headspace
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Information on how to make missions using the Artillery Module can now be found on this page. Enjoy.
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ArmA 2's Artillery Module
headspace replied to headspace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Can you link your mission.pbo so that I can see what you mean by the battery status functions failing? -
ArmA 2's Artillery Module
headspace replied to headspace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How, specifically? If you can demonstrate a clear repro, I can offer advice on how to resolve the issue. -
BM-21 Grad, rocket firing problem
headspace replied to shuko's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can also give the grads a position out in the middle of nowhere to fire at and then periodically call on the Artillery Module to fire at it. That way, you can allow the grads to move around or redeploy without messing things up. -
Multiple Artillery Barrages
headspace replied to Recoilless's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Recoilless: If you are using the Secop Manager method, you need to add the secop supports again for each kind of artillery barrage you want. This can be accomplished through triggers, through a script that gives you the supports on a periodic basis, or through numerous other methods. The key her is that you need to add a new support request each time. -
ArmA 2's Artillery Module
headspace replied to headspace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Volw: That code is incorrect; it doesn't reference the Artillery Logic. That may have something to do with it. Also make sure you're dropping fairly close to the target. -
ArmA 2's Artillery Module
headspace replied to headspace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Actually, it is entirely possible to spawn an Artillery logic and vehicles. But you need to do it in a particular order to ensure that it works. 1. Spawn the group of vehicles. 2. Spawn the artillery logic. (you must use createUnit!) 3. In the very same piece of code as (2), add the synchronization. The artillery will discover the vehicles when it initializes and you'll be cooking with gas at that point. -
ArmA 2's Artillery Module
headspace replied to headspace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The lines don't really mean anything, they're there for you to use as guides when looking at the map (for instance, if you want the line of fire to be parallel/perpendicular to something). -
A little compensation for richiespeedisback
headspace replied to rabs's topic in ARMA 2 & OA - GENERAL
To be honest, my favorite of ritchiespeed's videos is the artillery strike + raid one. Not because it involves the artillery per se, but because it actually represents the use of combined arms to assault an objective--something that the OFP/ArmA games are absolutely top-notch at representing. The other videos are more towards the tech demo side of things. BTW, ritchiespeed, did you use the MLRS or the howitzers for that? I thought I recognized the MLRS explosions. -
ArmA 2's Artillery Module
headspace replied to headspace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Guys, I've seen no issues with 1.02 so far, so if you can tell me exactly what you're doing (when it's not working) it'd be appreciated. Also note that the first (but not the later) version of VOP sound did something which caused an issue, and I believe that's been fixed. Hellfire: If you just want to click on the map and have it happen, the tutorial in the "Quick Start" portion of the biki tells how to do that. Put your ExecuteTemplateMission command inside the action portion of a radio trigger and you'll be good to go. It may seem daunting at first, but it's rather straightforward once you do it once. -
ArmA 2's Artillery Module
headspace replied to headspace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Charliereddog: That's a known issue; however I have not observed it to affect the outcome of the fire mission. Is your fire mission working? -
Dslyecxi's ArmA2 Tactics, Techniques, and Procedures Guide Published
headspace replied to dslyecxi's topic in ARMA 2 & OA - GENERAL
As a group, ShackTac is extremely fortunate to have such a comprehensive and effective set of SOPs in dslyecxi's TTP and now the TTP2. It's even more awesome that dslyecxi is offering it to the community for free. -
Artillery - make the player adjust fire.
headspace replied to Helmut_AUT's topic in ARMA 2 & OA - SUGGESTIONS
My suggested solution for that would be to define some arbitrary correction--on a per mission basis--to what target pos gets passed to BIS_ARTY_F_ExecuteTemplateMission. This would require the designer to implement their own player interaction, but again, the module will let you do that if you want. -
Artillery - make the player adjust fire.
headspace replied to Helmut_AUT's topic in ARMA 2 & OA - SUGGESTIONS
There is a module function detailed in the biki called BIS_ARTY_F_SetDispersion that allows you to set how accurate or inaccurate you want the artillery to be. There is also a way (several ways, actually) to script yourself a sheaf and even create a process to bracket a target if you want to get that fancy. I would appreciate it, though, if this were brought up in the Artillery Module thread in Editing. There is a huge gap between players who just want to call in an Artillery strike vs. players who want to get extremely detailed and authentic with Artillery. That is why the Artillery Module provides open ended functions for you to play with. If it wasn't, it wouldn't be doing its job. -
ArmA 2's Artillery Module
headspace replied to headspace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What location were you telling them to fire at? -
ArmA 2's Artillery Module
headspace replied to headspace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That info is readily available by using the commands listed in the biki, but I don't see why not. Just keep in mind that minimum and maximum range are going to vary with the height of the terrain--I'm going to be able to lob a shell a lot father from 1200 meters elevation down to a 300 meter elevated level then I would be able to do so against a target elevated the same or higher than me. -
Frederf: You still need to add the support request by calling a Secop Manager function, otherwise the option to call artillery will never show up. There's a bunch of other support requests, too, such as airstrike and supply drop, that mission designers can use. It's a really neat module (the Secop Manager).
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M270 MLRS - any way to use the long range missiles?
headspace replied to Carnagel's topic in ARMA 2 & OA - GENERAL
Frederf: Precisely the point. If you search youtube for "ArmA artillery module" or similar, I believe you will find videos of people using it. -
Frederf, Do you have ArmA 2? Just FYI, the "lead unit" as far as the Battery is concerned doesn't have to be the group leader, but it makes sense to sync with the leader for obvious reasons. There's more to adding it via the secop than just syncing--you have to provide the request. It's all explained in the biki.
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M270 MLRS - any way to use the long range missiles?
headspace replied to Carnagel's topic in ARMA 2 & OA - GENERAL
Negative. They represent specific altitude points along the same trajectory. EDIT: It's sort of like that, Frederf--why don't you pick the game up and try it out? There's also youtube vids floating around of it, I think. -
Yes indeed. It would be interesting to see SLAP rounds modeled in A2, particularly for anti-materiel stuff. Maybe some intrepid modder will mod a Raufoss (sp?) round into the game. EDIT: Sounds like from that article that the real Mi-24 had more than adequate armor protection in the cockpit from your average 30 cal ammunition, whether NATO or Russian.
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Not really. The M118 special ball and variants thereof, which usually have a 175 grain bullet (M118 uses the Sierra Match King) will get around 2600 FPS depending on the exact load and barrel length. On the other hand, even a 16" barrel on something like the M4 will produce close to (or in excess of) 3000 FPS and with a flatter trajectory closer in. Farther out, the heavier bullet from the .308/7.62 retains its energy longer because it's more massive. The effective range increase is also far more significant than 250m. While this simplifies things a bit, your typical SMK 175 grainer will still be supersonic past 1000 meters, which is sort of the "gold standard", if you will, for match accuracy in that weight range. Since there are so many bullet weights in use for 5.56/.223 (62 grain being the current standard for ball), it's not really practical to define a "standard" muzzle velocity, but as a general rule it's usually in excess of 3000 FPS. Flatter trajectory at typical engagement distances (due to higher muzzle velocity) and lighter weight were both big reasons why the 5.56 was switched to in the first place. (Edit: M855/62gr)
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ArmA 2's Artillery Module
headspace replied to headspace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Update: The wiki page now has some functions and scope variables documented. -
M270 MLRS - any way to use the long range missiles?
headspace replied to Carnagel's topic in ARMA 2 & OA - GENERAL
You don't have to sync to use it personally. Just have the artillery module on the map and it will "artillery enable" player controlled pieces. I agree with you that the scripting can be a bit daunting for new players, however that is partially why there are now demo missions on the biki for you to try. Using the Secop Manager, you can boil the costly scripts down to one or two lines in the activation field of an editor trigger--and the demo missions already show you how to do this. -
M270 MLRS - any way to use the long range missiles?
headspace replied to Carnagel's topic in ARMA 2 & OA - GENERAL
There are multiple lines to account for target terrain elevation. If the artillery is firing on terrain elevated at 800m ASL, it will hit at a different location than if the terrain were elevated at 400m ASL, due to the parabolic arc of the trajectory.