So, for context, there's an op I'm working on where an SF team infiltrates an OP overlooking an airfield, and they call in a TLAM strike, to add to the immersion, I added in an S-300 battery that will fire at an invisible airplane target towards where the TLAMs are coming from to add immersion, I used WhiteRaven's scripts for this, and it is as follows,
*/
//-------------------------------------------------------------- Params
_vic = _this select 0;
//---------------------------------------------------------------------
while {true} do {
sleep 1;
//---------------------------------------------------------- 1st Target
_vic doTarget t3;
sleep 2;
_vic fireAtTarget [t3];
//---------------------------------------------------------- 2nd Target
_vic doTarget t3;
sleep 2;
_vic fireAtTarget [t3];
//---------------------------------------------------------- 2nd Target
_vic doTarget t3;
sleep 2;
_vic fireAtTarget [t3];
//---------------------------------------------------------- 3rd Target
_vic doTarget t3;
sleep 2;
_vic fireAtTarget [t3];
//---------------------------------------------------------- 4th Target
sleep 1;
};
//---------------------------------------------------------- Script end
To execute, I paired it with the Tomahawk script, done by NikkoJT on the discord, "TNRGN_fnc_wr_vic_shoot" is where the script above is activated,
/*
Function for causing a VLS to shoot at grid references. Hopefully.
To use: local execute in debug or execute code module. Specify grid refs as strings. Can be used more than once.
["123456","768910"] spawn TNRGN_fnc_missileStrike
*/
// Trigger your SAM launch
[] spawn {
{
sleep (random 5);
[_x] remoteExec ["TNRGN_fnc_wr_vic_shoot",_x];
} forEach [s3001,s3002,s3006,s3004,s3005,s3006];
};
sleep 60;
{
// Create target at position converted from grid
private _position = _x call CBA_fnc_mapGridToPos;
private _target = createVehicle ["LaserTargetW",_position];
// Create a dummy object to attach the laser target and force persistence
private _dummy = createVehicle ["Land_InvisibleBarrier_F",_position];
_target attachTo [_dummy];
sleep 1;
// Make sure everyone knows about the target
[west,[_target,300]] remoteExec ["reportRemoteTarget",TNRGN_veh_VLS];
[_target, [west,true]] remoteExec ["confirmSensorTarget",TNRGN_veh_VLS];
for "_i" from 1 to (round random [1,2,3]) do {
[gunner TNRGN_veh_VLS,_target] remoteExec ["doTarget",TNRGN_veh_VLS];
sleep 3;
[TNRGN_veh_VLS,[_target]] remoteExec ["fireAtTarget",TNRGN_veh_VLS];
[TNRGN_veh_VLS,1] remoteExec ["setVehicleAmmo",TNRGN_veh_VLS];
};
// Clean up targets and dummies after a reasonable delay
[_target,_dummy] spawn {
sleep 180;
{
deleteVehicle _x;
} forEach _this;
};
} forEach _this;
Now in SP, and local MP this would work flawlessly, the S-300s fire straight at the target, and it looks amazing, in dedicated MP however, the S-300 fails to aim at the target, and just launch without aiming, causing the missile to go haywire, do a cartwheel, and slam into the ground, it looks a bit silly, and I'm stumped on how to fix it, or how to implement an alternative since I'm not very good at scripting, so uhhhh, please help.