Jump to content

headspace

Member
  • Content Count

    66
  • Joined

  • Last visited

  • Medals

Everything posted by headspace

  1. What new types of demo mission would you guys want to demonstrate how to do things? I'm open to suggestions.
  2. What? You absolutely can use the MLRS as a player and apply indirect fire to any location on the map within its firing envelope; just use the Artillery Module's firing interface. Do it in Chernarus where there's enough area. Why would you say something like that without knowing?
  3. Legislator: It's not working because the second parameter is a position, not an object. You need to do getPosASL test if test is an object.
  4. headspace

    Artillery Issue

    The MLRS doesn't have a SADARM ammo type. That's why it isn't working.
  5. Legislator: Set the artillery up as described in the biki. Put a trigger on the beach where the AAV's show up. In the activation field of the trigger, put the call to BIS_ARTY_F_ExecuteTemplateMission.
  6. headspace

    High artillery round flight times

    I'd be *extremely* surprised if it took that long. Generally, it's going to take closer to 2 minutes at the longest ranges. Please time it from between when you hear "Shot", which is when the first round is shot, and "Splash" which is notification from the FDC that your rounds are a few seconds out.
  7. You could use thisList (from the trigger) to fire on the location where AI was spotted.
  8. I'd try using createUnit for logics. Run the sync right after creating it. Do not use createVehicle.
  9. beita: That's good, except you want to use a getPosASL instead of getPos. Elevation matters when the firing solution is calculated.
  10. That is what the two demo missions are for. Check those out if you are confused about where to put things.
  11. It looks like you're using groups instead of logics to refer to your artillery batteries, Mixer. Do you have two seperate logics? Because if you are using just one logic, it will treat it as one battery.
  12. The MLRS doesn't have a WP munition at present.
  13. The easiest way to do that is in the fire mission template, in the documentation.
  14. While it's true real copperheads are expensive, keep in mind that we're dealing in fiction here with a 105mm laser guided round. Modern artillery rounds are evolving every day, so it's not unreasonable to imagine a cheaper, guided alternative being fielded a few years from now. Regardless, one always has the option of making an addon with lower round count.
  15. My pleasure. I am extremely happy that people are having fun with it.
  16. First, I named the ARTY logic so that there was a variable to reference it by. Then, I used that variable as the battery parameter in the ExecuteMission function.
  17. Bubi: Make a script that sleeps for 10 or 20 minutes, then adds the request. Pretty simple.
  18. Shack Tactical :D We're all stoked for ArmA 2.
  19. schaefsky: You did not find a bug, you found a piece of code that is no longer intended to be used--look very carefully around that part of it that you quoted. It's also part of the reason why that didn't appear in the documentation on the biki. The Artillery Logic is the "battery". It may work if you pass the group under some limited circumstances, but that method is not supported. I also tested your mission. It seems to work fine for me when I refer to the ARTY Logic as the battery, but you have all of the artillery pieces (instead of just one) synced, which is unecessary.
  20. beita: SOM is going to serve them one at a time. I'm not in a position where I can test this directly, but try requesting artillery twice after you do the second one and see what happens. The first method isn't going to work.
  21. Just to be clear the arty module is your battery variable. Even if you used another method and it worked, the right way to do it is to use the arty module. Any other method is unsupported. Yes, add multiple support requests (using the different artilleries) with SOM should work, or you could manually do it by calling fire missions through the mechanism of your choice. The module will load the appropriate ammo if it's defined for its type, however you need to specify the battery explicitly. There's currently no mechanism native to the Artillery Module to select a battery on the fly, although such a thing would be pretty easy to script.
  22. That's a loaded question...no pun intended. But I'm not sure what you mean by "close." Obviously the Artillery Module was meant to be different than CoC:UA in many aspects. While I am sure it shares some features by virtue of being about the same thing, there are bound to be major differences. Keep in mind also that I haven't actually ever played CoC:UA.
  23. Some demo missions are now located at http://community.bistudio.com/wiki/Artillery_Module#Example_Missions. This should answer (most) of the questions that have come up, and are within the scope of the biki documentation.
  24. headspace

    ARMA II Comref

    Awesome, Marek! This is much appreciated by the community.
  25. Just noticed this. You have to reference the Artillery Module game logic. Try this, too: [["artillery_barrage"], player, [[_myBattery, [1,3,4,7,8,9]]]] call BIS_SOM_addSupportRequestFunc; That will let you use the SOM method with your battery.
×