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o3oDeath

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Everything posted by o3oDeath

  1. Real Artillery 2 This Addon converts the vannila ArmA D-30 and M119 into a manually controlled long range cannon with the ability to plot target data and use high angle trajectories up to 13 to 14 km. Features: Both HE and SABOT rounds Fire direction control on every gun. Click on the map to  get distance, direction to the target and the topographical elevation of the target. Screen of FDC and gun settings panel Registration fire mode. Real time tracking of round. allows to make corrections to your fire solution on the fly. Screen of registration fire mode Balistics remain the same so any range tables that were made with the beta are still good to use. Any missions made with the beta are still usable. Just remove the old fire control scripts from the mission. Or you can leave them, there should be no conflict with the old fire control and new fire control. The new FDC uses createvehicle "logic" ran locally, where the old used setpos on an invisible helipad. Two completely different scripts. all you have to do is put the gun on the map and play no additional scripting needed to use the fire direction control. I was going to add a range table dialog but decided against it as it adds to the learning curve of the addon which is what I was aiming for. I didn't want it to be "idiot proof". I wanted it to have a steeper learning curve and to force team play. Thanks to everyone for emailing me bugs and feed back and to those who helped me test it. I recomend while firing the gun to change your control settings and adjust your mouse sensitivity all the way down for more precise aiming. Real artillery 2 final Change log Fixed bug; eventhandlers were double stacking on the registration fire mode. Removed Timed delay rounds. Removed all un-needed config files for ammo and magazines. Both guns run on the same configs. 2 ammo classes and 14 magazine classes. 1.Integrated fire control scripts into the addon. No outside scripting needed for the fire control center. Each gun has a fire control computer to plot it's own target data. New user Interface integrating gun settings and fire control together Changed reload time to 6 rounds per minute. The actual fire rate of the L119 / M119 Included public key Any bugs or questions regarding this addon feel free to contact me at [email protected] Feel free to use this addon any way you see fit
  2. UPDATED Version 1.1 (28 sep 2007) DESCRIPTION: If you want functional artillery like bohemia intractive should have provided then this is the addon for you. There are no click on map scripts or any fancy stuff like that. This addon Actually fires the round and has various powder charge strengths to give you a variety of ranges and trajectories. This addon was not designed for single player even though it works fine in single player it requires team work to hit a target at long ranges. I have included a mission file that has a script for a spotter. Both spotter and gunner must be human players and they must work together using the tools provided with the addon and a little math to hit the target. This isn't a 'every man is an expert artillery man script" Since the rounds are actually fired from the gun you get kill credits. The only script used in the addon itself shows you the "tangent" ( left and right angle) and "elevation" (Vertical angle) these are shown in degrees. For the cannons the tangent is shown in plus and minus values. 0 to -179.999 is from north to south -90 being west. -79.999 to 0 is south to north 90 being east. All other scripts are in the mission files and have to be configured when making a mission. Read the read me for installation instructions and mission and script explanations. Change log 1.1 muzzle velocities changed to reflect more accurate max ranges 1 tp 10 KM New missions included increased max rate of fire to 12 rounds per minute. included short cuts for 505 and Atari versions of arma and a mod folder Download real-artillery version 1.1 here please report any bugs if you find them and i will fix them up. Enjoy
  3. o3oDeath

    Ammo config help

    BI account was not working for a few days. got it fixed now. any configuration I use will work as long as it doesn't have the simulation = shotsmoke; looked at dozens of possible way to config this tore apart other addons and a bunch of other stuff. Seems anytime some uses smoke rounds it is a scripted event and not a configured action. only thing I can think is that the M119 is configured from the "cannoncore" where as the smokeshells come from <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">GrenadeLauncher : Default { Throw : GrenadeLauncher { muzzles[] = {"HandGrenadeMuzzle", "HandGrenadeTimedMuzzle", "SmokeShellMuzzle", "SmokeShellRedMuzzle", "SmokeShellGreenMuzzle" }; ThrowMuzzle : GrenadeLauncher{ SmokeShellMuzzle : ThrowMuzzle i even went as far as to create a seperate muzzle for the gun and still had the same results
  4. I am trying to make smoke shells in a config to fire from my arty mod. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgAmmo    {     class ShellCore; // External class reference class ShellBase : ShellCore { soundHit[] = {"\ca\weapons\data\sound\explo_large_03", 56.2341, 1}; soundFly[] = {"\LRM119\Sound\105mmFly2.wss", 50, 1}; CraterEffects = "ShellCrater"; visibleFire = 75; // how much is visible when this weapon is fired audibleFire = 75; }; class FC_105_SMOKE : Shellbase {    hit = 50; indirectHit = 0; indirectHitRange = 0; typicalSpeed = 100; airFriction = -0.0001500; explosive = false; simulation = "shotSmoke"; soundHit[] = {"", 0, 1}; smokeColor[] = {1, 1, 1, 0}; cost = 300;       timetolive = 500; model = "\ca\Weapons\shell"; }; }; No errors and the ammo actually loads into the gun, but it doesn't fire. Anyone have an idea about this? Respectfully Jones
  5. I was trying variations of that and it was tweaking out on me. Might have just been bad coding. I will run that solution through a few times as it would allow me to handle more classes much easier. thanks respectfully jones
  6. I will describe this as best as I can.  i am creating 64 different magazine classes for my artillery mod. I have broken down the class names into sections to identify them. propellent, round type, and powder charge. I list all three categories in combo boxes. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Example FC_IDD_FCVIEW = 5980; FC_PRPCOMBO = 5990; FC_RNDCOMBO = 5991; FC_PCCOMBO  = 5992; _ok = createDialog "FC_FCDialog"; _index1 = lbAdd [FC_PRPCOMBO, "M1"]; lbSetData [FC_PRPCOMBO, _index1, "M1_"]; _index1 = lbAdd [FC_PRPCOMBO, "M3"]; lbSetData [FC_PRPCOMBO, _index1, "M3_"]; _index1 = lbAdd [FC_PRPCOMBO, "M6"]; lbSetData [FC_PRPCOMBO, _index1, "M6_"]; _index2 = lbAdd [FC_RNDCOMBO, "HE"]; lbSetData [FC_RNDCOMBO, _index2, "HE_"]; _index2 = lbAdd [FC_RNDCOMBO, "SABOT"]; lbSetData [FC_RNDCOMBO, _index2, "SABOT_"]; _index2 = lbAdd [FC_RNDCOMBO, "Smoke"]; lbSetData [FC_RNDCOMBO, _index2, "SMOKE_"]; _index3 = lbAdd [FC_PCCOMBO, "Powder charge 1"]; lbSetData [FC_PCCOMBO, _index3, "PC1"]; _index3 = lbAdd [FC_PCCOMBO, "Powder charge 2"]; lbSetData [FC_PCCOMBO, _index3, "PC2"]; _index3 = lbAdd [FC_PCCOMBO, "Powder charge 3"]; lbSetData [FC_PCCOMBO, _index3, "PC3"]; _index3 = lbAdd [FC_PCCOMBO, "Powder charge 4"]; lbSetData [FC_PCCOMBO, _index3, "PC4"]; _index3 = lbAdd [FC_PCCOMBO, "Powder charge 5"]; lbSetData [FC_PCCOMBO, _index3, "PC5"]; _index3 = lbAdd [FC_PCCOMBO, "Powder charge 6"]; lbSetData [FC_PCCOMBO, _index3, "PC6"]; _index3 = lbAdd [FC_PCCOMBO, "Powder charge 7"]; lbSetData [FC_PCCOMBO, _index3, "PC7"]; What I am looking to do is to run a script that will take each piece of data and put it together into one variable, the magazine class name. I select the first box "M1" propellent name then the next box  "HE"  then the last box "PC1" When hit the load button on the dialog I want it to take all three data sets from the 3 list boxes (index1 index2 and index3) and create one variable "M1_HE_PC1" (the magazine class name so that I can load it into the gun. I have tried several times but i keep hitting a wall. I am still fairly new to this stuff. I am not even sure if it is possible.any insight on how to achieve this or a better way, would be greatly appreciated. EDIT: Found solution <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Ammo.sqf FC_IDD_FCVIEW = 5980; FC_PRPCOMBO = 5990; FC_RNDCOMBO = 5991; FC_PCCOMBO  = 5992; _ok = createDialog "FC_FCDialog"; _index = lbAdd [FC_PRPCOMBO, "M1"]; lbSetData [FC_PRPCOMBO, _index, "M1_"]; _index = lbAdd [FC_PRPCOMBO, "M3"]; lbSetData [FC_PRPCOMBO, _index, "M3_"]; _index = lbAdd [FC_PRPCOMBO, "M6"]; lbSetData [FC_PRPCOMBO, _index, "M6_"]; Then call this file from the onLBSelChanged <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Ammo2.sqf FC_IDD_FCVIEW = 5980; FC_PRPCOMBO = 5990; FC_RNDCOMBO = 5991; FC_PCCOMBO  = 5992; _control = _this select 0; _index = _this select 1; _displaym = findDisplay FC_IDD_FCVIEW; _ammo = _control lbdata _index; switch (_ammo) do {   case "M1_":   { lbclear FC_RNDcombo; lbclear FC_PCcombo; _index = lbAdd [FC_RNDCOMBO, "M1_HE"]; lbSetData [FC_RNDCOMBO, _index, "M1_HE_"]; _index = lbAdd [FC_RNDCOMBO, "M1_SABOT"]; lbSetData [FC_RNDCOMBO, _index, "M1_SABOT_"]; _index = lbAdd [FC_RNDCOMBO, "M1_SMOKE"]; lbSetData [FC_RNDCOMBO, _index, "M1_SMOKE_"];   };   case "M3_":   { lbclear FC_RNDcombo; lbclear FC_PCcombo; _index = lbAdd [FC_RNDCOMBO, "M3_HE"]; lbSetData [FC_RNDCOMBO, _index, "M3_HE_"]; _index = lbAdd [FC_RNDCOMBO, "M3_SABOT"]; lbSetData [FC_RNDCOMBO, _index, "M3_SABOT_"]; _index = lbAdd [FC_RNDCOMBO, "M3_SMOKE"]; lbSetData [FC_RNDCOMBO, _index, "M3_SMOKE_"];   }; case "M6_": { lbclear FC_RNDcombo; lbclear FC_PCcombo; _index = lbAdd [FC_RNDCOMBO, "M6_HE"]; lbSetData [FC_RNDCOMBO, _index, "M6_HE_"]; _index = lbAdd [FC_RNDCOMBO, "M6_SABOT"]; lbSetData [FC_RNDCOMBO, _index, "M3_SABOT_"]; _index = lbAdd [FC_RNDCOMBO, "M6_SMOKE"]; lbSetData [FC_RNDCOMBO, _index, "M3_SMOKE_"];  }; case "M1_HE_": { _index = lbAdd [FC_PCCOMBO, "M1_HE_PC1"]; lbSetData [FC_PCCOMBO, _index, "M1_HE_PC1"]; _index = lbAdd [FC_PCCOMBO, "M1_HE_PC2"]; lbSetData [FC_PCCOMBO, _index, "M1_HE_PC2"]; _index = lbAdd [FC_PCCOMBO, "M1_HE_PC3"]; lbSetData [FC_PCCOMBO, _index, "M1_HE_PC3"]; _index = lbAdd [FC_PCCOMBO, "M1_HE_PC4"]; lbSetData [FC_PCCOMBO, _index, "M1_HE_PC4"]; _index = lbAdd [FC_PCCOMBO, "M1_HE_PC4"]; lbSetData [FC_PCCOMBO, _index, "M1_HE_PC4"]; _index = lbAdd [FC_PCCOMBO, "M1_HE_PC5"]; lbSetData [FC_PCCOMBO, _index, "M1_HE_PC5"]; _index = lbAdd [FC_PCCOMBO, "M1_HE_PC6"]; lbSetData [FC_PCCOMBO, _index, "M1_HE_PC6"]; _index = lbAdd [FC_PCCOMBO, "M1_HE_PC7"]; lbSetData [FC_PCCOMBO, _index, "M1_HE_PC7"];  };  }; Then run the last file on the last list box with onLBSelChanged to load the ammo. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ammoload.sqf FC_IDD_FCVIEW = 5980; _control = _this select 0; _index = _this select 1; _displaym = findDisplay FC_IDD_FCVIEW; _artmag = _control lbdata _index; _LRM119 = position player nearestObject "LRM119"; _Default_mags = magazines _LRM119; {_LRM119 removemagazine _x;}foreach _Default_mags; _LRM119 addmagazine _artmag; player groupchat format ["Ammo Loaded: %1",_artmag]; Sorry for the extremely long post but hopefully this may help someone with the same issue I had. Respectfully Jones
  7. o3oDeath

    Real Artillery 2 final

    No Ai support. I thought long and hard about that and it is just beyond my ability at this point. When I started this mod I barely knew how to add a respawn script to a mission. The main goal I wanted was to have 1. A gun that forced me to manually aim it. 2. actually fire the round so players get credit. 3. Have a steep learning curve so just not anyone could jump on it and use it like a pro. I am going to start working on a version 3. I would love to build an artillery addon from the ground up. A paladin would rock. I just have to go through the learning proccess again with modeling and skinning and stuff. Another thing I want to play with and I did briefly but put it on the back burner is to configure smoke rounds that explode on impact. and other ammo classes such as a bee hives, white phosphorus ect ect. This mod is a work in progress, hopefully I can eventually get it into a full addon a 155mm or 205mm or something. I have played with the sound back and forth for some time. I just can't seem to produce the sound loud enough to not be abnoxious to the gunner at close ranges and audible to a spotter. That will be a priority for me in the next few weeks.
  8. just got back from deployment / hosptial vacation and made a new version of real artillery. Spent some time optimizing some of the scripts and dialogs for this release and I am at a point to where I can find no major bugs. I also revamped all the balistics, they are far better now. you can hit ranges up to 12 - 14 km  So please give it a try and flame away at me with any bugs or critisisms. new features: Dialogs to manage ammo types and powder charges. HE, SABOT, and timed delay for air burst. Registration Fire mode: once activated will show real time tracking of round trajectory ( Bearing, Distance, and Altitude) Fire control script: included in a user mission template. It brings up a map dialog and when you click on the  target area it displays data to target ( bearing, distance, and elevation). I recomend madd matt's arma effects with this mod as the air burst on the timed delay are fairly weak with out it. Screens Fire control center Gun settings dialog Registration fire mode Download  Real Artillery 2 beta here This addon is signed with keys Feel free to use this however you like and have fun. any questions you can ask here i will check periodically or email me at [email protected] Very Respectfully Jones UPDATE I have integrated the fire control scripts in to the addon, so you just have to plug and play. I had to rewrite most of the addon to get it to work and I haven't tested it in Mp yet but I think there shouldn't be any problems as almost everything is ran local. I also totally revamped UI to integrate the fire control scripts. As soon as I test it out and Rewrite the addon for the LRD30 as I have only done the LRM119 thus far i will be ready to release a final version. thanks to all those who gave some good feed back. hopefully I will have a bug free final release soon. screenshot of the new UI (WIP)
  9. o3oDeath

    Real artillery 2 beta

    the data provided is raw data. Actuall distance from the fire control center and actual range. The elevation is the topographical elevaltion. you have to calculate the difference yourself. you can do this just by clicking the ground where the gun is to find the guns elevation. I had the guns elevation displayed in the hint window with the T&E but removed it. I am a minimalist with scripts the less you use to get the job done the less bugs and system usage you have. I just wrapped up the final release and need to MP test it. Each gun will have their own fire control computer now
  10. o3oDeath

    Real artillery 2 beta

    The Elevation is the angle of the tube in relation with the ground. Â If you create a range table, it will be thrown off if the gun isn't placed on level ground. That is why I added the registration fire mode you can always make corrections to a fire table for things like that. knowing your actual height elevation in relation to the target height elevation is crucial for ploting a fire solution. A fire table will be created on a flat surface but when engaging targets you will have a elevation difference that will effect the distance the round will go. for example if you are firing at targets that are 300m higher than the gun the round will have less travel time and not go as far as you calculated in a firing table i provided a cheesey diagram to show how elevations factors in on trajectory. .Cheesey trajectory diagram One thing I didn't put in my notes and note sure anyone has done it is to adjust your control settings when you gun. if you map the vehicle aim to the arrow keys you can use that for quick traverse and then adjust your floating point up and you mouse sensitivty all the way down and use the mouse for fine tuning. if you adjust your mouse sensitivity all the way down you can make adjustments down to 0.01 degrees effectively. I had some one ask me if I could make adjusting the aim easier but the only way is to adjust the settings with your mouse. if you sensitivity is high you will jump in higher increments like 5.12 degrees to 5.28 degrees but with a very low sensitivity it will adjust from 5.12 to 5.13 easiliy
  11. o3oDeath

    Real artillery 2 beta

    I am removing the timed delay rounds from the final release. The timed delay all have the same muzzle velocity. Maybe if I do a 3rd version i will find a way to set powder charge and a way to adjust fuze time. To do that I would have to write 5 pages of ammo configs. So the timed delay really was only good for ant-air could have some flak. i will put them back in a alater time but with out using an effects mod the air burst look really weak so i will have to create the effect for it later and possibly implement powder charges with timed fuzes. I am remaking the whole user interface and including the fire control scripts into it so that every gun will have a fire control computer. this way you can spread a battery out and every gunner can still plot their fire solutions accurately. Also the fire control will be plug and play no additional scripting needed. I was using an invisible helipad to move around and calculate the data I integrated it into the addon itself and no i create a logic and calculate the data and deleta the logic. I need to test this out fully in MP to make sure it doesn't blow anything up. Â i am going to strat writing up a range table and put it in a dialog that can be called up in the action menu also. Just haven't had much time to make one yet. as far as the negative elevation that is how it reads all the time I haven't figured a way to show it as positive. it always shows negative to me. just ignore that.
  12. o3oDeath

    Real artillery 2 beta

    I couldn't do that with this addon. There is little to no scripting involved. the gun mechanics are basically like vannila arma i just reconfigured it and add custom ammo classes that can be loaded via a script. The only way the guns fire is if a human gets in it and points and shoots. and at long ranges. the gunner has to do some calculations to lob the round in. this is by no means a scripted event The round leaves the tube just as it would any other gun. Where as most other artillery scripts have to create the round seperate from the gun. and triggers and commands can be scripted to alter the behavior. with this one all the behavior is pretty much dictated by the human players. I have got some feed back from a few folks and i am trying to integrate the fire control script into the addon itself. Then every gunner will have access to it. I am also cleaning it up and making the UI look pretty.
  13. o3oDeath

    Real artillery 2 beta

    trying to script Ai to determine the proper trajectory to and pwder charge to use to lob a round ove the map at 10 km is just a little bit beyond my ability. Hell i have a hard enough time doing it myself.
  14. o3oDeath

    Real artillery 2 beta

    the_shadow This isn't scripted artillery. A gunner has to man the gun and manually aim it with guidance from a human spoter. No triggers or anything like that it is fully manually operated. the only scripts used where to track the round and to show the tangent and elevation of the tube. This what the gunner can record his settings and make adjustments. I was working on making some firing tables with tube angles and powder charge formulas to show the potential range. however this wouldn't always be 100% accurate due to elevation changes in terrain. It would only represent potential range ona flat surface with no influence from terrain elevation. The one good thing about this addon is since it actually fires the round from the gun i.e not scripted. The gunner gets kills credit and any anti-team killing scripts or base killing scripts will work with it. It takes alot of trial and error to get it down, especially at longer ranges where a slight movement can throw you off a 100 meters. If the hint window shows a tangent and you move slightly it might not change but the change will be reflected if you have registration fire mode on and you can see the full result of how your round flew out and landed. The timed delay are the trickiest to pick up but once you get it down it is great for AA flak up to about 7 km this is where elevation plays a big part. If you are trying to put flak at a 100 meters above ground and the elevation is 300 then the end result of your round should be 400. It is extremely hard to hit anything at long ranges but it can be used to provide sector fires on an enemy LZ. The damage radius was increased for the times delay and damage is slightly reduced. If the round hits the ground it will lay on the ground and cook off. If you hear a whistling sound on the ground near you that means to run and take cover. i made spread sheets of round data while i was testing it and I might make a dialog for a quick reference. If you know anything about camera.sqs a good way to train is to creat a cam over looking the target area and attaching it to a fired event handler. If you click on the fire control center it moves an invisible helipad called EFM or WFM depending on side east or west. you can use that as a point of reference. I will try and dig something up and make a artillery training range.
  15. o3oDeath

    Real artillery 2 beta

    i haven't messed with the warfare much yet as I just was released from the hospital. Retiring in 2 weeks from the army been a long road and I am glad it is over. I will mess around with it as I have already started working on some more scripts and stuff for the addon. To those who Pmed me about using the first version of real artillery, i am sorry i was unable to respond as I got deployed to the middle east and got wounded and spent a litle time getting patched up. To any one who wishes to use this or the first release of real artillery feel free to do so. You have my permission to use it as you see fit. a note on the config.cpp I created ammo classes for every round as it made it easier to test different configurations. i was going to define the ammo as a single class but figured I would leave it as is seeing it works just fine. and i am still tweaking with it to see if I can get  better results. Makes it easier to test fire with 20 ammo classes available opssed to 1 or 2 and have to exit and restart the game every dang on time.
  16. o3oDeath

    Do the Bis Team hate Russia?

    BIS is located in the czech republic.. do you think the czechs have any love for the russians?
  17. o3oDeath

    Artillery script

    The current version i am using has been reworked from the ground up and It has more accurate ranges. I just have a couple issues with it before I release it. But I usually use the airfield in south sahrani as a fie base. When I post the new version you should be able to use a fire base on rahmadi and hit just about anywhere on the map terrain dictating ofcourse.
  18. o3oDeath

    Artillery script

    Look here, notice the "ADDON/MOD & MISSION MAKING" part near the bottom with an "ARMA EDITING" section Anyway cool script. But there might be a problem with very long range targets because the shells get deleted after (I think) 25 seconds. It's a setting in the config that could be changed with an addon. I don't know if you've already found a way to deal with that, haven't had a chance to look at the script myself. yep someone alerted me about that part of the forum, but what's done's done. I suppose a moderator will have to move the thread even though I think it's doing good here  concerning the range limit - I know about the time limit. furthermore: the force of drag in ArmA wouldn't allow the shell to fly much further than 5-6 km anyways. all of these issues are dealt with in the documentation to the script. but - try the script anyways. it kicks pretty much ass The range issue for the artillery is a bother. I bypassed it by making custom ammo classes and in order to simulate accurate ranges you have to use impossible muzzle velocities. I believe to get a projectile into orbit you need to have a velocity of 19,000 MPS in arma 17,000 MPS will get you about 10 KM. I tweaked with it for some time and the only way to get 10 km or above with out modifying any main files is to use crazy muzzle velocities. But if you want to increase the range of your script it is possible. Not true, you can change the air drag instead.  I've got APFSDS shells that will travel out to 22km (and would probably get near the realistic range of 80-115km if not for whatever deletes it at 22km) by using an initspeed of 1676 m/s and setting "airFriction = -0.0000375;" in the ammo config. Drag deceleration is simulated in ArmA as "airFriction * velocity^2", and the default airFriction for projectiles is -0.000500.  This value is about right for 20 mm shells, but too low for small arms and too high for larger cannon.  This is the value I changed when making my ballistics mod. I have been playing with it alot and with given muzzle velocities a drag of 0.0001500. seems to be the most accurate ranges. on a flat plat with a muzzle velocity of 1050 I can get 12 km
  19. o3oDeath

    Incoming!! Y.A.A.A...

    i have a small spread sheet of muzzle velocities with ranges at various angles. as of now it is incomplete and i am also working on the rocket assisted round. Right now the main priority is getting a good sound for the flying sound to get that whistling incomming sound. When I get all the data compiled I will PM it to you. In order to get those ranges you will have to create new magazine classes. but that is half the fun.
  20. o3oDeath

    Incoming!! Y.A.A.A...

    I am tweaking the ballistics for version 1.3 of my mod. and this seems to be the most acurate config for the ballistics of the 105mm airFriction = -0.0001500 powder charge 1 initSpeed = 150; powder charge 2 initSpeed = 300; powder charge 3 initSpeed = 450; powder charge 4 initSpeed = 600; powder charge 5 initSpeed = 750; powder charge 6 initSpeed = 900; powder charge 7 initSpeed = 1050; at powder charge 7 the max range is about 12.4 km I can't find much documentation on muzzle velocities and associated ranges for  the 105mm round so it is a rough estimate. I took a look at your script on your ammo classes: you can add this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgAmmo    {    class Sh_105_HE;    class CPS_Sh_105_HE : Sh_105_HE        {        timeToLive = 180;        //timeToLive = 20;    hit = 210;    indirectHit = 40;    //indirectHitRange = 20;    indirectHitRange = 10;          airFriction = -0.0001500 }; You have to change the initSpeed in your magazine class. I have measure a speed of 1050 at 23 degrees elevation at 12.4 KM. Some tweaks to your script and you could hit any where on the map.  Your script is a notch above other scripts I have used and I look foward you your next version peace
  21. o3oDeath

    Artillery script

    Look here, notice the "ADDON/MOD & MISSION MAKING" part near the bottom with an "ARMA EDITING" section Anyway cool script. But there might be a problem with very long range targets because the shells get deleted after (I think) 25 seconds. It's a setting in the config that could be changed with an addon. I don't know if you've already found a way to deal with that, haven't had a chance to look at the script myself. yep someone alerted me about that part of the forum, but what's done's done. I suppose a moderator will have to move the thread even though I think it's doing good here  concerning the range limit - I know about the time limit. furthermore: the force of drag in ArmA wouldn't allow the shell to fly much further than 5-6 km anyways. all of these issues are dealt with in the documentation to the script. but - try the script anyways. it kicks pretty much ass The range issue for the artillery is a bother. I bypassed it by making custom ammo classes and in order to simulate accurate ranges you have to use impossible muzzle velocities. I believe to get a projectile into orbit you need to have a velocity of 19,000 MPS in arma 17,000 MPS will get you about 10 KM. I tweaked with it for some time and the only way to get 10 km or above with out modifying any main files is to use crazy muzzle velocities. But if you want to increase the range of your script it is possible.
  22. o3oDeath

    Manual artillery addon

    the first release was just testing the waters. i made it for myself and didn't know if people would be ineterested in it. After about 150 PMs from a couple sites I decided I better fix it and make it easier to install. I tried to use scripts to make this and had 2 working versions but they always had issues with MP. So I decided to start over and not use scripts. Turns out that is the way to go.. Any ways I am working on version 1.2, it is a ways off but I am going to try and make the spotter an addon also. So that all the player has to do is drop the spotter on the map and make a point of reference for him. I will also try and build a range and direction finder or some other little toys.
  23. o3oDeath

    Manual artillery addon

    I figured out the issue. It was after the mission file was made into a PBO. the part in the code that has "player addaction" player has to be changed to the unit name. I explain it in the readme in the update in the mission example the names are FO1 FO2 and FO3 and instead of player addaction it says "FO1 addaction"
  24. o3oDeath

    Manual artillery addon

    There are two different lines to use in the init line. One is for west and one is for east. Make sure youuse the right one for the right side. The line has " if (playerside == west)" if you use that line on an east soldier it won't run the other say " if (playerside == east) " likewise if you put the code in the init line of a west soldier it won't show up. make sure you also name an object to point to in the fire base such as an invisible helipad and name it WFB for west and EFB for east. Note: there are also two scripts one for east and one for west "spotterW.sqf" and "spotterE.sqf"
  25. o3oDeath

    Manual artillery addon

    Update. I am wrapping up my final balistics test and these are my results for the next release. all test were conducted on a flat plane and rounds were fired at 45 degrees elevation. (Higher than 45 increases the trajectory and lowers the range.) Short range: PC1 = max range 1900 meters PC2 = max range 3600 meters PC3 = max range 4400 meters medium range: PC4 = max range 5500 meters PC5 = max range 6600 meters PC6 = max range 7200 meters long range: PC7 = max range 7900 meters PC8 = max range 8700 meters PC9 = max range 9200 meters I am wrapping things up and I am going to configure the LRD31 to the same specs. I hope to have it done in the next couple days.
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