rangefinder.

Greetings

Jack

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That is a shame that no rang finder for vanilla arma 2. Ohh well.

I have NooB question but I have to ask .. in your example you input your location in system as x: 3573 y:3643 while on GPS it is 014 and 035.

Clarification is appreicated.

I also second having sound for shells incoming.

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Bon ;)

My bad mate, the script works fine on Razani.

Stupid me, forgot to place the GameLogic on the map...

Anyway, thanks again ;)

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This script is highly interesting... - Is there a way to use real guns rather than spawned shells above the target...? :)

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This script is highly interesting... - Is there a way to use real guns rather than spawned shells above the target...? :)

That would be nice, indeed, since there are a lot of scripts / addons out there which improve the basic artillery module already.

The new version is almost finished (documentation and stuff still have to be written), where for this concern I provide the script that actually "fires" (here it is simply creating the shells) in a version where one can script it by himself. The particular section that has to be modified is highlighted, and provides all necessary information like number of cannons needs to be fired, position, artillery type aso. - should be easy to do so.

However, I am not going to do it by myself because of the following reasons:

  1. lack of free time atm
  2. this work only addresses the REQUEST of artillery, not firing or working with real assets
  3. yet I am totally not experienced in the artillery stuff ArmA2 provides so far
  4. as I said, there are bunches of awesome works that just have to be a bit modified / combined.

Looking forward to someone who gives it a try.

Expect the new version with almost all suggestions people gave so far realized in it.

Hf.

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Does your script have anything to do with LASERDESIGNATOR?

No, not yet.

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Hi Folks,

you now can download the final version of this script system.

changelog:

  • Added inaccuracy to the "precise fire mission" option. Instead, precise fire missions require adjustment fire.
  • You can now make use of the Laser Designator to mark your targets.
  • You can customize now whatever makes sense to customize (restrictions to players to have this enabled, type of rounds, aso.).
  • You can apply your current position with simply clicking on the area in the menu where your position is displayed.
  • All players can access their current position when opening the ingame map (even the players who have no access to this menu).
  • Compatible to respawn now (you don't have to take care about it on your own).
  • Easier to integrate into your own code.
  • Compatible to PvP, i.e. to different competing/cooperating player sides.
  • Enhanced radio chatter messages.
  • Some fancy sounds for incoming shells.
  • Last but not least a detailed manual as .pdf with installation/customization and usage instructions.

As you can see I tried to realize almost all the suggestions that came up in this thread, maintaining appropriation with regards to ArmA2. Special thanks to lynxwolf for providing me some information about the whole artillery thing, it was a great help for me designing the radio chatting.

Added the download link as well as a new video to the first post.

Hf.

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Thanks for the new version. I'll update my new mission to use it. Too bad your not a fan of too many AddOns/Mods in missions cause my newest mission I posted the other day uses it. It works very well for the mission and will be even better with the new features.

Thanks again!

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I'm trying to integrate this into a Domination mission. I've added the code as per the instructions but the GUI isn't snowing up in the Action Menu.

There is already a Game Logic called Server as per the instructions - could that be the problem.

Also, there is already an artillery menu in the Domination game type - I wonder if that could also be causing a problem.

I'm not getting any scripting errors when I load the game into multi-player so I'm guessing that the script code is added in correctly.

Could anyone please assist? I have the Description and the init files that I could send for the scripting to be checked out as I'm not a coder by any stretch of the imagination.

Cheers,

Rich

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I'm trying to integrate this into a Domination mission. I've added the code as per the instructions but the GUI isn't snowing up in the Action Menu.

I just noticed that I left some default restrictions to have this menu enabled to the squad leaders class.

Please open the bon_artillery_init.sqf script and search the line which contains

_arti_cond_classes = ["USMC_Soldier_SL","RU_Soldier_SL"];

Change it to

_arti_cond_classes = [];

and tell me if the problem remains. For further information read the enclosed manual section "Availability restrictions".

In general I doubt there will be ever any conflicts with other artillery menus and stuff, as this system is an independent and closed component of scripts.

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3. weapons the player must be equipped with: Extend the list _arti_cond_weapons by
the weapons classnames defined in ArmA2ʼs CfgWeapons configfile.

What exactly does this refer to? Is this for, say, the ACE radio? So if I add that to the array it will make it so I can only use the arty if the ACE2 radio is equipped? My next question is does this only work for the player? If I do this then the player has to have the radio equipped? Is there a way to make it so it's not the player that has to have the ACE2 radio equipped but just a member of the players group? I'm the squad leader in my SP mission and I'd like to have it so I can use the arty as long as one of the AI group members has the ACE2 radio.

EDIT:

Ok I just tried it but it does what I thought. This makes it so the player has to have the radio, not whether or not anyone in the group has one. I'm wondering if #4 could be used to make this condition. Unfortunately I don't know exactly how to do it. What I want is a condition that says you the player(leader of group) can call the arty only if a group member the ACE2 Radio equipped.

It's not that big of a deal though. I just want to do this to add a bit more immersion to my SP mission.

Edited by Manzilla

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