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#1 Posted at 2012-06-24 16:47        
     
Hello Editors!

I'm trying to get an M119 (and possibly different guns later on...) to bombard a village constantly until it is stopped by a trigger...
Here's what I got so far:
An M119 fires a few rounds at a car, without any scripts.
The problem:
The M119 is in visual range, you can easily see it, and if you were armed, you could fire on it.
The desired result:
I would like for the M119 to be totaly out of range, no way of seeing it. And possibly the ability to change targets.

As you can probably tell; my criteria were a bit too much for google. So I decided to ask here...

can someone help?
Thanks!
Barbossa99


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#2 Posted at 2012-06-24 19:05        
     
SP, MP or both?

Have you tried the SSM? (The gun/battery will be virtual i.e., off the map).


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#3 Posted at 2012-06-24 19:11        
     
For SP, But I do want the battery on-map, so that you can lead an attack on it later on... so SSM would not be good enough.

This post was edited by Barbossa99 (2012-06-24 20:29, ago)


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#4 Posted at 2012-06-28 03:20        
     
An M119 can toss a shell across Chernarus I don't think you'll have much trouble getting it out of eyesight, for constant bombardment use this addMagazine "ARTY_30Rnd_105mmHE_M119" You can replace the HE with WP ILLUM SADARM LASER SMOKE)a hundred times (You can copy and paste) to give it a bunch of shells.

Here is a script I used (Placed into a trigger activated by Radio Alpha, the blue arty icon is the artillery module, the all the M119's are synched to a "leading" M119 and the syncs to the module)-

[battery1,getposASL T1, ["IMMEDIATE", "HE", 6, 9]] call BIS_ARTY_F_ExecuteTemplateMission;

The 6 is delay between hits, and the 9 is how many shells to fire in total.

This post was edited by dpatt711 (2012-06-28 04:50, ago)


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#5 Posted at 2012-06-28 06:53        
     
Hey, thanks! this works fine, its simple and does everything that I need it to!

thanks,

Barbossa99