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madbull

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

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I want to reiterate that this is still absolutely amazing even if nothing is changed. Thanks again for the great work. Every additional change is just icing on the cake.

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as mention before creating new ammo table is not that easy and clear as seems.

it took me a long time to understand what to do (from reading the note on the files and from this topic). @madbull - it's clear that you tried hard to make it simple and clear, but to me it's not that clear.

like phxfire, i also trying to make the m109 self-propelled artillery cannon (from the us vehicle pack) useable with the mod, without success so far.

this is my init.sqf from the main mission folder:

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

[

// M×™ta-donn×™es (meta-data)

[

getNumber (configFile >> "CfgMagazines" >> "m109_HE" >> "initSpeed"),

-(getNumber (configFile >> "CfgAmmo" >> (getText (configFile >> "CfgMagazines" >> "m109_HE" >> "ammo")) >> "airFriction")),

R3F_ARTY_table_altitude_impact_defaut,

R3F_ARTY_table_angles_defaut

],

// Donn×™es (data)

[] // Vide en entr×™e (empty in output)

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

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

i preview the mission in the editor and the "computing..." is shown and after a few seconds the game starts. arma2.rpt:

Updating base class UH1_Base->Helicopter, by UnlimitedTransportOfWeaponsAndMagazinesInVehiclesToAvoidAmmoSpillingBug_Fix_C_PROPER\config.bin/CfgVehicles/UH1Y/

Exe version: 1.05.62017

Error in expression <109_HE" >> "ammo")) >> "airFriction")),

R3F_ARTY_table_altitude_impact_defaut,

R>

Error position: <R3F_ARTY_table_altitude_impact_defaut,

R>

Error Undefined variable in expression: r3f_arty_table_altitude_impact_defaut

File C:\Users\Harel\Documents\ArmA 2 Other Profiles\[iDF]Harel\missions\generationgable.Chernarus\init.sqf, line 8

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

[

// Meta-donnees

[

0, // Vitesse initiale

-0, // Coefficient de frottement

// Liste des paliers d'altitudes d'impact

any,

// Liste des angles d'elevation

[

Error in expression <vation = 0}, {_indice_elevation < count _liste_elevations}, {_indice_elevation =>

Error position: <_liste_elevations}, {_indice_elevation =>

Error Undefined variable in expression: _liste_elevations

]

],

// Donnees

[

Error in expression < = 0}, {_indice_altitude_impact < count _liste_altitudes_impact}, {_indice_altit>

Error position: <_liste_altitudes_impact}, {_indice_altit>

Error Undefined variable in expression: _liste_altitudes_impact

]

]

/****** FIN DE LA TABLE ******/

it may be because i don't know what's a "good class name".

any help would be appraised. thanks.

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Thanks for your effort to release your stringtableFix.rar. But I think there is something wrong in the download. Is it the good stringtable.csv in the archive (i.e. from the good directory) ?

Sorry about the link, I jumped ahead of myself when archiving everything. Here is the working link:

Stringtable.csv Fix (for F2 Framework with R3F's Arty and Logic)

http://www.filefront.com/15482079/stringtableFix.rar

(I updated the original post of the link as well)

I also had yet a different problem with the modification. It appears for unknown reasons at times, when I try to lift crates with helos it does not give the command text to lift. Any ideas why? Almost like the code is not initializing properly sometimes.

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> "Looking forward to the change for direction to target from the FO. "

It'll be done ASAP ;) I'm aware of the improvement that it'll be. Same thing for the grid digit reference.

Thx phaeen.

@VirusLIVED : now it looks good

@seansharlos :

1. you must copy/paste this code in the main init.sqf after the #include "R3F_ARTY_AND_LOG\init.sqf"

The error message "Undefined variable in expression: r3f_arty_table_altitude_impact_defaut" made me think that's not the case.

2. a good class name is the class name in the CfgMagazines. For ArmA 2 standard ammo, you can see it there : http://community.bistudio.com/wiki/ArmA_2:_Weapons

For new ammo type, check the addon documentation (or use unRAP tool to read the config file)

3. yes, it's a hard task. It'll be easier in the future.

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Hi,

Yesterday we tested it in a MP mission in GrupoArmados and it worked great. I personally like it a lot because of the possibilities it can offer to a standard mission (combat is not the only thing..)

Probably it was already discussed in the previous posts but we noticed it´s a problem to get a precise fire solution when the arty pieces are not placed in a flat area. For instance, we placed them on a field which was not 100% flat and obviously the shells missed the target position because of the cannon deviation. One solution could be to add to the gunner the action to stabilize the weapon (via "(vehicle this) setvectorup [0,0,1]" for instance) when it´s already deployed. It´s just a proposal ;)

Cheers

Edited by geloxo

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@geloxo :

Thanks for the issue report.

I already knowed that. It's already fixed too (but not yet released).

In the file R3F_ARTY_AND_LOG\R3F_ARTY\dlg_artilleur\afficher_dlg_artilleur.sqf line 48 :

_elevation = asin ((_piece weaponDirection _canon) select 2) - asin(vectorDir _piece select 2);

must be simply

_elevation = asin ((_piece weaponDirection _canon) select 2);

I thought the weaponDirection was relative to the gun. But it's relative to the "world" (so ~absolute).

My bad.

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@geloxo :

Thanks for the issue report.

I already knowed that. It's already fixed too (but not yet released).

In the file R3F_ARTY_AND_LOG\R3F_ARTY\dlg_artilleur\afficher_dlg_artilleur.sqf line 48 :

_elevation = asin ((_piece weaponDirection _canon) select 2) - asin(vectorDir _piece select 2);

must be simply

_elevation = asin ((_piece weaponDirection _canon) select 2);

I thought the weaponDirection was relative to the gun. But it's relative to the "world" (so ~absolute).

My bad.

No prob, I managed to do it via script too: add to the gunner the action to stabilize the weapon via setting in the gun init field:

this addaction ["Stabilize gun", "stabilizegun.sqf"];

where stabilizegun.sqf script content is simply:

_target = _this select 0;

_caller = _this select 1;

_target setvectorup [0,0,1];

Cheers

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Thank you for the rapid response... I appreciate it VERY much!

The .csv-.xml program didn't work out on my machine for some reason, so I have to do the entire thing manually. Only problem I am stuck on is that I am not sure what to rename the name and properties ID's. This is probably the most important step, and I am stuck as to what to do. If it is at all possible to send me your converted stringtables.xml file, that would probably save me an entire night of struggle.

Also, what do we do about the includes in the stringtable.csv file? Can you just add them to the .xml file?

I discovered a method of including other xml files... does the following look appropriate for ArmA 2 related xml files? I think there might be a better way of going about this.

<includes xmlns:xi="http://www.w3.org/2001/XInclude">
   <title></title>
       <xi:include href="R3F_ARTY_AND_LOG\stringtable.xml"/>
</includes>

If the above method works, then we will need to convert all .csv files into .xml and add the includes using the code above.

----------UPDATE----------

For all who are using F2 mission template framework, I made a temporary fix for the stringtable.xml issues:

Basically, it is easier to convert the stringtable.xml (F2's stringtable file) to a stringtable.csv (the format Artillery and Logistics uses) then it is the other way around.

The following link is the fix that will make the F2 framework and R3f's Artillery and Logistics mod compatible together.

http://www.filefront.com/15482079/stringtableFix.rar

(Just replace the original stringtable.csv with this one, and delete stringtable.xml)

(I only did English and French Languages)

----------------------------

Thanks my brother!!

:D

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finally i got luck and succeed to make a table, i just used the same name as the M119 HE shells, i thought that it will give me the same table as the "table_M119_et_D30.sqf", but instead of that, it gave me a table full of zero's.

that's the init.sqf:

#include "R3F_ARTY_AND_LOG\init.sqf"

startLoadingScreen ["Computing..."]; // Permits to compute very faster
[
    // M×™ta-donn×™es (meta-data)
   [
       getNumber (configFile >> "CfgMagazines" >> "ARTY_Sh_105_HE" >> "initSpeed"),
        -(getNumber (configFile >> "CfgAmmo" >> (getText (configFile >> "CfgMagazines" >> "ARTY_Sh_105_HE" >> "ammo")) >> "airFriction")),
        R3F_ARTY_table_altitude_impact_defaut,
        R3F_ARTY_table_angles_defaut
    ],
    // Donn×™es  (data)
    [] // Vide en entr×™e (empty in output)
] call compile preprocessFile "R3F_ARTY_AND_LOG\R3F_ARTY\calcul_balistique\generer_table.sqf";
endLoadingScreen; // <- DON'T forget this line !

from the ARMA2.RPT:

/****** DEBUT DE LA TABLE ******/
[
// Meta-donnees
[
	0, // Vitesse initiale
	-0, // 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
	[
		0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
		0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
		0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
		0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
		0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
		0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
		0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
		0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
		0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
	],
	// Portees pour chaque elevation pour l'altitude d'impact -600m
	[
		0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
		0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
		0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
		0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
		0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
		0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
		0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
		0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
		0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
	],
	// Portees pour chaque elevation pour l'altitude d'impact -400m

i know it's becouse the 0 in the initial velocity and in the friction, but how can i change that, and how can i add a new ammo to the game (i want a new M119 HE shell that can reach more then ~5.5 km).

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Hi Masters!!!

Why is so difficult to use the cell phone and the arty cannons?

I put the coordinates clicking on the map, shot, but the precision on impact is poor....

Why?

Best Regards

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New version release :

This version enhance mainly the artillery part.

v1.2

- Fix the displayed value for elevation when the artillery piece is in slope

- Adjust the cost capacity of the containers which were equals to their own capacity

- Optimization of the ballistic calculations (speed and precision)

- The longitude/latitude coordinates format are now in a 4 digits notation

- The fire adjustments is now in a "Add, Drop, Left, Right + Dir. to target" notation

- Add the possibility to close/open the interface in an artillery piece

I had no time to succeed on stringtable.xml or better documentation. This will be for a next version.

Download on the first message.

@D3lta :

Maybe you tried on a slope terrain. The bug is fixed in this version 1.2.

If you still can't succeed, you not understand something.

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- The longitude/latitude coordinates format are now in a 4 digits notation

- The fire adjustments is now in a "Add, Drop, Left, Right + Dir. to target" notation

Much praise for adding the requested features from myself and the 3rd Marine Division. Should be using it during our joint training exercise with the 506th PIR on the 21st! Thank you so much madbull.

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New version release :

This version enhance mainly the artillery part.

I had no time to succeed on stringtable.xml or better documentation. This will be for a next version.

Download on the first message.

@D3lta :

Maybe you tried on a slope terrain. The bug is fixed in this version 1.2.

If you still can't succeed, you not understand something.

I updated the directory R3F_ARTY_AND_LOG in my last mission and now, I have a problem: No ammo and cannon selection , no Operator selection... :(

probgc.jpg

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I updated the directory R3F_ARTY_AND_LOG in my last mission and now, I have a problem: No ammo and cannon selection , no Operator selection... :(

probgc.jpg

It looks like you half updated as your interface shows adjustments the old way still. If you noticed he also mentioned fire adjustments per my request were changed to be add, drop, left, right instead of the north east south and west. Try removing everything from the script and add it back in with only the new updated download.

Though I have not yet got this going, but will test within the hour and report if I get this issue for some reason.

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Ok so here is a image from my in game menu, so as I thought earlier you didn't do the setup correctly. Look at my image and you can see its newer.

http://3rdmd.net/images/alderman/arma2-2010-02-09 21-30-35-54.jpg

Made it a link since it is kinda big.

@Madbull

I just realized that your longitude and latitude are wrong and need to be switched. The values displayed are correct per the orde but if you noticed the value inputted in each is reversed, so on the display as shown above you should switch longitude with latitude as lat is read before long. Nothing with the interface needs to be changed so do not swap where the grid values get entered!. Anyway let the fun begin!

Edited by Alderman

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@D3lta :

As Alderman said, you probably have a mix of old and new files.

Try to reinstall properly the R3F system. Try also to reboot your game (some informations are persistent, even if you reload the mission).

If the problem persist, please give me more detail to know is something goes wrong with the new version.

@Alderman :

First longitude, then latitude seems to be the right order. On the ArmA GPS, that's this one used. And that's also how I usually say a position.

Could you explain more precisely the problem ? Is it about the army's artillery communication procedure ?

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Has anyone been able to get different ammunition types to work and if so could you please post the info needed to do so.

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How to add a new ammunition type ?

Step 1 :

Get the magazine class name of your ammunition type (not in CfgAmmo but in CfgMagazines). Check out the external addon documentation or extract it from the addon config file.

Step 2 :

Copy/paste the following code in the init.sqf of the root directory of the mission, just after the line #include "R3F_ARTY_AND_LOG\init.sqf".

Replace the two "MAGAZINE_CLASSNAME" strings by the magazine class name of step 1.

startLoadingScreen ["Computing..."]; // Permits to compute very faster
[
   // Méta-données (meta-data)
   [
       getNumber (configFile >> "CfgMagazines" >> [b]"MAGAZINE_CLASSNAME"[/b] >> "initSpeed"),
       -(getNumber (configFile >> "CfgAmmo" >> (getText (configFile >> "CfgMagazines" >> [b]"MAGAZINE_CLASSNAME"[/b] >> "ammo")) >> "airFriction")),
       R3F_ARTY_table_altitude_impact_defaut,
       R3F_ARTY_table_angles_defaut
   ],
   // Données  (data)
   [] // Vide, sortie (empty, output)
] call compile preprocessFile "R3F_ARTY_AND_LOG\R3F_ARTY\calcul_balistique\generer_table.sqf";
endLoadingScreen; // <- DON'T forget this line !

Step 3 :

Launch the mission. A loading screen appears. You have to wait up to one hour of computation.

Step 4 :

When the loading screen is finished, open you ARMA2.RPT file in a text editor.

ARMA2.RPT is located in :

- Windows XP : %userprofile%\Local Settings\Application Data\ArmA2

- Windows Vista / 7 : %userprofile%\AppData\Local\ArmA2

You must configure windows to show the hidden directories.

Copy in the windows press-paper all this content :

/****** DEBUT DE LA TABLE ******/
[b]Lots of data[/b]
/****** FIN DE LA TABLE ******/

Then close the text editor.

Step 5 :

Create a new file named "table_my_new_ammo.sqf" in the "R3F_ARTY_AND_LOG\R3F_ARTY\tables\" directory of your mission.

Open it in a text editor. Paste all the content copied previously.

Check if there is no log message from other addons between the data.

If there is log messages, clean it.

Save the file then close the text editor.

Step 6 :

Open the "\R3F_ARTY_AND_LOG\R3F_ARTY\init.sqf" file in a text editor.

You should see this code at line 25 :

	// Load of pre-computed tables - add here the new tables
// Chargement des tables précalculées - ajouter ici les nouvelles tables
R3F_ARTY_tables =
[
	#include "tables\table_M119_et_D30.sqf"
	,
	#include "tables\table_M252_et_2b14_82mm.sqf"
];

Add an include for your new file. It should look like this :

	// Load of pre-computed tables - add here the new tables
// Chargement des tables précalculées - ajouter ici les nouvelles tables
R3F_ARTY_tables =
[
	#include "tables\table_M119_et_D30.sqf"
	,
	#include "tables\table_M252_et_2b14_82mm.sqf"
	[color="Red"],[/color]
	[b]#include "tables\table_my_new_ammo.sqf"[/b]
];

Take care of the commas.

Save the file and close the text editor.

Step 7 :

Do it only if the new ammo type comes with a new artillery piece :

Open the "R3F_ARTY_AND_LOG\R3F_ARTY\config.sqf" file in a text editor.

You should see this code at line 32 :

R3F_ARTY_CFG_pieces_artillerie = ["M119", "D30_Base", "M252", "2b14_82mm"];

You must add the vehicle class name (from CfgVehicles) of your new artillery piece.

If the class name is "my_new_gun", the modified line should look like this :

R3F_ARTY_CFG_pieces_artillerie = ["M119", "D30_Base", "M252", "2b14_82mm"[b], "my_new_gun"[/b]];

This is finished. Good job. And enjoy !

This explaination will be re-used for the future mission maker manual.

Edited by madbull

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@D3lta :

As Alderman said, you probably have a mix of old and new files.

Try to reinstall properly the R3F system. Try also to reboot your game (some informations are persistent, even if you reload the mission).

If the problem persist, please give me more detail to know is something goes wrong with the new version.

@Alderman :

First longitude, then latitude seems to be the right order. On the ArmA GPS, that's this one used. And that's also how I usually say a position.

Could you explain more precisely the problem ? Is it about the army's artillery communication procedure ?

I removed the old stringtable.csv (.rar fix), and now, R3F Arty. is OK.:yay:

The precision is much better now!!!!! More easy to adjust the cannon....

Best Regards!!!!

thanks Masters!!!!!!!!

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How to add a new ammunition type ?

Step 1 :

Get the magazine class name of your ammunition type (not in CfgAmmo but in CfgMagazines). Check out the external addon documentation or extract it from the addon config file.

Step 2 :

Copy/paste the following code in the init.sqf of the root directory of the mission, just after the line #include "R3F_ARTY_AND_LOG\init.sqf".

Replace the two "MAGAZINE_CLASSNAME" strings by the magazine class name of step 1.

startLoadingScreen ["Computing..."]; // Permits to compute very faster
[
   // Méta-données (meta-data)
   [
       getNumber (configFile >> "CfgMagazines" >> [b]"MAGAZINE_CLASSNAME"[/b] >> "initSpeed"),
       -(getNumber (configFile >> "CfgAmmo" >> (getText (configFile >> "CfgMagazines" >> [b]"MAGAZINE_CLASSNAME"[/b] >> "ammo")) >> "airFriction")),
       R3F_ARTY_table_altitude_impact_defaut,
       R3F_ARTY_table_angles_defaut
   ],
   // Données  (data)
   [] // Vide, sortie (empty, output)
] call compile preprocessFile "R3F_ARTY_AND_LOG\R3F_ARTY\calcul_balistique\generer_table.sqf";
endLoadingScreen; // <- DON'T forget this line !

Step 3 :

Launch the mission. A loading screen appears. You have to wait up to one hour of computation.

Step 4 :

When the loading screen is finished, open you ARMA2.RPT file in a text editor.

ARMA2.RPT is located in :

- Windows XP : %userprofile%\Local Settings\Application Data\ArmA2

- Windows Vista / 7 : %userprofile%\AppData\Local\ArmA2

You must configure windows to show the hidden directories.

Copy in the windows press-paper all this content :

/****** DEBUT DE LA TABLE ******/
[b]Lots of data[/b]
/****** FIN DE LA TABLE ******/

Then close the text editor.

Step 5 :

Create a new file named "table_my_new_ammo.sqf" in the "R3F_ARTY_AND_LOG\R3F_ARTY\tables\" directory of your mission.

Open it in a text editor. Paste all the content copied previously.

Check if there is no log message from other addons between the data.

If there is log messages, clean it.

Save the file then close the text editor.

Step 6 :

Open the "\R3F_ARTY_AND_LOG\R3F_ARTY\init.sqf" file in a text editor.

You should see this code at line 25 :

	// Load of pre-computed tables - add here the new tables
// Chargement des tables précalculées - ajouter ici les nouvelles tables
R3F_ARTY_tables =
[
	#include "tables\table_M119_et_D30.sqf"
	,
	#include "tables\table_M252_et_2b14_82mm.sqf"
];

Add an include for your new file. It should look like this :

	// Load of pre-computed tables - add here the new tables
// Chargement des tables précalculées - ajouter ici les nouvelles tables
R3F_ARTY_tables =
[
	#include "tables\table_M119_et_D30.sqf"
	,
	#include "tables\table_M252_et_2b14_82mm.sqf"
	[color="Red"],[/color]
	[b]#include "tables\table_my_new_ammo.sqf"[/b]
];

Take care of the commas.

Save the file and close the text editor.

Step 7 :

Do it only if the new ammo type comes with a new artillery piece :

Open the "R3F_ARTY_AND_LOG\R3F_ARTY\config.sqf" file in a text editor.

You should see this code at line 32 :

R3F_ARTY_CFG_pieces_artillerie = ["M119", "D30_Base", "M252", "2b14_82mm"];

You must add the vehicle class name (from CfgVehicles) of your new artillery piece.

If the class name is "my_new_gun", the modified line should look like this :

R3F_ARTY_CFG_pieces_artillerie = ["M119", "D30_Base", "M252", "2b14_82mm"[b], "my_new_gun"[/b]];

This is finished. Good job. And enjoy !

This explaination will be re-used for the future mission maker manual.

I did as you instructed and only got a small amount of data returned. This happened really quickly, around one minute. It doesn't seem right to me.

140.592 (0) XEH: PostInit Started

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

[

// Meta-donnees

[

850, // 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

---------- Post added at 01:25 AM ---------- Previous post was at 01:24 AM ----------

This is what I ran in the init.sqf file

#include "R3F_ARTY_AND_LOG\init.sqf"

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

[

// Méta-données (meta-data)

[

getNumber (configFile >> "CfgMagazines" >>

"ARTY_30Rnd_105mmWP_M119" >> "initSpeed"),

-(getNumber (configFile >> "CfgAmmo" >> (getText (configFile

>> "CfgMagazines" >> "ARTY_30Rnd_105mmWP_M119" >> "ammo")) >>

"airFriction")),

R3F_ARTY_table_altitude_impact_defaut,

R3F_ARTY_table_angles_defaut

],

// Données (data)

[] // Vide, sortie (empty, output)

] call compile preprocessFile "R3F_ARTY_AND_LOG\R3F_ARTY

\calcul_balistique\generer_table.sqf";

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

// For the demo mission : explanation

execVM "briefing.sqf";

// For the demo mission : give a GPS to the player

if !(isServer && isDedicated) then

{

[] spawn

{

sleep 1;

while {true} do

{

player addWeapon "ItemGPS";

player addWeapon "Binocular";

waitUntil {!alive player};

waitUntil {alive player};

};

};

};

Edited by tromac
Duplicate posting.

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