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Found 5 results

  1. Hello ! I was wondering if someone know how a simulate the explosion of a smoke shell from a trigger or even a mortar. Conventional smokes are too small or even ineffective... I'm making several missions with Vanilla assets where this would be very useful, like a tank which just suddenly appears from the smoke, or even several huge smoke fired from mortars to allow some soldiers to advance covered etc. I have been looking for this command/script for some time but I haven't found any solution yet. Here is a command i tried but which doesn't work: bomb="8Rnd_82mm_Mo_Smoke_white" createVehicle (getPos this); So if any of you have any ideas, don’t hesitate. 🙂
  2. What is CODI_MORTAR? CODI_MORTAR adds an Artillery Computer that calculates firesolutions using mortar coordinates, target coordinates and adjustments. Youtube Should I try CODI_MORTAR? If you like the basic Artillery Computer provided by Arma 3 then you might not want to try this. If you like realism and like to give indirect firesupport without line of sight then you might try this. Is it complex? It is as easy as it could be made. But there is no MapClickShit. How do I use it? There are 2 modes of operation. One for GRID mode where target location is known and a POLAR mode where a forward observer tells you his position and you adjust the target from his position. In each mode the mortar position need to be entered or you click on the first "me" button to automatically fill in the correct values of the current position of the player. GRID: By opening the map and interpolating the position of the enemy to ~10 m you enter its coordinates and aproximate height in meters into the computer. The computer calculates the firesolution which can be used in the mortar to shoot at the target. Adjust your mortar and fire. POLAR: By opening the map and interpolating the position of the forward oberserver to ~10 m you enter its coordinates and aproximate height in meters into the computer. The forward observer needs you to give the azimut to the target in degree as well as the elevation to the target also in degree and the distance to the target in meters. You need to enter all those values into the computer. If you dont, you will shoot at your forward observers position! The computer calculates the firesolution which can be used in the mortar to shoot at the target. Adjust your mortar and fire. Yeah you got me, the mortar aims 1 MIL beside and 1 MIL to low (It is the same image as in the GRID mode) If you missed your target due to wrong aiming or positions and the forward observer saw the impact he can give you an adjustment like "45° 100m". If you enter those values you might hit your target on the second attempt. YOU DO NOT NEED TO PRESS THE "Adjust DST" BUTTON!!! If your Observer has multiple corrections you can click the button to change your DST values so you can use the adjustment again relative to the last adjustment if wanted. If you are fast enough you can remember Time On Target (TOT) after shooting with charge 2 then recalculate with charge 1 (will be faster due to lower angle) and time the shots using TOT to have simultaneous impacts. The computer ignores wind. AFAIK ACE also ignores wind for large calibers. What Speed do I need to enter? Depends. Default Mortar shoots with charge 0: 70 m/s, charge 1: 140 m/s and charge 2: 200 m/s Am I high? Normally you can hit a target with 2 different angles: a low one and a high angle. Mortars have a very high minimum angle so you will probably never need the low firesolution but just in case... How to setup a mission using the script? Copy the "CODI" folder into your mission. init.sqf: [] call compile preprocessFileLineNumbers "CODI\MORTAR\preInit.sqf"; enableEngineArtillery false; if (hasInterface) then { waitUntil{!isNull player}; private _mortar = ["Open MortarComputer", "Open MortarComputer", "", {createDialog "CODI_Mortar_GUI";}, {true}, {}, [], "", 10] call ace_interact_menu_fnc_createAction; [player, 1, ["ACE_SelfActions"], _mortar] call ace_interact_menu_fnc_addActionToObject; }; description.ext: #include "CODI\MORTAR\dialogs.hpp" What weapons are supported? All that you enter in the CODI\MORTAR\preInit.sqf in the variable CODI_Mortar_weapons Keep in mind you need to enter the WEAPONclass not the VEHICLEclass! I Like Artysupport but no one likes to play Arty... Change CODI\MORTAR\preInit.sqf CODI_Mortar_fireEnabled to true. Then you can click FIRE as often and fast as you like and a shell will be created at the specified artillery coordinates. Download: Dropbox Required Addons: ACE License This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. To view a copy of this license, visit https://creativecommons.org/licenses/by-nc-nd/4.0/.
  3. 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
  4. EllaElectro

    Custom Mortar 120 mm

    Hey guys and gals, I've been working on an 120mm mortar of the german armed forces (modified Soltam K6). And I got two problems I hope your guys can help me to fix. 1. I can not get the mortar to have a firerange of min 450m to max 6350m. I tweaked around with the minelv and maxelv values but I only get strange results. Are these the right values at all? 2. As soon as I change the elevation (in game) by pressing the page up or page down keys the mortar wobbles around through the backblast - sometimes it even flips. How can I fix that? Many thanks in advance. CfgVehicles: cfgWeapons config.cpp
  5. 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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