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madbull

[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)

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Guys i need help please

i want to have just the airlift feature i dont need the artillery work so can i disable the artillery, and i dont know how to use the artillery anyway :S

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Guys i need help please

i want to have just the airlift feature i dont need the artillery work so can i disable the artillery, and i dont know how to use the artillery anyway :S

Slow down and read. As in read the install guide. :p

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A few requests for the brains out there.

Can anyone point me in the direction of a mod or script to increase the range of the M119 to be realistic, that is 14km?

Also has anyone been able to get the guns using this great mod working with other ammunition? I'd like to add smoke, WP, and Illumination. I need step by step or a completed product as I am no editor.

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Just tested this...wow nice job

realy does add some extra realism to artillery and logistics,thanks for your work!

Having a lot of fun with this,looking forward to seeing this used in some large scale usermade mp missions.

pos bug?

One thing i have noticed is that using map click lon/lat lon is realy lat and vice versa and azimuth seems to be out by varying degrees?

this is with your standard demo missing v1.1 ,script version on chen

trying to arty the bad guys in area 1 stary sober

if i use target area map button and click on the bad guys area 1 marker the arty computer inputs cords of lon 60.97 - lat 76.06 & azimuth of 23.95 and im on the hill just S of kabanino so target area 1 is SE of my battery pos azimuth from my battery pos should be more like 123 and lon=76.06 lat=60.97?

so after using map click target pos i don't get a firing solution untill i correct lon & lat and once i man arty i have to adjust my direction 100 degrees to what the azimuth displays

BiGGiBs

Edited by BiGGiBs

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Solarghost :

> "is it possible to only allow someone who has a radio backpack to be able to use it?"

It's not a native feature but you can do it yourself by putting some if (condition) in the scripts. It depends what you are talking about. If you're taking about the arty interface read the addAction code few posts below above.

@seedo81 :

> "is it possible to have the airlift feature only?"

Yes. Read the INSTALL.pdf guide. It's explained at the end of page 2.

To disable towing and loading in cargo : edit the logistic config file.

@phxfire :

I have not enough time to explain step by step. There are enough indications in the download package (v1.1 add some additionnal info).

I just can tell you that the magazine classname of M109 is "vil_PALmag_HE".

@Slugs :

> "Is it possible to pre-load items in a vehicle?"

Note currently. But this is already a planned "TODO" task for the next release.

@tromac :

> "the M119 to be realistic, that is 14km?"

I don't know if it exists. But it's only an addon containing a config.cpp adding new ammo with different init speed (ie charge).

> "I'd like to add smoke, WP, and Illumination."

This might will be in a future version. The problem is that WP and illumi in ArmA 2 are linked to the ARTY BIS module, and that sucks a bit.

@BiGGiBs :

I'm not sure to fully understand.

Are you sure to click on the "compute" button at each new fire mission to refresh the azimuth and elevation according to the long/lat ?

There is normally no bug about that.

@Alderman [3rd MD] :

No more time to read. I have to go. Sorry. I will answer you soon.

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yes

i click map click target button click on map it updates lon and lat on the comptuer i then hit compute...get a message about no fire solution found!

if i then copy the lon too the lat and the lat to the lon in the target box then compute i get a valid target

also the computer gives a very high elevation on order high sometimes over 72

when the arty can only angle upto 71.60 odd

just grabbing some screenshots for you...gimme 5 mins:)

Check your pm inbox madbull

BiGGiBs

Edited by BiGGiBs
update

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;1553485']Slow down and read. As in read the install guide. :p

hi man thank you for paying attention, yes i did read but i didnt understand how to do that, i want to disable the artillery system only, other features no problem to have

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Very nice mod, I really hope we will see that on multiplayer server. This would bring in a lot more game depth and strategy options. Thx a lot !

Now think about...the new warfare mod 40vs40 without AI and only players with such nice options ....common guys that would great.

Edited by oxmox

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Its something weve all been wanting. Being able to load equipment and tow guns to the field of battle is nothing less then stunning.

I must join the chorus wanting AI to fire the artillary. Who wants to sit back 5 k from the battle and fire rounds you cant see impact?

If this is fun for you, ive got a spot for you on my team. Again, its a great addon but without the ai being able to fire the mission, we are again left without artillary support...unless youve got a fat seargent that likes to hang around the base waiting for a firing comand.

AI firing would be the best. We even enjoyed that in flashpoint.

BTW... every other artillary script that i can find does not work on a dedicated server. Anyone know one?

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Hi Madbull

Really great thing you made !

Is it possible to get a stringtable.xml Version ? because mixing as not easy for everyone.

Edited by MCPXXL

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Alderman [3rd MD] :

Ok. I understood what you wrote about the 8 digit grid reference.

So you think a 8 digit is the best (and not a 6 or other ?).

Is this 8 digit grid reference a standard largely used in different armies or could it vary ?

I think you suggest two input form for the latitude (and two other for the longitude) : the first is for GPS coord and the second for the digit grid reference ?

So a unit square can be divised in 64 areas ?

About the mission number (ie AK0001), I'm not convinced of the interest in ArmA 2. It complicates the development and the usage. The fire missions are execute sequentially with the queue of fire missions.

@BiGGiBs :

Okay, I now understand.

You don't understood some things.

First : the "NO FIRE SOLUTION FOUND" message is not a problem. It informs you that your target is too close or too far from the battery. In ArmA 2, the M119 with default charge can fire (indirect) from 3000m to 5800m (appx). In your screenshots, the target is too close.

Second : inversing lat/long make no sense.

Third : yes, sometimes the computer can compute a fire solution with an elevation higher than the cannon cans. This is your job, as a FDC, to understand that you'll not be able to accomplish this fire mission. However, in some configuration you can be able to elevate your gun up to 72° (terrain slope).

@seedo81 :

> "i want to disable the artillery system only"

It's simple to do and clearly explained.

In the INSTALL.pdf :

disable it by editing the file “R3F_ARTY_disable_enable.sqf†in “R3F_ARTY_AND_LOG†(read the instructions in the heading of the file)

@Megahurt50 :

> "AI firing would be the best."

We are aware of the wish of several bodies about the AI capabilities.

BTW, many serious players want to execute fire mission and to "work" in a logistic section.

No need to be a fat seargent to do that.

@MCPXXL :

> "a stringtable.xml Version ?"

We will study the best solution.

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@phxfire :

I have not enough time to explain step by step. There are enough indications in the download package (v1.1 add some additionnal info).

I just can tell you that the magazine classname of M109 is "vil_PALmag_HE".

@Anyone

I want to understand where to place following snipit in the game editor to kick off this process, thanks. Is it a Function, is my syntax correct, if successful I will create a step through guide with video manual. This looks to be a MOD worth (game changer) creating solid documentation around. I would like to offload this from Madbull, anyone else willing to assist and edit along with me? We will of course vet back to Madbull for thoughts.

Call example :

[

// Méta-données (meta-data)

[

getNumber (configFile >> "CfgMagazines" >> "vil_PALmag_HE" >> "initSpeed"),

-(getNumber (configFile >> "CfgAmmo" >> (getText (configFile >> "CfgMagazines" >> "vil_PALmag_HE" >> "ammo")) >> "airFriction")),

R3F_ARTY_table_altitude_impact_defaut,

R3F_ARTY_table_angles_defaut

],

// Données (data)

[] // Vide en entrée (empty in output)

] call compile preprocessFile "R3F_ARTY_AND_LOG\R3F_ARTY\calcul_balistique\generer_table.sqf";

Edited by phxfire

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@MADBULL

@MCPXXL :

> "a stringtable.xml Version ?"

We will study the best solution.

Because if i mix it with a mission having a stringtable.xml it will not run for me.

Or i simply need a tip :-) ?

Ioonis CSVtoXML will not run for me otherwise i would do it by myself

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@phxfire :

Download the v1.1 of the system.

I already added some additionnal informations about the process to add a new ammo type.

* Important : the calculation time is long. It can take up to one hour. The game isn't crashed. Check your ARMA2.RPT, the game is writing in.

.............

* Call example (copy/paste it in the init.sqf, replace "MAGAZINE_NAME" by the good class name) :

*

* startLoadingScreen ["Computing..."]; // Permits to compute very faster

* [

.............

* ] call compile preprocessFile "R3F_ARTY_AND_LOG\R3F_ARTY\calcul_balistique\generer_table.sqf";

* endLoadingScreen; // <- DON'T forget this line !

"creating solid documentation around"

I agree that this part of the system was (and is) not enough documented.

But I think the system is very well documented compared to the most of the ArmA 2 releases.

What you are doing is the most complicated task that you should need on this system.

There is no need to create a video. I will write a kind of FAQ about all the questions wich were asked in a future version.

@MCPXXL :

Okay. I will see what is possible to do. (I need to learn a bit more about the stringtable.xml).

Edited by madbull

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I must join the chorus wanting AI to fire the artillary. Who wants to sit back 5 k from the battle and fire rounds you cant see impact?

What about a shell camera then that shows you an overhead view just before impact?

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This addon is a game changer. It really is great . I created a playable artillary team and another payer can teamswitch back to the artillary base to recieve coodinates , fire and teamswitch back.

:)

This rocks.

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@MadBull

Right now if you go off the numbers on the Chernarus map in ACE/ArmA2 the grids are 6 digits, example is 046054. If you wanted to be in the middle of 6 digit grid square (the smallest grid square shown on the arma2 map) you could go as detailed as a 8 digit, which in this example is centered in the squad would be 04650545 or 0465 longitude, 0545 latitude. Right now your system gives a 10 digit reference which is as accurate as 1 meter (a bit to accurate I believe for arma2 application). your system with the above grid would display 46.50 which is really 04650 (being a 10 digit since its 5 digits for half the grid reference). Another example, your 47.55 would be 04755.

Basically I think your system needs to one, incorporate leading zero's, remove the decimal, and only have a 8 digit grid reference (which is 10m accuracy) thus removing 2 numbers after your currently existing decimal and having 1. This would make the system more realistic and uniform to the games grid system and more.

Also I have suggested to ace mod for them to make a tool for the map to allow for someone to figure out the 8 digit from a 6 digit since the lines only get to 6 digit accuracy. Though if someone understands nothing and easting with map reading (which is very simple) then they (like I do) can look at the map and estimate it easy and accurate enough.

Edited by Alderman

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Okay I found a problem that one of you may find really easy to fix. How do I make it so that the command post respawns if destroyed? If it gets blown up or is in a truck that gets destroyed I don't know how to get it back. Anyone?

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Hi,

Ive tryed to get this in my MP CTI Mission but it wont show any options or something.

i did all exactly like in the Instal.pdf.

Description.ext ,Stringtable.csv ,Init.sqs , copy the R3F_ARTY_AND_LOG folder in my Mission folder.

Also gave a command to the Satphone like in your Demo.

But nothing happen.

Could it be that if the satphone or the vehicles spawn while game this system do not work ?

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@MADBULL

* Important : the calculation time is long. It can take up to one hour. The game isn't crashed. Check your ARMA2.RPT, the game is writing in.

.............

* Call example (copy/paste it in the init.sqf, replace "MAGAZINE_NAME" by the good class name) :

*

* startLoadingScreen ["Computing..."]; // Permits to compute very faster

* [

.............

* ] call compile preprocessFile "R3F_ARTY_AND_LOG\R3F_ARTY\calcul_balistique\gener er_table.sqf";

* endLoadingScreen; // <- DON'T forget this line !

GOOD News this is running, help me understand if it is processing correctly as it was started at 15:30 GMT and continues to still run 9+hours later.

Here is what is has produced (I will clean it up later)

###

/****** DEBUT DE LA TABLE ******/

[

// Meta-donnees

[

1000, // Vitesse initiale

0.00038, // Coefficient de frottement

// Liste des paliers d'altitudes d'impact

[-1000,-600,-400,-260,-130,0,130,260,400,600,1000],

// Liste des angles d'elevation

[

0,0.33,0.66,1,1.33,1.66,2,2.33,2.66,3,3.33,3.66,4,4.33,4.66,5,5.33,5.66,6,6.33,6.66,7,7.33,7.66,8,8.33,8.66,9,9.33,9.66,10,

10.33,10.66,11,11.33,11.66,12,12.33,12.66,13,13.33,13.66,14,14.33,14.66,15,15.33,15.66,16,16.33,16.66,17,17.33,17.66,18,18.33,18.66,19,19.33,19.66,20,

20.33,20.66,21,21.33,21.66,22,22.33,22.66,23,23.33,23.66,24,24.33,24.66,25,25.33,25.66,26,26.33,26.66,27,27.33,27.66,28,28.33,28.66,29,29.33,29.66,30,

30.33,30.66,31,31.33,31.66,32,32.33,32.66,33,33.33,33.66,34,34.33,34.66,35,35.33,35.66,36,36.33,36.66,37,37.33,37.66,38,38.33,38.66,39,39.33,39.66,40,

40.33,40.66,41,41.33,41.66,42,42.33,42.66,43,43.33,43.66,44,44.33,44.66,45,45.33,45.66,46,46.33,46.66,47,47.33,47.66,48,48.33,48.66,49,49.33,49.66,50,

50.33,50.66,51,51.33,51.66,52,52.33,52.66,53,53.33,53.66,54,54.33,54.66,55,55.33,55.66,56,56.33,56.66,57,57.33,57.66,58,58.33,58.66,59,59.33,59.66,60,

60.33,60.66,61,61.33,61.66,62,62.33,62.66,63,63.33,63.66,64,64.33,64.66,65,65.33,65.66,66,66.33,66.66,67,67.33,67.66,68,68.33,68.66,69,69.33,69.66,70,

70.33,70.66,71,71.33,71.66,72,72.33,72.66,73,73.33,73.66,74,74.33,74.66,75,75.33,75.66,76,76.33,76.66,77,77.33,77.66,78,78.33,78.66,79,79.33,79.66,80,

80.33,80.66,81,81.33,81.66,82,82.33,82.66,83,83.33,83.66,84,84.33,84.66,85,85.33,85.66,86

]

],

// Donnees

[

// Portees pour chaque elevation pour l'altitude d'impact -1000m

[

0:02:52.363 (0:00:00.000) [x\cba\addons\versioning\versioning.sqf:5] : cba_versioning_versions=["#CBA_HASH#",["cba","ace","acex","acexpla"],["0.3.61","0.2.225","0.2.177","0.2.10"],"0.00"], cba_versioning_versions_srv=

Civ vehicles present.

184.226 (1.897) XEH: PostInit Finished

5451,5489,5526,5564,5600,5635,5670,5704,5737,5770,5801,5832,5863,5893,5921,5950,5978,6004,6031,6057,6082,6107,6130,6153,6176,6198,6219,6240,6260,6280,6299,

6318,6336,6353,6370,6386,6402,6417,6432,6447,6460,6473,6486,6499,6510,6522,6532,6543,6553,6562,6571,6579,6587,6595,6602,6608,6615,6620,6626,6631,6635,

6639,6643,6646,6648,6651,6653,6654,6655,6656,6656,6656,6656,6655,6653,6651,6649,6647,6644,6641,6637,6633,6629,6624,6618,6613,6607,6601,6594,6587,6580,

6572,6564,6555,6546,6537,6527,6517,6507,6496,6486,6474,6462,6450,6438,6425,6412,6399,6385,6371,6356,6341,6326,6311,6295,6279,6262,6245,6228,6211,6192,

6174,6156,6137,6118,6098,6078,6058,6038,6016,5995,5974,5952,5930,5908,5884,5862,5838,5814,5790,5766,5741,5716,5691,5665,5639,5613,5586,5559,5532,5504,

5476,5448,5419,5390,5362,5331,5302,5272,5241,5211,5180,5148,5116,5085,5052,5019,4987,4953,4920,4886,4851,4817,4782,4747,4711,4676,4639,4603,4567,4529,

4492,4455,4416,4378,4340,4301,4262,4223,4182,4142,4102,4061,4020,3979,3937,3895,3853,3810,3768,3725,3680,3637,3593,3548,3504,3459,3413,3368,3322,3275,

3229,3183,3135,3088,3040,2991,2943,2895,2845,2796,2747,2696,2647,2597,2545,2494,2444,2391,2339,2288,2234,2182,2129,2075,2022,1969,1913,1859,1805,1749,

1694,1639,1583,1527,1471,1414,1358,1301,1243,1186,1129,1070,1012,954,895,837,778,718

],

// Portees pour chaque elevation pour l'altitude d'impact -600m

[

4845,4900,4954,5008,5059,5108,5158,5206,5252,5298,5342,5385,5427,5468,5508,5547,5584,5621,5657,5692,5725,5759,5791,5822,5853,5882,5910,5938,5965,5991,6017,

6041,6065,6089,6111,6133,6154,6175,6194,6214,6232,6250,6267,6284,6300,6315,6330,6344,6358,6371,6383,6395,6407,6417,6428,6438,6447,6456,6464,6472,6479,

6486,6492,6498,6503,6508,6512,6516,6520,6523,6525,6527,6529,6530,6531,6531,6531,6530,6529,6528,6526,6524,6521,6518,6515,6511,6506,6502,6497,6491,6485,

6479,6472,6465,6458,6450,6441,6433,6424,6414,6405,6395,6384,6373,6362,6350,6338,6326,6313,6300,6287,6273,6259,6244,6229,6214,6199,6182,6166,6150,6132,

6115,6098,6079,6061,6043,6023,6004,5984,5964,5944,5923,5902,5880,5859,5836,5814,5791,5768,5745,5721,5697,5672,5648,5622,5597,5572,5545,5519,5492,5465,

5438,5410,5382,5354,5325,5296,5267,5237,5207,5177,5146,5115,5084,5053,5020,4988,4956,4923,4890,4857,4822,4788,4754,4719,4684,4649,4613,4577,4541,4504,

4467,4430,4392,4354,4317,4277,4239,4200,4160,4121,4081,4040,3999,3959,3917,3875,3834,3791,3749,3706,3662,3619,3576,3531,3487,3442,3396,3351,3306,3259,

Old style material 50 used in ReportStack not available

raf_chin47\raf_chin47_mala_vrtule_blur_proxy.p3d: vehicle, config class missing

raf_chin47\raf_chin47_velka_vrtule_blur_proxy.p3d: vehicle, config class missing

3214,3167,3120,3073,3026,2977,2929,2881,2832,2783,2734,2684,2634,2585,2533,2483,2432,2380,2329,2277,2224,2172,2120,2066,2013,1960,1905,1851,1797,1741,

1687,1632,1575,1520,1465,1407,1351,1295,1237,1181,1124,1065,1008,950,891,833,775,715

],

// Portees pour chaque elevation pour l'altitude d'impact -400m

[

4375,4446,4516,4586,4652,4716,4780,4841,4899,4958,5013,5067,5120,5171,5220,5269,5315,5360,5404,5446,5487,5528,5566,5603,5640,5675,5709,5743,5775,5806,5837,

5866,5894,5922,5949,5974,5999,6023,6047,6070,6091,6112,6133,6152,6171,6189,6207,6223,6240,6255,6270,6285,6298,6311,6324,6336,6347,6358,6368,6377,6387,

6395,6403,6411,6418,6424,6430,6435,6440,6445,6449,6452,6455,6457,6459,6461,6462,6463,6463,6463,6462,6461,6459,6457,6455,6452,6448,6444,6440,6436,6431,

6425,6420,6413,6407,6400,6392,6384,6376,6367,6358,6349,6339,6329,6318,6307,6296,6284,6272,6260,6247,6234,6220,6206,6192,6177,6162,6147,6131,6115,6098,

6082,6065,6047,6029,6011,5992,5973,5954,5934,5914,5894,5873,5852,5831,5809,5787,5765,5742,5719,5696,5671,5648,5623,5598,5573,5548,5522,5496,5470,5443,

5416,5389,5361,5333,5305,5275,5247,5218,5187,5158,5128,5096,5066,5035,5002,4971,4939,4906,4873,4840,4806,4772,4739,4703,4669,4634,4598,4562,4527,4490,

4453,4416,4378,4341,4303,4264,4226,4188,4147,4108,4069,4028,3988,3947,3905,3864,3823,3780,3738,3696,3652,3609,3566,3521,3477,3433,3387,3342,3297,3250,

3205,3159,3111,3065,3018,2969,2922,2874,2824,2776,2727,2677,2628,2578,2527,2476,2426,2374,2323,2271,2218,2166,2114,2060,2008,1955,1900,1846,1792,1737,

###

I will let it run to completion, unless you define an optimization I have missed.

thanks!

---------- Post added at 06:33 AM ---------- Previous post was at 06:19 AM ----------

@tromac

Find a script that respawns vehicles (or copy spolier to and create a ".SQF" file named "vehicle.sqf"), in the INIT of the SAT phone place following code:

side="EMPTY";

vehicle="SatPhone";

skill=0.60000002;

init="nul = [this] execVM ""R3F_ARTY_AND_LOG\create_arty_quarter.sqf"";"veh = [this, 90] execVM ""vehicle.sqf"";";

This is if said item is destroyed it will respawn where it was started in the game. I suggest you alter to where it was LAST destroyed; the details explain that configuration setting.

Here is the SQF found in some maps:

###

/*

=========================================================

Simple Vehicle Respawn Script v1.3

by Tophe of Östgöta Ops [OOPS]

Put this in the vehicles init line:

veh = [this] execVM "vehicle.sqf"

Options:

There are some optional settings. The format for these are:

veh = [this, Delay, Deserted timer, Respawns, Effect, Static] execVM "vehicle.sqf"

Default respawn delay is 30 seconds, to set a custom

respawn delay time, put that in the init as well.

Like this:

veh = [this, 15] execVM "vehicle.sqf"

Default respawn time when vehicle is deserted, but not

destroyed is 120 seconds. To set a custom timer for this

first put the respawn delay, then the deserted vehicle timer-

Like this:

veh = [this, 15, 10] execVM "vehicle.sqf"

By default the number of respawns is infinite. To set a limit

First set the other values then the number of respawns you want (0 = infinite).

Like this:

veh = [this, 15, 10, 5] execVM "vehicle.sqf"

Set this value to TRUE to add a special explosion effect to the wreck when respawning.

Default value is FALSE, which will simply have the wreck disappear.

Like this:

veh = [this, 15, 10, 5, TRUE] execVM "vehicle.sqf"

By default the vehicle will respawn to the point where it first

was when the mission started (static). This can be changed to

dynamic. Then the vehicle will respawn to the position where it was destroyed.

First set all the other values then set TRUE for dynamic or FALSE for static.

Like this:

veh = [this, 15, 10, 5, TRUE, TRUE] execVM "vehicle.sqf"

Default values of all settings are:

veh = [this, 30, 120, 0, TRUE, FALSE] execVM "vehicle.sqf"

tank = [this, 30, 120, 0, TRUE, FALSE] execVM "spawnScript.sqf"

Contact & Bugreport: harlechin@hotmail.com

=========================================================

*/

if (!isServer) exitWith {};

// Define the variables

_unit = _this select 0;

_delay = _this select 1;

_deserted = _this select 2;

_respawns = _this select 3;

_explode = _this select 4;

_dynamic = _this select 5;

_noend = true;

_run = true;

_rounds = 0;

// Respawn delay - Default 30 seconds.

if (isNil ("_delay")) then {_delay = 30} else {_delay = _delay};

if (_delay < 0) then {_delay = 0};

// Desertion timer - default 120 seconds.

if (isNil ("_deserted")) then {_deserted = 120} else {_deserted = _deserted};

if (_deserted < 0) then {_deserted = 0};

// Number of rspawns - default infinite.

if (isNil ("_respawns")) then {_respawns= 0; _noend = true;} else {_respawns= _respawns; _noend = false;};

if (_respawns <= 0) then {_respawns= 0; _noend = true;};

// Respawn effect - default off.

if (isNil ("_explode")) then {_explode = false} else {_explode = _explode};

// Dynamic respawn - default off.

if (isNil ("_dynamic")) then {_dynamic = false} else {_dynamic = _dynamic};

_dir = getDir _unit;

_position = getPosASL _unit;

_type = typeOf _unit;

_dead = false;

_nodelay = false;

// Start monitoring the vehicle

while {_run} do

{

sleep (2 + random 12);

if ((getDammage _unit > 0.8) and ({alive _x} count crew _unit == 0)) then {_dead = true};

// Check if the vehicle is deserted.

if ((getPosASL _unit distance _position > 10) and ({alive _x} count crew _unit == 0)) then

{

_timeout = time + _deserted;

waitUntil {_timeout < time or {alive _x} count crew _unit > 0};

if ({alive _x} count crew _unit > 0) then {_dead = false;};

if ({alive _x} count crew _unit == 0) then {_dead = true; _nodelay =true;};

};

// Respawn vehicle

if (_dead) then

{

if (_nodelay) then {sleep 0.1; _nodelay = false;} else {sleep _delay};

if (_dynamic) then {_position = getPosASL _unit; _dir = getDir _unit;};

if (_explode) then {_effect = "M_TOW_AT" createVehicle getPosASL _unit; _effect setPosASL getPosASL _unit;};

sleep 0.1;

deleteVehicle _unit;

sleep 2;

_unit = _type createVehicle _position;

_unit setPosASL _position;

_unit setDir _dir;

_dead = false;

// Check respawn amount

if !(_noend) then {_rounds = _rounds + 1};

if ((_rounds == _respawns) and !(_noend)) then {_run = false;};

};

};

###

I have not tested it with the SATphone, however, in theory you should be good.

Edited by phxfire

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@Alderman [3rd MD] :

Ok. I now understand.

The current system doesn't force you to input up to 10 digits. You can input zero, one, two, three (!), ... decimals.

In practice you can't read the map with a precision higher than 8 digit position.

The Map click feature gave you a 10 digit precision. It's much. But it can be assimiled to a GPS integrated system (or something like that).

This feature can be (and must be, to play seriously) disabled.

But I agree with you. Zero leading is better. And no decimals but a 8 digit grid reference is better too.

It will be fixed in a future version.

@tromac :

1. the satphone can't be destroyed (if I remember right)

2. an arty command quarter in a destroyed vehicle is destroyed too (as IRL)

3. you must take care of your arty command quarter ... or having your own creation/respawn system ... but it's not the role of the R3F system to do that

@Muecke :

It should work. I successfully do it on a Domination. There is no reason to don't work on a CRCTI.

> "Could it be that if the satphone or the vehicles spawn while game this system do not work ? "

The problem is not there. The R3F system automatically detects any new or already existing arty or logistic object.

Are the columns of the stringtable.csv correct ? (by default the R3F system is in English, French). Read the manual for more informations.

@phxfire :

Wow ! 9 hours ! It takes less than 50 minutes if you use the startLoadingScreen command. When I say "very faster", it's not a joke !

BTW, in your ARMA2.RPT there is some logs from addons as ACE2. You will have to clean it up. These message would not appeared with the "startLoadingScreen" (or without ACE2).

Good thing : I had computed the same values. So you're doing it correctly.

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Thanks Madbull, so the max precision that can be entered will be changed to 8 digit? Either by manual enter or mapclick?

Yes we plan to disable the map click on our tactical and training servers that have missions using this for realism purposes, but will enable on our public domination (if I can get the damn thing working with domination).

Also a easier way to disable the logistics system and have only the artillery would be nice btw, rather than putting the no log command in the init line of each item in the mission file. Thanks again for one of the greatest script I have seen for some time.

Edited by Alderman

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@madbull

Can you please make this as an auto initializing addon so it could be used with all missions please!

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@Alderman [3rd MD] :

@Muecke :

It should work. I successfully do it on a Domination. There is no reason to don't work on a CRCTI.

> "Could it be that if the satphone or the vehicles spawn while game this system do not work ? "

The problem is not there. The R3F system automatically detects any new or already existing arty or logistic object.

Are the columns of the stringtable.csv correct ? (by default the R3F system is in English, French). Read the manual for more informations.

thanks for answer.

i tryed diffrent types of stringtable.The Stringtable part of the manual isnt that clear as the other parts ;)

but i will try again......

edit:

I did and still have a fault somewhere.

>>Here<< is the Mission if someone could help maybe would be nice....

Edited by Muecke

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@phxfire :

Wow ! 9 hours ! It takes less than 50 minutes if you use the startLoadingScreen command. When I say "very faster", it's not a joke !

BTW, in your ARMA2.RPT there is some logs from addons as ACE2. You will have to clean it up. These message would not appeared with the "startLoadingScreen" (or without ACE2).

Good thing : I had computed the same values. So you're doing it correctly.

Here is my INIT and it is still running?!?! what do I do?

here is as far as it has gotten and still running:

###

/****** DEBUT DE LA TABLE ******/

[

// Meta-donnees

[

1000, // Vitesse initiale

0.00038, // Coefficient de frottement

// Liste des paliers d'altitudes d'impact

[-1000,-600,-400,-260,-130,0,130,260,400,600,1000],

// Liste des angles d'elevation

[

0,0.33,0.66,1,1.33,1.66,2,2.33,2.66,3,3.33,3.66,4,4.33,4.66,5,5.33,5.66,6,6.33,6.66,7,7.33,7.66,8,8.33,8.66,9,9.33,9.66,10,

10.33,10.66,11,11.33,11.66,12,12.33,12.66,13,13.33,13.66,14,14.33,14.66,15,15.33,15.66,16,16.33,16.66,17,17.33,17.66,18,18.33,18.66,19,19.33,19.66,20,

20.33,20.66,21,21.33,21.66,22,22.33,22.66,23,23.33,23.66,24,24.33,24.66,25,25.33,25.66,26,26.33,26.66,27,27.33,27.66,28,28.33,28.66,29,29.33,29.66,30,

30.33,30.66,31,31.33,31.66,32,32.33,32.66,33,33.33,33.66,34,34.33,34.66,35,35.33,35.66,36,36.33,36.66,37,37.33,37.66,38,38.33,38.66,39,39.33,39.66,40,

40.33,40.66,41,41.33,41.66,42,42.33,42.66,43,43.33,43.66,44,44.33,44.66,45,45.33,45.66,46,46.33,46.66,47,47.33,47.66,48,48.33,48.66,49,49.33,49.66,50,

50.33,50.66,51,51.33,51.66,52,52.33,52.66,53,53.33,53.66,54,54.33,54.66,55,55.33,55.66,56,56.33,56.66,57,57.33,57.66,58,58.33,58.66,59,59.33,59.66,60,

60.33,60.66,61,61.33,61.66,62,62.33,62.66,63,63.33,63.66,64,64.33,64.66,65,65.33,65.66,66,66.33,66.66,67,67.33,67.66,68,68.33,68.66,69,69.33,69.66,70,

70.33,70.66,71,71.33,71.66,72,72.33,72.66,73,73.33,73.66,74,74.33,74.66,75,75.33,75.66,76,76.33,76.66,77,77.33,77.66,78,78.33,78.66,79,79.33,79.66,80,

80.33,80.66,81,81.33,81.66,82,82.33,82.66,83,83.33,83.66,84,84.33,84.66,85,85.33,85.66,86

]

],

// Donnees

[

// Portees pour chaque elevation pour l'altitude d'impact -1000m

[

0:02:52.363 (0:00:00.000) [x\cba\addons\versioning\versioning.sqf:5] : cba_versioning_versions=["#CBA_HASH#",["cba","ace","acex","acexpla"],["0.3.61","0.2.225","0.2.177","0.2.10"],"0.00"], cba_versioning_versions_srv=

Civ vehicles present.

184.226 (1.897) XEH: PostInit Finished

5451,5489,5526,5564,5600,5635,5670,5704,5737,5770,5801,5832,5863,5893,5921,5950,5978,6004,6031,6057,6082,6107,6130,6153,6176,6198,6219,6240,6260,6280,6299,

6318,6336,6353,6370,6386,6402,6417,6432,6447,6460,6473,6486,6499,6510,6522,6532,6543,6553,6562,6571,6579,6587,6595,6602,6608,6615,6620,6626,6631,6635,

6639,6643,6646,6648,6651,6653,6654,6655,6656,6656,6656,6656,6655,6653,6651,6649,6647,6644,6641,6637,6633,6629,6624,6618,6613,6607,6601,6594,6587,6580,

6572,6564,6555,6546,6537,6527,6517,6507,6496,6486,6474,6462,6450,6438,6425,6412,6399,6385,6371,6356,6341,6326,6311,6295,6279,6262,6245,6228,6211,6192,

6174,6156,6137,6118,6098,6078,6058,6038,6016,5995,5974,5952,5930,5908,5884,5862,5838,5814,5790,5766,5741,5716,5691,5665,5639,5613,5586,5559,5532,5504,

5476,5448,5419,5390,5362,5331,5302,5272,5241,5211,5180,5148,5116,5085,5052,5019,4987,4953,4920,4886,4851,4817,4782,4747,4711,4676,4639,4603,4567,4529,

4492,4455,4416,4378,4340,4301,4262,4223,4182,4142,4102,4061,4020,3979,3937,3895,3853,3810,3768,3725,3680,3637,3593,3548,3504,3459,3413,3368,3322,3275,

3229,3183,3135,3088,3040,2991,2943,2895,2845,2796,2747,2696,2647,2597,2545,2494,2444,2391,2339,2288,2234,2182,2129,2075,2022,1969,1913,1859,1805,1749,

1694,1639,1583,1527,1471,1414,1358,1301,1243,1186,1129,1070,1012,954,895,837,778,718

],

// Portees pour chaque elevation pour l'altitude d'impact -600m

[

4845,4900,4954,5008,5059,5108,5158,5206,5252,5298,5342,5385,5427,5468,5508,5547,5584,5621,5657,5692,5725,5759,5791,5822,5853,5882,5910,5938,5965,5991,6017,

6041,6065,6089,6111,6133,6154,6175,6194,6214,6232,6250,6267,6284,6300,6315,6330,6344,6358,6371,6383,6395,6407,6417,6428,6438,6447,6456,6464,6472,6479,

6486,6492,6498,6503,6508,6512,6516,6520,6523,6525,6527,6529,6530,6531,6531,6531,6530,6529,6528,6526,6524,6521,6518,6515,6511,6506,6502,6497,6491,6485,

6479,6472,6465,6458,6450,6441,6433,6424,6414,6405,6395,6384,6373,6362,6350,6338,6326,6313,6300,6287,6273,6259,6244,6229,6214,6199,6182,6166,6150,6132,

6115,6098,6079,6061,6043,6023,6004,5984,5964,5944,5923,5902,5880,5859,5836,5814,5791,5768,5745,5721,5697,5672,5648,5622,5597,5572,5545,5519,5492,5465,

5438,5410,5382,5354,5325,5296,5267,5237,5207,5177,5146,5115,5084,5053,5020,4988,4956,4923,4890,4857,4822,4788,4754,4719,4684,4649,4613,4577,4541,4504,

4467,4430,4392,4354,4317,4277,4239,4200,4160,4121,4081,4040,3999,3959,3917,3875,3834,3791,3749,3706,3662,3619,3576,3531,3487,3442,3396,3351,3306,3259,

Old style material 50 used in ReportStack not available

raf_chin47\raf_chin47_mala_vrtule_blur_proxy.p3d: vehicle, config class missing

raf_chin47\raf_chin47_velka_vrtule_blur_proxy.p3d: vehicle, config class missing

3214,3167,3120,3073,3026,2977,2929,2881,2832,2783,2734,2684,2634,2585,2533,2483,2432,2380,2329,2277,2224,2172,2120,2066,2013,1960,1905,1851,1797,1741,

1687,1632,1575,1520,1465,1407,1351,1295,1237,1181,1124,1065,1008,950,891,833,775,715

],

// Portees pour chaque elevation pour l'altitude d'impact -400m

[

4375,4446,4516,4586,4652,4716,4780,4841,4899,4958,5013,5067,5120,5171,5220,5269,5315,5360,5404,5446,5487,5528,5566,5603,5640,5675,5709,5743,5775,5806,5837,

5866,5894,5922,5949,5974,5999,6023,6047,6070,6091,6112,6133,6152,6171,6189,6207,6223,6240,6255,6270,6285,6298,6311,6324,6336,6347,6358,6368,6377,6387,

6395,6403,6411,6418,6424,6430,6435,6440,6445,6449,6452,6455,6457,6459,6461,6462,6463,6463,6463,6462,6461,6459,6457,6455,6452,6448,6444,6440,6436,6431,

6425,6420,6413,6407,6400,6392,6384,6376,6367,6358,6349,6339,6329,6318,6307,6296,6284,6272,6260,6247,6234,6220,6206,6192,6177,6162,6147,6131,6115,6098,

6082,6065,6047,6029,6011,5992,5973,5954,5934,5914,5894,5873,5852,5831,5809,5787,5765,5742,5719,5696,5671,5648,5623,5598,5573,5548,5522,5496,5470,5443,

5416,5389,5361,5333,5305,5275,5247,5218,5187,5158,5128,5096,5066,5035,5002,4971,4939,4906,4873,4840,4806,4772,4739,4703,4669,4634,4598,4562,4527,4490,

4453,4416,4378,4341,4303,4264,4226,4188,4147,4108,4069,4028,3988,3947,3905,3864,3823,3780,3738,3696,3652,3609,3566,3521,3477,3433,3387,3342,3297,3250,

3205,3159,3111,3065,3018,2969,2922,2874,2824,2776,2727,2677,2628,2578,2527,2476,2426,2374,2323,2271,2218,2166,2114,2060,2008,1955,1900,1846,1792,1737,

1682,1628,1571,1516,1461,1404,1348,1292,1234,1178,1121,1062,1005,948,888,831,773,713

],

// Portees pour chaque elevation pour l'altitude d'impact -260m

[

3890,3984,4075,4166,4251,4333,4415,4491,4565,4639,4707,4773,4839,4901,4961,5020,5075,5129,5182,5232,5280,5328,5373,5417,5460,5501,5540,5580,5616,5652,5688,

5721,5753,5785,5815,5844,5873,5901,5927,5953,5978,6001,6025,6047,6068,6089,6109,6128,6147,6164,6181,6198,6213,6228,6242,6256,6269,6281,6293,6304,6315,

6325,6334,6343,6351,6359,6366,6373,6379,6384,6389,6394,6398,6402,6405,6407,6409,6411,6412,6413,6413,6412,6412,6410,6409,6407,6404,6401,6398,6394,6389,

6385,6380,6374,6368,6362,6355,6347,6340,6332,6323,6314,6305,6295,6286,6275,6264,6253,6241,6229,6217,6204,6191,6178,6164,6150,6135,6120,6105,6089,6073,

6056,6040,6022,6005,5987,5969,5950,5931,5912,5892,5872,5852,5831,5810,5788,5767,5745,5722,5700,5677,5653,5629,5605,5580,5556,5531,5505,5479,5453,5426,

5400,5373,5345,5317,5289,5260,5232,5203,5173,5143,5114,5082,5052,5021,4989,4958,4926,4893,4860,4828,4794,4760,4727,4692,4657,4623,4587,4551,4516,4479,

4443,4406,4368,4331,4293,4255,4216,4178,4138,4099,4060,4019,3979,3939,3897,3856,3815,3772,3730,3688,3644,3601,3558,3513,3470,3426,3380,3335,3290,3244,

3198,3152,3105,3058,3012,2963,2916,2868,2819,2770,2722,2672,2622,2573,2522,2472,2421,2369,2318,2267,2214,2162,2110,2056,2004,1951,1896,1843,1789,1733,

1679,1625,1568,1513,1458,1401,1345,1290,1232,1175,1119,1060,1003,946,887,829,771,712

],

// Portees pour chaque elevation pour l'altitude d'impact -130m

[

3161,3299,3433,3564,3687,3804,3918,4024,4126,4225,4316,4404,4490,4569,4645,4720,4790,4856,4922,4983,5042,5100,5155,5207,5258,5307,5353,5399,5442,5484,5525,

5564,5601,5638,5673,5706,5739,5771,5801,5830,5858,5885,5912,5937,5961,5985,6007,6029,6050,6070,6089,6108,6125,6142,6159,6174,6189,6203,6217,6229,6242,

6253,6264,6274,6284,6293,6302,6310,6317,6324,6330,6336,6341,6345,6350,6353,6356,6359,6361,6362,6363,6364,6364,6364,6363,6362,6360,6358,6355,6352,6348,

6344,6340,6335,6329,6324,6317,6311,6304,6296,6289,6280,6271,6262,6253,6243,6233,6222,6211,6199,6188,6175,6162,6150,6136,6122,6108,6093,6078,6063,6047,

6031,6015,5998,5981,5964,5945,5927,5909,5890,5870,5851,5830,5810,5790,5768,5747,5725,5703,5681,5658,5634,5611,5587,5563,5538,5514,5488,5463,5437,5410,

5384,5357,5329,5302,5274,5245,5217,5188,5159,5129,5100,5069,5039,5008,4976,4945,4913,4880,4848,4816,4782,4749,4715,4680,4646,4612,4576,4541,4505,4468,

4432,4396,4358,4321,4284,4245,4207,4169,4129,4090,4051,4010,3970,3930,3888,3848,3806,3764,3722,3680,3636,3594,3551,3506,3463,3419,3373,3329,3284,3237,

###

ugh!!!!

startLoadingScreen ["Computing..."]; // Permits to compute very faster

[

// Méta-données (meta-data)

[

getNumber (configFile >> "CfgMagazines" >> "vil_PALmag_HE" >> "initSpeed"),

-(getNumber (configFile >> "CfgAmmo" >> (getText (configFile >> "CfgMagazines" >> "vil_PALmag_HE" >> "ammo")) >> "airFriction")),

R3F_ARTY_table_altitude_impact_defaut,

R3F_ARTY_table_angles_defaut

],

// Données (data)

[] // Vide en entrée (empty in output)

] call compile preprocessFile "R3F_ARTY_AND_LOG\R3F_ARTY\calcul_balistique\generer_table.sqf";

endLoadingScreen; // <- DON'T forget this line !

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