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script [Release] Dynamic Artillery Pieces (DAP)
thy_ posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
DAP is an Arma 3 script that allows the Mission Editor (you) to create real (or virtual) artillery/mortar fire missions faster and smarter for one or multiple sides, using Eden marker’s positions and an external fire missions list where you plan the caliber, ammo type, rounds, cycle of repetition and more. Creation concept: make use of artillery-pieces practical, fast, and scalable for multiplayer or single-player missions. How to install / Documentation: https://github.com/aldolammel/Arma-3-Dynamic-Artillery-Pieces-Script/blob/main/_DAP_Script_Documentation.pdf What you set for each fire mission with DAP: Real or virtual (Virtual is WIP) The side that owns the fire mission; Potential target sectors (Eden markers); How much weaponry you want in the fire mission; What caliber these weaponry will be (Light, Medium, Heavy, Super Heavy); Ammunition type (HE, Cluster, Smoke, Flare etc); Control the volume of rounds; How many cycle repetitions; Triggers that will trigger the fire mission (trigger activation, timer, kill/destruction). What you set globally with DAP: Custom callsign for artillery side; Which pieces can use CommandChat to report (On/Off) Infinite ammunition (On/Off); Fire mission areas visible on the player map (On/Off) WIP Custom cooldown between cycles of fire mission repetition; Pre-defined whitelist of weaponry working (Arma, DLCs, RHS, CUP, etc); Pre-defined whitelist of ammunition working (Arma, DLCs, RHS, CUP, etc); Pre-defined blacklist of currently bugged vehicles; Pre-defined blacklist of currently bugged ammunition; Debug mode; etc... Automatically DAP library supports content from: Arma 3; Expansion Apex; DLC Tanks; DLC Contact; CDLC Western Sahara; CDLC Reaction Forces; CDLC Expeditionary Forces; CDLC Global Mobilization; Mod RHS; Mod CUP. How DAP works internally: (for advanced editors' valuation) There's a workflow in the first pages of the documentation. Check it out! Video demo: Soon (this week) Check the file above on GitHub. Check the file above on GitHub. <Soon the image of the documentation> Link on this post header. Dependencies: None 😉 Download: - On GitHub: https://github.com/aldolammel/Arma-3-Dynamic-Artillery-Pieces-Script - On Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3371824030 Missions using it: - Soon. - - - - - - - - - - - Changelog: Nov, 25th 2024 | v1.0: news, fixes and notes. Known issues: - None yet. - - - - - - - - - - - Video tutorials (playlist): - Soon in my secret YouTube channel hehe -
Hey, I was wondering if there was a way to do the following regarding artillery. 1. Disable the Artillery Computer on one or multiple artillery systems, but keep it on, on other vehicles. 2. Only allow artillery to fire on the mode: "Close" or "medium" if done via Artillery Computer (or any way really). ~PingWing
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global mobilization MRL's in Global Mobilization are broken for doArtilleryFire
thy_ posted a topic in ARMA 3 - CREATOR DLC
Just a head up for the Global Mobilization team. What is NOT working: For some reason, any MRL from GM is NOT able to use commands like inRangeOfArtillery and doArtilleryFire: gm_ge_army_kat1_463_mlrs gm_gc_army_ural375d_mlrs gm_pl_army_2p16 gm_gc_army_2p16 Mags associated: gm_40Rnd_mlrs_122mm_he_9m22u gm_36Rnd_mlrs_110mm_he_dm21 gm_1Rnd_luna_he_3r9 In my tests, sometimes the animation of the turret starts but is 'canceled', returning to its initial position. I used the GM DLC with Arma 3 Original Content from Default DLCs and, to make things clear, later I tried isolating the GM but nothing was different. All GM MRLs look broken using BIS some artillery commands related. Disclaimer: MRL Fire missions work if using Waypoint > Advanced > Fire Mission, even though the animation looks broken in some angles when compared with the rocket smoke tracks. What is working: The howitzers are working okay, so it means: gm_ge_army_m109g gm_dk_army_m109 gm_gc_army_2s1 gm_pl_army_2s1 Cheers!-
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Hello, I am a new player in arma 3. I liked every details that this game has along with the dlcs that have added tons of new weapons and vehicles. But it would be even better if there comes a new arma 3 dlc which includes some more nato and csat towed artillery including the M777 Towed Howitzer , the PzH 2000 Howitzer and Msta B, some heavy machine guns like the DShK and a few more modern MBTs, aircrafts(Helicopters and fixed wing fighter jets) and arms like Barrett M82 sniper, M4A1 etc . That will provide more realism and variation to the game.
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Do you know what samples we use to make artillery modes?
Enterpries posted a topic in ARMA 3 - MODELLING - (O2)
Hello. We are in the process of manufacturing artillery equipment. I've done modeling with a blender, but what model should I use to implement artillery in Semple? Please tell me the name of the model. Thank you. -
SAM Pack. 'nuff said Copyright 2018 hcpookie. This item is not authorized for posting on Steam, except under the Steam account named hcpookie -------------------------------------------------------------------------------------------------------------- MAJOR UPDATE: also hosted on my onedrive. It is also on Steam for those who can't figure how to install mods. - addresses AAA script lag issues, and includes new Ground Control Intercept (GCI) function. Tutorial vid for GCI found here: REQUIREMENTS: The only requirement for "vanilla" play is my camonets pack: https://forums.bistudio.com/topic/186395-pook-camonets/ Default factions are now supported: -------------------------------------------------------------------------------------------------------------- MANUAL DOWNLOAD (in multiple parts): https://onedrive.live.com/?id=5B54FC51A7917265!22139&cid=5B54FC51A7917265 STEAM DOWNLOAD HERE: http://steamcommunity.com/profiles/76561198032494151/myworkshopfiles/?appid=107410 READ: Read the guide. Please! The Guide represents all the documentation, information, configuration settings, etc. to successfully enjoy this addon! Lots of pictures too, so read it 😄 STATUS: All known / reported issues have been addressed. Change log below. ANY ERRORS / POPUPS WERE NOT NOTICED IN TESTING... Please let me know if you find anything broken or simply... strange. I am already seeing several little things that need some TLC. It is somewhat difficult to test 50+ vehicles in all their scenarios so I am certain that some issues will be discovered.... MEA CULPA if they do! SPECIAL FEATURES: There are several new features that enhance gameplay. Included with the units are: Proximity fuses / indirect damage SHORAD counter-missile defense (yes I can shoot down your incoming missiles) ARM weapons (anti-radiation missiles) for use against key SAM/AAA site radar units. RWR missile alerts. Automatic, MP-friendly spawning of SAM and AAA sites. NEW in v4.2: Support for external ECM / JAMMING scripts UNITS: The addon includes both EAST / SOVIET heritage systems and WEST / NATO heritage systems. Due to the changes in 4.1 the vanilla factions can now access most all systems regardless of origin, with a few exceptions. All your favorite A2 factions are present (via CUP units) for their respective factions' systems, now within their own OPTIONAL download (see above). If you desire to run with CUP, you will need that additional file. If you do not use CUP, DO NOT USE THE FILE. Further information is found in the Guide. CHANGELOG Full detailed description and information from my A2 pack is collected here: https://forums.bistudio.com/topic/176187-pook-sam-pack-v10/
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[HELP] Change position of fire mission waypoint
kibaBG posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have HIMARS long range artillery set up and periodically shooting two positions - first one is static (no problem there) but the second is a moving vehicle. I am using standard "fire mission" waypoints and a "cycle" waypoint so they cycle forever. I tried to "attach" the waypoint to the vehicle I need to be shot but it got only an artillery barrage when on starting position but no more if its moving or staying on a new position. I also tried to give the waypoint a name but it is not an object, nor marker so no clue how to change its position apart from manually attaching it to the vehicle. -
Released! Both Vanilla and CUP versions are published to Steam, and my onedrive link here: https://onedrive.live.com/?id=5B54FC51A7917265!156668&cid=5B54FC51A7917265 CUP version is available separately! I've been playing with the different artillery selections so their max ranges should be accurately simulated. Up to 300km range on the SCUD so it should work on even the big-huge maps out there. Arty Fire Mission Improved SCUD functions! Initiates player-requested SCUD fire mission for friendly pook_SCUD launchers. Can be scripted for mission-driven "RED DAWN" or "SEARCH AND DESTROY" SCUD fire missions (e.g. "Stop General Guba before he launches the SCUD" type missions). This function is available for SCUD, and Iskander (9K720) functions are in the works. To use the SCUD launch function: To use the SRBM Function: Players can ready, load and fire the missiles, enabling the choice of HE, cluster, and 5kt nuke warheads on a player-controlled vehicle. Multiple texture sets for the vehicles. Trying to cover all the different camo variations - forest, desert, jungle, drab green for most of the vehicles. I've redone some of the previous textures from the A2 models that weren't looking too good in A3. Credit where it's due: - Citizenship models: 2S19, 2S3, 9K720 (default textures) - BIS: SCUD model, T72 chassis - MAZ chassis units all based on SA8Gecko's original A1 model. - Me: All the other models; custom textures, and logic for all vehicles. - - Also, new wheel 3D model w/ actual modeled tread. Systems so far - 2S19 'Msta' Self-Propelled Howitzer 2S1 Self-Propelled 122mm Howitzer (on the right) 2S3 Self-Propelled 152mm Howitzer (on the left) 2S5 Self-Propelled 152mm Howitzer (no pic yet) TOS-1A Mobile Rocket Artillery A-222 'Bereg' Coastal Artillery 4K51 'Rubezh' Coastal Missile Artillery 3K60 'Bal' Coastal Missile Artillery 9K58 (Smerch) Rocket Launcher 9K72 SCUD SSBM Launcher (selectable HE, cluster, and 5kt nuke warheads) 9K720 'STONE' SSBM Launcher CHANGE NOTES
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Creating artillery battery fire for effect manually
Jurika96 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi guys! I'm new to Arma and I'm really into playing artillery. I established in Eden Editor 1 soldier as an FO ( so as him I can provide for myself target coordinates) and 1piece of M4 Schorcher. So after I receive my target coordinate as an FO I calculate the range (elevation from the M4 Schorchers rangetable) and direction then I open fire to the target. As I wrote I do everything manually and it works well but my problem is that somehow I want to fire with all the 6 Schorcher at the same time with my calculated values (elevation and direction) to simulate a fire for effect. My question is, is it possible to control all the 6 gun at the same time or it isn't possible? Thanks for your help. -
I try to script simple mortar shooting to marker "attached" to the player. The idea is to give the possibility to evade the mortar barrage if the player is moving and not camp on one place. First I make a marker called "mortar_barrage" and make it change its position to player position every 20 sec. in initPlayerLocal.sqf : while {true} do { sleep 10; "mortar_barrage" setMarkerPos (getPos player); }; So far so good, works well. Then I make a trigger which fires if the enemies detect player. On activation : _mortargrp = createGroup [east, true]; _mortargrp setBehaviour "COMBAT"; _mortar = [(getMarkerPos "mortar_1"),350,"I_G_Mortar_01_F",_mortargrp] call BIS_fnc_spawnVehicle; _mortar commandArtilleryFire [(getMarkerPos "mortar_barrage"), "8Rnd_82mm_Mo_shells", 3]; But it does not want to shoot! I tried to make waypoint like _wp1 = _mortargrp addWaypoint [(getMarkerPos "mortar_barrage"),0]; _wp1 setWaypointType "SCRIPTED"; _wp1 setWaypointScript "A3\functions_f\waypoints\fn_wpArtillery.sqf"; Does not work too ... What is wrong? 🙄
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Addon of 85 mm gun D-44. Available versions: - East (green); - Res (brown camo); - West (pixel camo); - Wrecked; To shoot the AI at the maximum distance (4100m - only the O-365K grenade), use a mechanical sight - useractions "Aiming" and "Fire". Download
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Hi there! I need a non-damaging repeating mortar or artillery fire for a beach assault. I currently am using on a repeatable trigger: bomb="M_Mo_82mm_AT_LG" createVehicle (getPos ied1); deletevehicle ied1; That is just my basic idea for an explosion. Either will work for me. But if there is a way to just spawn the shell dropping in WITHOUT damage, I would like that too. Just need the special effect. And without a .sqf file preferably. Just using triggers on repeat. Any help is appreciated. Thank you
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[FIXED] artillery fire order to ai wont work on MP
sina alex posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
hello , i have run a test (about showing a target scene what there an ai must start fire 3 round of mortart to my target via mortar) on single player and multiplayer on my pc in both of ways it work successfully, camera start moving and show mortar and the ai start fire fine, but when i up the mission to server for test the ai wont fire and just camera show he and he still not fire, i test this codes on server : _camera = "camera" camcreate position h2; _camera cameraeffect ["internal", "back"]; _camera camPrepareTarget g2; _camera camCommitPrepared 5; g2 commandArtilleryFire [position han2, "8Rnd_82mm_Mo_shells",3]; _camera camPreparePos position h2_1; _camera camPrepareFOV 0.700; _camera camCommitPrepared 6; _camera camPrepareFOV 0.700; waitUntil {camCommitted _camera}; _camera cameraEffect ["terminate","back"]; camDestroy _camera; for sure i test another command as : _camera = "camera" camcreate position h1; _camera cameraeffect ["internal", "back"]; _camera camPrepareTarget g1; _camera camCommitPrepared 5; g1 doArtilleryFire [position han1,"8Rnd_82mm_Mo_shells",3]; _camera camPreparePos position h1_1; _camera camPrepareFOV 0.700; _camera camCommitPrepared 6; _camera camPrepareFOV 0.700; waitUntil {camCommitted _camera}; _camera cameraEffect ["terminate","back"]; camDestroy _camera; both kind of codes work just in single and mp mod in my pc, and not work on server. any help have my regards.- 2 replies
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Hello everyone! Can you please tell me if there is a script for calling artillery by clicking on the map for multiplayer? I need that the map interface in the window be called up and that you can click on the target and that the action of calling an artillery strike can be tied to an object (for example, to a radio station lying on the table) and, if possible, a limited number of times. Thanks everyone and sorry for my english.
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[Release] GOM_fnc_ambientArtilleryFire V1.2
Grumpy Old Man posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
GOM_fnc_ambientArtilleryFire V1.2 Purpose of this script: Gives mission makers access to simple ambient artillery units that fire just for decorative purposes into random directions. Features: Dedi and local MP compatible Takes pre placed vehicles and uses their main guns to engage artillery fire at simulated targets for the given salvo/rounds number. Works fine with with vanilla artillery assets and multiple third party vehicles. It's also possible to immediately stop the script and free up all units to fire on actual threats, so you can use the same units for the vanilla artillery support module/other arty scripts. How to use this script: At first copy the spoiler contents into a file inside your mission folder and name it accordingly. init.sqf: _initAmbientArty = [] execVM "scripts\GOM\ambient\GOM_fnc_ambientArtilleryFire.sqf"; scripts\GOM\ambient\GOM_fnc_ambientArtilleryFire.sqf: In the editor: Place few grouped or ungrouped artillery units put the following into their init fields: this setVariable ["GOM_fnc_ambientArtyBatteryID","Battery01",true]; _fire = ["Battery01",3,4] spawn GOM_fnc_ambientArtilleryFire This will make arty guns assigned to "Battery01" fire 3 salvoes with 4 rounds each. Parameters: _battery = "Battery01"; //battery ID assigned through objects init field _salvoes = 3; //(OPTIONAL) how many salvoes will be fired _rounds = 6; //(OPTIONAL) rounds per salvo _debug = false; //(OPTIONAL) displays debug messages _fire = [_battery,_salvoes,_rounds] spawn GOM_fnc_ambientArtilleryFire To abort the script simply call GOM_fnc_abortAmbientArtilleryFire wherever you like. _abort = [] call GOM_fnc_abortAmbientArtilleryFire; By executing the script again guns will fire as usual. For best effect place multiple groups executing the code simultaneously, this way you'll get multiple groups firing at multiple simulated targets. Known Issues: None so far. Changelog: V1.2: Made script local MP and dedi compatible Improved firing Arc Improved projectile deletion Guns are now assigned to batteries to allow multiple batteries for ambient artillery fire SP Demo Mission Enjoy! -
Ok guys, my problem now is as follows: I want to set the number of rounds from an artillery support provider (virtual) to just one. And I also want to know if there's a way to enable only the mk6 mortar to be used, because there's other options there, and I just want the mk6, and that players only use it too... Someone can help me? Tks in advance!
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ITC Land Systems Introduction ITC Land Systems is a mod that aims to add depth to some of arma’s ground based systems, with our main focus being player crewed artillery systems and anything related to them. Features Battery Control System Commander's Fire Control System for SPH and MLRS platforms. Self Propelled Howitzer Ammo Handler & Autoloader Improved Gunner's Sight for SPH and MLRS platforms. Improvements to AR2 Darter UAS. New 155mm and 152mm howitzer ammunition including 3 new special purpose types including 2 PGMs and 1 new anti armour shell. New Multi Option Fuzes for artillery shells including: Proximity, Point Detonate, Delay, and Timed functionality. CRAM system for vanilla Phalanx and Sea Sparrow systems. Overhaul to vanilla artillery accuracy. Variants of vanilla IDF systems with these features implemented. Media Changelogs V1.01 Hotfix Documentation and Tutorials Detailed information on the features added by ITC Land Systems can be found on our wiki Requirements CBA & ACE 3 Compatibility Download ITC Land Systems can be found on the Steam Workshop Contact To keep track on the mod’s progress, discuss its features, or have any questions, feel free to join the ITC Addons Discord! If you’d like to keep track of what we have planned for future versions, you can have a look at our project’s trello page!
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Come join the First Armored Division, we currently have 12 people, but pull in the corp 30-40 in events and drills! We have many mos, everything from motorized rifleman to a helicopter gunner. We primarily focused on land fighting but will have the occasional apache in missions. There is no age limit, only requirement is to have arma 3 and speak ok english. https://discord.gg/NsUyQXjQ4z To join copy and paste this link into your browser and accept the invite.
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If i wanted to make a script that requires a satchel to be placed on a radio tower to destroy it, what would be a method i could use? Basically im trying to make it so players cant just shoot it with CAS or Artillery. someone has to physically walk up and place a satchel on the tower to blow it up.
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In this topic I will display a simple design of Artillery Module. The "directly" in the topic means the artillery support is created by vehicles' directly shooting and the trajectory of shell strictly follows OFP original rule (namely airFriction is -0.0005*v^2 and gravity is 9.80665m/s^2). The "shotShell" in the topic means the CfgAmmo objects applied in this module have same "simulation" value: "shotShell". The (physical) rule (simulated in OFP) of "shotShell" is simple and totally known by now (August 17th, 2020), while rules of "shotRocket" or "shotMissile" are more complex and still remain unknown parts. See for more information. By motion equations one can solve the final range basing on initial data (direction and length of velocity vector and difference in height. The topography should be taken into consider when necessary, remain to readers), but the ODEs don't have elementary function solution, and I failed to build an appriximately one. The problem is "Cauchy Problem", we solve the final data basing on initial ones. And it's hard to solve conversely problem, like that we've known the range and difference in height between shooting position and the being attacked position, it's hard for us to solve the initial velocity, especially when we're still lacking of analysis solution of the ODEs. (Actually we can solve converse problem as an "Cauchy Problem" as well. If we know the final velocity and position, we can take converse velocity as initial velocity, and solve the ODEs whose form is totally same as while the coefficient shoult take "minus airfriction", namely if airFirction is -0.0005, the coefficient in converse problem should be +0.0005. However, mostly the final velocity is unknown. We might wish to solve the initial velocity basing on known range, which, however, provides only position information but not velocity.) I thus applied the numerical method in 2 aspects: 1. Use RK4 (Runge-Kutta-4-order) method to solve the ODEs and obtain final position/velocity. The time step is set as 0.05. This value is accuracy-and-efficiency-balanced one, with few meters' error. If set 0.1 then error will reach more than 10 meters with only half time cost, and set 0.01 can obtain precise result with no more than 1 meter error, but cost 5 times computation. 2. The relationship between elevation difference and range difference is locally linear (see figure below, which is a graduation of a initSpeed 180m/s weapon on elevation 15°~30°), and "Newton method" can thus be applied. Given Proper initSpeed and elevation, one can obtain precise enough range with no more than 4 meters' error by at most 5 iterations. The Proper elevation is provided by OFP vehicles in my Artillery Module. Roughly speaking, I designed a model for "target" object, and ask AI vehicles aiming at it. OFP will provide a predicted elevation when aiming, this elevation is precise only when initSpeed high and distance low, but it's enough as a "initial value" in iterating. The "Newton method" calculates the range basing on this initial elevation, and plus 1° (or -1° , depending on whether the range is less or more than actual distance between the vehicle and target. Mostly the range given by initial elevation is less) then calculates another range. Due to the locally linear relationship, a new elevation can be calculated by these 2 elevations and ranges, following a new range obtained again by RK4, which ends the first iteration. The terminate condition can be either that error no more than a threhold (like 4 meters) or having iterated 5 times (5 times is enough if initSpeed and elevation is proper, at least in OFP for shotShell). The error is defined as the absolute value of difference between iterated range and actual range. 3 videos displaying its effects: See more details below.
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Hi all, I've been stuck on this AI artillery problem for half a day now. I have 2 enemy mortars I wish to activate via trigger and script (separately, by that I mean they aren't grouped together and I have 2 triggers calling the script once for each mortar). Testing the trigger and script in game, I was originally getting an error for undefined variables (both _mortar and _target), but now I'm getting an error for "undefined variable in expression _target". In each trigger, I have: script = [mortarNumber, getMarkerPos markerNumber] execVM "eFireMission.sqf"; which, after some tuning, I turned into: markerTarget1 = getMarkerPos marker1; null = [mortar1, markerTarget1] execVM "eFireMission.sqf"; (does this difference do anything? I originally assumed that using "getMarkerPos" in the passed variable would work since "getMarkerPos" returns an array, doesn't it? And for my script, I incorporated a script I saw on the forums through a google search for artillery scripts from 7 years ago (user 2nd Ranger's post in that thread) for an MP mission I'm making for my friends and I: _mortar = _this select 0; //--- name of the mortar, arg passed from trigger _target = _this select 1; //--- central point around which mortar hits, arg passed from trigger if (isServer) then{ for "_i" from 0 to 8 do { _radius = 50; //--- random radius from the center _pos = [ (_target select 0) - _radius + (2 * random _radius), (_target select 1) - _radius + (2 * random _radius), 0 ]; _mortar doArtilleryFire[ _pos, getArtilleryAmmo[_mortar] select 0, 1 ]; sleep 2; //--- delay between rounds }; }; What am I doing wrong? Any help is appreciated, this is my first time scripting for Arma 3, I'm a little lost
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Is there a way to tell a AI to raise the barrel of a artillery by a number of degrees?
ChlckenWlng posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So like when I enter a trigger I want that the AI that is sitting in a artillery raise the barrel by some degrees and then shoot. If anyone knows another way make a AI shoot with a artillery on a target from like 200m please tell me. Why do I need this? I am trying to make a mission with a BM-21 artillery and I want it to shoot at a target inside of the minimum shooting range like 100m away or something like that. I can use doArtilleryFire but it will only work if the target is above the minimum shooting range -
Repeatable but limited arty support on trigger
mzgr posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I am one step away from finishing my first mission. BLUEFOR vs OPFOR PvP. I’ve watched and read a few tutorials on the subject, but i can’t get this to work. These are the details: each side has 3 ATV’s. ATV_Alpha, ATV_Bravo and ATV_Charlie for BLUEFOR. ATV_One, ATV_Two and ATV_Three for OPFOR. If they get fully destroyed, they respawn after 10s. When a team destroys one of three enemy ATV’s, they get arty support for reward, for example 7 rounds. Destroyed ATV respawns. After that team uses those 7 rounds, they dont have arty support available any more. If that team again destroys any of three enemy ATV’s, they again get arty support with 7 rounds available. And so on and so on...forever. If a team does not use the 7 rounds available and they destroy another ATV, they still have the maximum 7 rounds or 9 or whatever. I managed to set it up with artillery support modules and tasks, but after the ATV is destroyed, and one barrage is fired, support remains available. Also, eventualy the support providing artillery runs out of ammo. I am using RHS american and russian artillery but i dont care about where are the rounds coming from i just want those 7 rounds to hit around the area that a player has marked. Any help or advice would be greatly appreciated. EDITED: i expressed what i need abit clearer here... i hope -
milsim [REA] - Redeploying Engage and Annex
peculiar246 posted a topic in ARMA 3 - SQUADS AND FANPAGES
REA [Redeploying Engage and Annex] 🔹 Very Friendly Community - 8 Units, One Objective a week. 🔹 We teach Newcomers how to play all the time. 🔹 Current map: Clafghan. 🔹 Current enemy: Taliban. 🔹 Next map: Lingor. 🔹 Next enemy: Russians. 🔹 No attendance required, but always helpful. 🔹 15+ Player Operations and growing. REQUIREMENTS Working mic is HIGHLY recommended Must be able to speak, understand, and type in English. Must be willing to contribute to the unit. Whether it's helping staff or showing up for ops, we like it when our members are a little more hands on. WHAT WE OFFER A friendly community of like-minded individuals who are teammates on the field and friends off of it. An environment where Quality of members is more focused on than Quantity. We like it when a lot of members join our operations, but do not like it when members start ruining the fun of everyone else. DIVISIONS/ROLES 164th Infantry Company - The main attacking force of REA. Typically composed of those that have a thirst for action. 62nd Force Recon Company - Secondary attacking force of REA, also specializes in Recon, and works closely with the 164th. 10th Mountain Division - Main Recon unit, typically located on mountain sides, not sky-lining. Primarily keeps over watch for other divisions. Can consist of a few Snipers/Spotters. 82nd Para Infantry - Airborne Unit, Focuses on jumping out of aircraft near combat areas/behind enemy lines via. C-130 or CH-47. Able to survive using limited resources. 300th Menewa Waya - A special unit that specializes in CQB, commonly clearing buildings and extracting subjects and/or hostages. 16th Air Cav - Specializes in anything air related. Redeployment, insertion/extraction, gun runs and more. 9th Armored Division - This division specializes with anything armored, aka tanks. 195th Artillery Detachment - This division supports from the ground, whether it be self-propelled artillery vehicles, or via. ground mortars. SCHEDULE ➤ SUNDAY: Post-op training ➤ MONDAY: Open for training/small ops ➤ TUESDAY: Open for training/small ops ➤ WEDNESDAY: Open for training/small ops ➤ THURSDAY: Open for training/small ops ➤ FRIDAY: Recruiting/Pre-op training ➤ SATURDAY: Main Op 4:30pm EST If Saturday is unavailable, then it will be pushed to Sunday. INTERESTED? If you are interested in joining us or coming in for a chat, please join our discord or our teamspeak. Discord Link: https://discord.gg/mT7mJ3y TeamSpeak IP: 75.117.242.188 -
Hi I'm trying to find a script I can use to allow AI placed artillery to fire at an assigned target with parameters such as fire delay, disable auto-aim, move etc,. The script needs to work with the Iron Front artillery pieces. So far I have found and slightly modified a script by fatty that does what I want. The problem is the shells land some 700 meters short of the assigned Eden targets. I've moved the artillery targets further back and even changed the height of the targets. I also tried changing the targets from the invisible helipad to an invisible car and even tried game logics. The AI fired shells seem to land at the same short distance. The tested artillery piece I used is both the 10.5cm and Flak 36 guns. I'm at a loss to try and debug the issue. I also tried increasing the skill of the AI gunner and no dice. I even tried going into one of the guns myself while using the artillery computer and I couldn't even get the shells to land near the target area. Does anyone have any ideas on how to get reasonably accurate gun fire that works with the Iron Front artillery?