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Found 50 results

  1. Hi there people, Is there a way to make a static artillery emplacement such as a mortar have an infinite range across an entire map via a script? I don't like using the virtual combat support modules as I like to hear/see the artillery being fired from a base camp far from the front lines. I've used the ALiVE mod and MCC forward observer artillery interface before however these both still require the artillery gun to be in range. I don't want to have to move Artillery vehicles across the map to get within range ya see. Thanks in advance, - Jack
  2. Hi there people, Is there a way to make a static artillery emplacement such as a mortar have an infinite range across an entire map via a script? I don't like using the virtual combat support modules as I like to hear/see the artillery being fired from a base camp far from the front lines. I've used the ALiVE mod and MCC forward observer artillery interface before however these both still require the artillery gun to be in range. I don't want to have to move Artillery vehicles across the map to get within range ya see. Thanks in advance, - Jack
  3. Hello all, I'm trying to get the following script to work, but I get the following error when the AI tries to call artillery fire: 'scalar |# |bool array string 0xfcffffefo': Error unknown operator bool Script: I'm not a scripter, so I'm not sure what the exact problem is. Any assistance appreciated!
  4. I'm trying to use BIS_fnc_fireSupportVirtual to work with RHS artillery assets (the m119a2 arty canon for the moment). But so far with no luck. I got the magazine classnames by getting in the m119a2 and using currentMagazine vehicle player; while changing the type of ammo in the artillery computer. I obtained these: "HE-FRAG M1" //"RHS_mag_m1_he_12" "Illumination M314" //"rhs_mag_m314_ilum_4" "Smoke M60A2" //"rhs_mag_m60a2_smoke_4" But using [player,"rhs_mag_m60a2_smoke_4",10,1,0] call BIS_fnc_fireSupportVirtual will not work. While [player,"32Rnd_155mm_Mo_shells",10,1,0] call BIS_fnc_fireSupportVirtual (vanilla ammo) works. I was wondering if maybe I was not using the correct classnames. Any ideas?
  5. Hey. I am clueless. I want to make a loop for an AI mortar. The goal is to have the mortar shell a specific place every 30 seconds om e activated by a blufor present trigger. And it has to work in mp. Needless to say, as a very fresh recruit in arma I'm pretty lost. I understa d coding fairly well but this, I don't even know where to start... Thankfull for ideas or help, Ernst Alfred
  6. 10th Armoured Cavalry Brigade As a combined arms unit the 10th Armoured Cavalry Brigade possess four distinct elements that undertake different actions against the enemy. 10th ACB gameplay is developed thoughtfully, so — Infantry, Armour, Artillery, Air, Logistics must work in concert to achieve the Commander's Intent of each mission. Our unit main weekly event takes place on Saturdays between 9:15pm EST – 11:30pm EST, with almost daily more stuff going on throughout the week aswell. We welcome all experience levels into our unit and place an emphasis on continued training, learning, and leadership development. We require that members of our unit are active at operations and weekly training events as much as they can. If you are interested in learning more about us, but are not quite ready to apply as a recruit, we recommend you come to our teamspeak server **(ts3.10thacb.com)** and talk with one of our members. To apply simply go to our website **(http://www.10thacb.com)**. **Basic requirements for joining our group:** * Must be 21 years old (18+ is also accepted) * Must be willing to attend a 3-hour basic training class within 30 days of joining. * Must be willing to commit to playing regularly. We don’t expect or require you to attend every event we hold, but we do expect you to be as active as you can and to stay in touch with your unit so we can plan. * Must be a team player and check your ego at the door. **Our current needs:** * 11B Infantry man [highly needed] * 68W Medical personal [needed] * 19B Armour crew [highly needed] * Rotary Pilots [needed] * Fixed Wing Pilots [Not needed] * 13B Artillery personnel [needed] **Other Links** * Mod pack - http://steamcommunity.com/sharedfiles/filedetails/?id=1206976808 * Arma 3 Units Page - https://units.arma3.com/unit/10thacb If you have any more questions feel free to message me! SSG Brook J-1 Recruitment Chief 10th ACB
  7. I'm trying to modify the Artillery Computer Interface. I basically would like to add an option, on top of the 'mode' menu. What Arma currently lacks is the ability to attack a target under different angles. Now it seems the computer always tries to pickup the high angle. In order to do that I need to find the script/function which is kicked off uppon clicking on the map and/or Fire button. Looking through the config, I have found the entry for the Artillery computer's interface which is: RscDisplayArtillery Under it's class Controls I found CA_ButtonFire. What I expected there would be onButtonClick = But that is nowhere to be found. Neither I can find the config entry for the "Artillery Computer" action, which should contain some command or function. Also this is nowhere to be found. Is there anyone who can point me in the right direction?
  8. Hi. I am writing a script for artillery so that a person standing outside of the mortar can see the mortar`s elevation and direction. And it works in SP, however in multiplayer I get false readings. The digits I get is not what the gunner sees. Are the values local ? If so is it possible to get true gunner`s values, globalize them and share with people nearby ?
  9. georgischer Maschinengewehr

    Unable to use RHS artillery

    Hello I want Ai Bm-21 grad to fire at a specific target or custom marker location. I need the BM-21 grads full artillery barrage. not firing rockets one by one. I've searched almost all the scripts or solutions, but everything's pretty old and none of those worked. I use ACE, JSRS, RHS and some small additional mods that has nothing to do with my problem. could you PLEASE suggest me something? please do not just search some old links and just ctrl-c and ctrl-v because I've been searching everything for 5 hours maybe. I couldn't make default arma3 mortars (mk6) working either. my scenario is something like - Enemy infantries are attacking a town where artillery should do supporting fire (in this case Ai firing BM-21 barrages) I am planning to set 4 BM-21 grad unit in my mission. please, I really need your help guys, I've learned so much from all of you and this forum and I'm so thankful for that. so I set my hopes on you guys that you'll help me. thanks.
  10. Simple question... do the LASER guided artillery shells actually work? I've found zero forum posts or how to videos that indicate they do and how to reliably execute their use. Seems there are some who claim to have no issue but many more for whom the system is not working. We've spent a good amount of time trying to get LASER guided anything working and the only thing that has yet to work at all is the artillery. Help appreciated.
  11. I created a ballistic computer (spreadsheet) for artillery. The difference between what I created and what I have seen elsewhere is that I added a calibration function. The concept is that you provide the initial inputs and fire the first round, then input the coordinates of where that round impacts, and the sheet automatically updates the yellow cells for the adjusted bearing and elevation. This calibration is valid as long as you consider the following assumptions: 1. As you drive the vehicle, any change in position AND/OR change in elevation will throw off your calibration by the same amount. 2. The calibration value is most accurate at the bearing you used during the calibration process, and your results deviate more as your turret deviates from that initial bearing (if you target something 90° from the original target, don't get mad when it's not accurate). All of the testing was completed using the M4 Scorcher, however the M5 MLRS and the MK6 Mortar is included in the file. The equations don't change, only the muzzle velocity values, so if there is any issue with the results start by verifying the velocity values. Using the M4 Scorcher, I drove to a distance of 5.6km, entered my cords and the cords of the target, fired the first round, entered the impact cords, and put rounds on target consistently after that. Remember, the performance of the computer is dependent on the accuracy of the data entry. Calibration process: NOTE: ONLY CHANGE VALUES IN THE GREEN CELLS. 1. Enter your vehicle type in cell B6. 2. Enter your cords in cells B7:B9, using the 4-digit format. 3. Enter the target cords in cells B10:B12. 4. Adjust your firing mode according to the value shown in cell B17. 5. Adjust your bearing according to the value shown in cell B18. 6. Select an elevation value to use for your calibration shot; in theory the "high" value will result in a more accurate calibration (this isn't real life btw), although in practice the difference seems small. Fire your calibration shot. 7. Determine the impact cords of the calibration shot, either by watching the map (King of the Hill) or by utilizing a forward observer. 8. Enter the impact cords of the calibration shot as follows: a. If you fired the calibration shot using the "high" elevation value, enter the impact cords into cells E10:E12. b. If you fired the calibration shot using the "low" elevation value, enter the impact cords into cells F10:F12. 9. The calibrated bearing and elevation values automatically populate into the yellow cells B18:B20. Adjust your turret to the corrected bearing and elevation values and fire at will. Notes: -Re-calibrate any time the vehicle is moved, or if you change target cords and the bearing changes changes more than a couple degrees. -If you can't get the system to work and you are following the steps above, verify that you are in the correct firing mode by pointing at something far away and cycling firing mode until you locate the short range mode, then cycle forward from there. -The computer is set up such that: -You can keep the same calibration values in E10:F12 and change to different targets in cells B10:B12 without affecting the calibration. Remember the assumptions listed above when doing this. -You must clear all of the contents in cells E10:F12 before you can accurately RE-calibrate your firing. (Actually clearing the contents from cells E10 and F10 will remove the calibration effect from the yellow cells, if you are in a hurry). -The computer will return an error message if there are values present in BOTH cells E10 and F10 at the same time. Click on the link below to go to the (locked) public version of the spreadsheet, click on File, and Download As, then Microsoft Excel. If you want, re-upload this file to Google Docs and share the link with your friends, then you can all see the same data if you are in the same vehicle or working together as a crew. Link below. https://docs.google.com/spreadsheets/d/1rQhx9mfsRJQRfSk-24Sj2fH3Efh1zojJ-ErFZBqjwF8/edit?usp=sharing
  12. Story This is a script that I wrote years ago for a event mission. It's supposed to simplify the command to an AI for shooting at an specified area with the artillery. There are several routine integrated to avoid script errors. A description can be found inside the SQF file, how to execute the script. It's SP/MP/Dedicated and HC compatible. Have fun. Content It is a single ~100Code-Line-Big Script to let an AI controlled artillery shoot at a single destination. Purpose The aim of this script is to make it easier to implement an artillery. Download Missions and Script on GitHub ArmaHolic Link Credits Script & Media: Rockhount Examples
  13. As i know likely many will agree with this: A lot of us would like to use the Artillery Manually instead of use the Artillery Computer. Currently the only way to do this is by direct fire or by getting a spreadsheet someone made on google docs that helps you calculate the required Elevation and ect. EG: https://docs.google.com/spreadsheets/d/1q4PWQ4b6azx7YAKrRErsdKEiaYvuJzp0Who7V0batAc/edit?pageId=116206726297015043606#gid=0 Now this suggestion is about to add something like the above spreadsheet as a standard tool into the game it self for those who want to manually calculate and fire the artillery. Why: Some (like me) find it more enjoyable to perform an artillery role when we have to manually calculate the elevation, velocity, and ect. This makes the role of artillery a little bit more complicated and challenging instead of boringly open the computer then point on map and press the fire key. The reason for adding it as a standard tool in the game that can be opened like artillery computer but instead of map click and fire it gives a map with all the the requirements to make the calculation to fire at your wished target is because the following: 1- its a little bit more challenging cuss a wrong calculation could end up you fire friendlies instead perhaps. 2- By having to manually calculate it becomes a bit harder to operate the artillery pieces (MK6, M4, M5) if you are not familiar with it. 3-It makes the artillery role more enjoyable for those who use it this way cuss at least for me (likely as well for others) it gets rather boring to fire artillery when all you do is open the computer mark on map and fire. 4- No more need of those spreadsheets having you to alt+tab every time to insert the next information to calculate. Let me hear your thoughts below in the comments and vote an +1 in poll if support this idea.
  14. Hi all, Among the most used modules, I guess plenty of scriptwriters would like to have better results with support ones. - First of all, for all support modules, virtual support is an acceptable alternative as far as you accept to spawn/delete a unit for a task. Artillery disappear as soon as the last shell is shot, regardless of the trajectory ETA; So, there is a bullet coming from a null object, traveling the map and never mind the shooter. Script with that! - For all modules again, the "real" unit option allows more immersive condition as far as you have to protect this asset. And, then one thing is absolutely missing, the condition fields for enabling/disabling the support. You can't imagine the lines I had to write just because I decided only a radio equipped guy could call artillery. Try it!.. grab a radio backpack (or any radio), (enabling the link between requester and provider), then drop the radio (disabling the support), then grab/drop... Oups that doesn't work anymore, except if you write something bis_fnc_addSupportlink and bis_fnc_removeSupportLink (So many hours to find that!). So please, add enable/disable condition fields for support. About CAS support, so much things to improve: - Please, make unguided bombing run workable on any surface, with no objective underneath! I mean bombs must strike the marker position, like a GPS release if you want. That's all! No need to have something special. Actually your BIS_SUPP_LASERTGT, laserTargetE or laserTargetW types, along with a "destroy" waypoint, doesn't work on Tanoa forest for example. And please, don't explain we need an object objective... Let's the player bombs where he wants! - Furthermore, your FSM just take driver into account. That means there is no chance at all to get CAS from a crewed aircraft (pilot/gunner). So, bye bye so many CAS aircraft from UNSUNG DELTA mod: Intruder, Skywarrior, F4 Phantom... Please make unguided bombing CAS firing on any position of the CAS marker and make all CAS aircraft workable what crew can be. - lets the player choose the number of bombs to be released! About helicopter transportation: - First problem: the map can't be zoomed in/out for marking destination. You have to cope with your last map zoom before the call?!? - then, you can't alter your destination underway. I wrote a script to be transported in any AI manned vehicle (car , helicopter), with instant destination altering or cancellation. (MP compatible). Code on demand. So please, make transportation module (not only helicopter) more versatile, with alter/cancel destination, and correct the map zoom bug. Thank you for your attention.
  15. Hello. I'm trying to create simple mission. I placed 2S9 Sochor that should attack distant area until you destroy it. I used 2 scripts: mortarName commandArtilleryFire [markerpos "MortarMarker", getArtilleryAmmo [mortarName] select 0,500000]; this one to Sochor fire 500000 rounds which means it should fire for a while. "this addeventhandler ["fired", {(_this select 0) setvehicleammo 1}]"; this one to Sochor have infinite ammo to be able to fire 500000 rounds from previous script. Unfortunately Sochor fires only for 30 mins or so and than it stops. Any ideas what is wrong and how to make Sochor fire for more than couple of hours? Thank you.
  16. Hi, Since last version 1.68, my scorcher artillery barrage isn't working anymore. I did some tests in vanilla with a player, a full AI scorcher artillery and marker or even car (empty or not), tested on several distances from Altis Almyra desert. Artillery never shot one shell. What worked before, in on act field of a trigger: { _x spawn { _tk = _this; _tk disableAI "AUTOCOMBAT"; _cnt = 0; while {alive _tk && _cnt < 500} do { _tk doArtilleryFire [getMarkerPos "mkr", _tk currentMagazineTurret [0],5]; _tk addMagazineTurret [_tk currentMagazineTurret [0], [0], 5]; _cnt = _cnt +5; sleep 30 } } } forEach [art1,art2,art3,art4]; What doesn't work anymore, with a radio trigger Alpha for example: art1 doArtilleryFire [getMarkerPos "mkr","32Rnd_155mm_Mo_shells",1];
  17. SteinTroll

    No supports.

    Artillery support module isn't working, the menu entry is grayed out/not usable. I'm curently playing the "supports showcase", but mortars where unavailable on the "scuba showcase" as well. Is it the new update? :Edit: Turns out the problem was a mod I had loaded. Do not know wich mod yet tho...
  18. The Lowlands Warrior team has started a side project based on SimCentric's FST 'Fires & Strikes' for VBS3. With the real life knowledge and experience about Close Air Support and Groundbased fires we decided to push this project in order to give the community something that brings them closer to reality. What does it do? The endgoal is to have an external application aswel as an ingame UI to control Close airsupport and artillery according to NATO standard procedures. Aircraft will fly realistic attack paterns and can loosly interpet your 'talk ons' What will the first release be able to do? We plan on having a simple in game UI where the most essential items can be filled in and strikes will happen accordingly. Type 2 controls, Grids, final attack headings, weapon type, egress headings and cleared hot calls. How can you help? We know how it works in real life. And we kind of know how we want to make it. We have OK scripting experience but we are looking for master scripters!
  19. Hi guys, I'm looking for a way to request a rocket artillery support from the Proteus submarine on a designated location in a multiplayer mission. I know the submarine is only an object but I was thinking if there is a way to create a M5 Sandstorm rocket launched to a location without the need of the M5 himself. Any ideas?
  20. A start.... the version for A3 will be officially "v4.0". It will be "mostly" standalone in that it will only require CUP for the factions. Otherwise, no other dependencies will be required for install. It certainly will not require CBA, although CUP does. In case the pic doesn't show: https://onedrive.live.com/?id=5B54FC51A7917265!22140&cid=5B54FC51A7917265&group=0&parId=5B54FC51A7917265!22139&o=OneUp I have literally WEEKS worth of work ahead of me, to convert proxy references, \ca\xxx references, etc. So let's not get in a hurry :) With any luck I'll have "version 1" ready for the holidays. With any luck!!! This WILL require CUP as I intend to leverage their hard work w/ the A2 factions, etc. Link to all the work I have done to this point. https://forums.bistudio.com/topic/176187-pook-sam-pack-v10/ Note that THE GUIDE is a 50-page information resource that will explain everything you likely need to know about these systems. Download it, as it is worth a look! The release thread: http://forums.bistudio.com/topic/186438-pook-sam-pack-v4-arma3-version/
  21. So I've been practicing firing mobile artillery without the use of the artillery computer but I've hit a weird issue. No matter how many times I run the equation, the elevation is always off by +- 3 degrees. I've been trying to figure this out all night with very little to show for it. Does anyone know why this happens? I'm using the worksheet from this video: https://www.youtube.com/watch?v=A4SPene9Yxw And I'm also using this spreadsheet: https://docs.google.com/spreadsheets/d/1q4PWQ4b6azx7YAKrRErsdKEiaYvuJzp0Who7V0batAc/edit?pageId=116206726297015043606#gid=0 Here's an album showing my battery, target, and the line of sight targeting, which shows what the elevation should be: http://imgur.com/a/jYKZG When I plug those numbers into the equation/spreadsheet I get this: https://i.imgur.com/1nnLnzu.png The elevation that it tells me to range for in this case is a complete degree off. If I fire here, my rounds will be landing short of the target. In this particular instance my forward observer could tell me that and I could adjust accordingly. However on most targets that difference is up to 3 degrees off so when firing long distance, my rounds will be landing far away from my target and I end up hitting friendlies.
  22. I created a ballistic computer (external Excel spreadsheet) for artillery. The difference between what I created and what I have seen elsewhere is that I added a calibration function. The concept is that you provide the initial inputs and fire the first round, then input the coordinates of where that round impacts, and the sheet automatically updates the yellow cells for the adjusted bearing and elevation. This calibration is valid as long as you consider the following assumptions: 1. As you drive the vehicle, any change in position AND/OR change in elevation will throw off your calibration by the same amount. 2. The calibration value is most accurate at the bearing you used during the calibration process, and your results deviate more as your turret deviates from that initial bearing (if you target something 90° from the original target, don't get mad when it's not accurate). All of the testing was completed using the M4 Scorcher, however the M5 MLRS and the MK6 Mortar is included in the file. The equations don't change, only the muzzle velocity values, so if there is any issue with the results start by verifying the velocity values. Using the M4 Scorcher, I drove to a distance of 5.6km, entered my cords and the cords of the target, fired the first round, entered the impact cords, and put rounds on target consistently after that. Remember, the performance of the computer is dependent on the accuracy of the data entry. Calibration process: NOTE: ONLY CHANGE VALUES IN THE GREEN CELLS. 1. Enter your vehicle type in cell B6. 2. Enter your cords in cells B7:B9, using the 4-digit format. 3. Enter the target cords in cells B10:B12. 4. Adjust your firing mode according to the value shown in cell B17. 5. Adjust your bearing according to the value shown in cell B18. 6. Select an elevation value to use for your calibration shot; in theory the "high" value will result in a more accurate calibration (this isn't real life btw), although in practice the difference seems small. Fire your calibration shot. 7. Determine the impact cords of the calibration shot, either by watching the map (King of the Hill) or by utilizing a forward observer. 8. Enter the impact cords of the calibration shot as follows: a. If you fired the calibration shot using the "high" elevation value, enter the impact cords into cells E10:E12. b. If you fired the calibration shot using the "low" elevation value, enter the impact cords into cells F10:F12. 9. The calibrated bearing and elevation values automatically populate into the yellow cells B18:B20. Adjust your turret to the corrected bearing and elevation values and fire at will. Notes: -Re-calibrate any time the vehicle is moved, or if you change target cords and the bearing changes changes more than a couple degrees. -If you can't get the system to work and you are following the steps above, verify that you are in the correct firing mode by pointing at something far away and cycling firing mode until you locate the short range mode, then cycle forward from there. -The computer is set up such that: -You can keep the same calibration values in E10:F12 and change to different targets in cells B10:B12 without affecting the calibration. Remember the assumptions listed above when doing this. -You must clear all of the contents in cells E10:F12 before you can accurately RE-calibrate your firing. (Actually clearing the contents from cells E10 and F10 will remove the calibration effect from the yellow cells, if you are in a hurry). -The computer will return an error message if there are values present in BOTH cells E10 and F10 at the same time. Click on the link below to go to the (locked) public version of the spreadsheet, click on File, and Download As, then Microsoft Excel. If you want, re-upload this file to Google Docs and share the link with your friends, then you can all see the same data if you are in the same vehicle or working together as a crew. Link below. https://docs.google....dit?usp=sharing
  23. Hi everyone! Little weird behaviour for support modules: A simple work, but very hard to do: how to synchronize / desync the support(s) modules along with conditions? Say for instance: get the support modules if you reach a trigger area, loose these supports if out of the area? for each player ! Yes, I know, you're saying use synchronizeObjectsAdd and synchronizeObjectsRemove. Let an "open" (no) sync on editor, normally between player/playable unit and the module requester, then sync/desync on demand the player and the module requester. At ease! And you'll right for SP,... for the 1st instance! But continue tests. sync/desync/sync/desync... Right? Now, consider this in MP, JIP. These commands are supposed to be AG EG, and they are! But what for if the modules FSMs and scripts (a bunch of them!) are not "updated" with the sync state? I never had the intended behaviors for players in MP. The player on host PC (if not dedicated) loose the supports after the 2nd sync, The other ones have disabled supports (grayed in menu, even if no sync?!,) and/or duplication of supports. 3 artillery modules, 2 drops in icons menu... regardless of the rounds limitations which is another problem). I think there is something to do with (supports) modules "on demand" synchronization, because it could be fine to add/remove these supports along with scripts, and for units (players) we want.
  24. FOB Honor by DonbassCZ Description: This base is a remake of Battlefield 3 point E / Army base in Operation Firestorm with several objects which I added. I hope you will like it! Features: Virtual Arsenal Ambient life Vehicles Lights Details Credits & Thanks: CUP Team - CUP Terrains Complete Opteryx and S@ndBob - [FIX] OPXBuildings and OPXmisc Titi & McKeewa - CJTF101 Editor Requirements: Community Upgrade Project - Terrains Complete [FIX] OPXBuildings and OPXmisc CJTF101 Editor Download HERE! Pictures: Barracks: Second entry: Headquarters: Artillery nests: Greets DonbassCZ
  25. So after a few more tests, I'm happy to release this mod, although there are still some little errors that will pop up, in terms of the part where you may try to use math commands, everything else should be working as expected. Documentation has been included in the file, if that does not seem to help feel free to pm me or post on the thread. Feel free to post any feedback or any changes. Description and Usage Notes: Pictures Changelog Download V0.51 Dropbox Armaholic
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