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#1 Posted at 2016-03-05 18:38        
     
Is there any form to create an ambient artillery with eden editor?
I used to use mcc sandbox to make an artillery canon firing with a preset, i'm trying to do the same with the eden editor but i can't, could anyone help me??


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#2 Posted at 2016-03-06 02:17        
     
You can DIY with this kind of code in init field (here for a Scorcher):

this commandArtilleryFire [getMarkerPos "art", "32Rnd_155mm_Mo_shells", 32]

and add an invisible marker (art here) somewhere on map. If you need to renew 32 rnds, there are some codes also.

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#3 Posted at 2016-03-06 15:49        
     
The problem is that my unit is a PAK40 an antitank canon not an artillery piece, and I used to put the mcc effect of artillery and it work perfect and with this code it doesnt work


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#4 Posted at 2016-03-06 16:06        
     
# Pierre MGI : You can DIY with this kind of code in init field (here for a Scorcher):

this commandArtilleryFire [getMarkerPos "art", "32Rnd_155mm_Mo_shells", 32]

find the class name for the ammunition used by the pak40 and replace it


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#5 Posted at 2016-03-06 16:20        
     
# BroBeans : find the class name for the ammunition used by the pak40 and replace it
You can use the magazines command on the vehicle I think.

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#6 Posted at 2016-03-06 16:59        
     
I did it but it does't do anything \_(º-º)_/ I tried with a mortar too and happen the same I hate when this occur, thanks mates


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#7 Posted at 2016-03-06 21:58        
     
Did you place a marker to fire at?

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#8 Posted at 2016-03-07 14:24        
     
Yes


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#9 Posted at 2016-03-08 05:25        
     
Here is a script I have used for a mission I am making and it works wonders.

trigger activated by blufor once which is placed over the artillery (this script is for a scorcher):

null=[] execvm "arty.sqf";

arty.sqf

_mortar = art_01;

_radius = 50;

while {true} do
{
_center = markerPos "target_01";

_pos = [
	(_center select 0) - _radius + (2 * random _radius),
	(_center select 1) - _radius + (2 * random _radius),
	0
	];

_mortar commandArtilleryFire [
					_pos,
					getArtilleryAmmo [_mortar] select 0,
					1
				];

sleep 6;

_pos = [
	(_center select 0) - _radius + (2 * random _radius),
	(_center select 1) - _radius + (2 * random _radius),
	0
	];

_mortar commandArtilleryFire [
					_pos,
					getArtilleryAmmo [_mortar] select 0,
					1
				];

sleep 6;
_mortar = (name of mortor unit);
_radius = (radious of rounds landing);
_center = markerPos "name of marker";

I redefine the _center between each round so that the rounds land in different spots each time.

My full script is this if you are curious how i have mine set up:

_mortar = art_01;
_radius = 50;

while {true} do
{
_center = markerPos "target_01";

_pos = [
	(_center select 0) - _radius + (2 * random _radius),
	(_center select 1) - _radius + (2 * random _radius),
	0
	];

_mortar commandArtilleryFire [
					_pos,
					getArtilleryAmmo [_mortar] select 0,
					1
				];

sleep 6;

_pos = [
	(_center select 0) - _radius + (2 * random _radius),
	(_center select 1) - _radius + (2 * random _radius),
	0
	];

_mortar commandArtilleryFire [
					_pos,
					getArtilleryAmmo [_mortar] select 0,
					1
				];

sleep 6;

_pos = [
	(_center select 0) - _radius + (2 * random _radius),
	(_center select 1) - _radius + (2 * random _radius),
	0
	];

_mortar commandArtilleryFire [
					_pos,
					getArtilleryAmmo [_mortar] select 0,
					1
				];

sleep 6;

_pos = [
	(_center select 0) - _radius + (2 * random _radius),
	(_center select 1) - _radius + (2 * random _radius),
	0
	];

_mortar commandArtilleryFire [
					_pos,
					getArtilleryAmmo [_mortar] select 0,
					1
				];

sleep 6;

_pos = [
	(_center select 0) - _radius + (2 * random _radius),
	(_center select 1) - _radius + (2 * random _radius),
	0
	];

_mortar commandArtilleryFire [
					_pos,
					getArtilleryAmmo [_mortar] select 0,
					1
				];
sleep 6;

_pos = [
	(_center select 0) - _radius + (2 * random _radius),
	(_center select 1) - _radius + (2 * random _radius),
	0
	];

_mortar commandArtilleryFire [
					_pos,
					getArtilleryAmmo [_mortar] select 0,
					1
				];


sleep 90;

_center = markerPos "target_02";

_pos = [
	(_center select 0) - _radius + (2 * random _radius),
	(_center select 1) - _radius + (2 * random _radius),
	0
	];

_mortar commandArtilleryFire [
					_pos,
					getArtilleryAmmo [_mortar] select 0,
					1
				];

sleep 6;

_pos = [
	(_center select 0) - _radius + (2 * random _radius),
	(_center select 1) - _radius + (2 * random _radius),
	0
	];

_mortar commandArtilleryFire [
					_pos,
					getArtilleryAmmo [_mortar] select 0,
					1
				];

sleep 6;

_pos = [
	(_center select 0) - _radius + (2 * random _radius),
	(_center select 1) - _radius + (2 * random _radius),
	0
	];

_mortar commandArtilleryFire [
					_pos,
					getArtilleryAmmo [_mortar] select 0,
					1
				];

sleep 6;

_pos = [
	(_center select 0) - _radius + (2 * random _radius),
	(_center select 1) - _radius + (2 * random _radius),
	0
	];

_mortar commandArtilleryFire [
					_pos,
					getArtilleryAmmo [_mortar] select 0,
					1
				];

sleep 6;

_pos = [
	(_center select 0) - _radius + (2 * random _radius),
	(_center select 1) - _radius + (2 * random _radius),
	0
	];

_mortar commandArtilleryFire [
					_pos,
					getArtilleryAmmo [_mortar] select 0,
					1
				];

sleep 6;

_pos = [
	(_center select 0) - _radius + (2 * random _radius),
	(_center select 1) - _radius + (2 * random _radius),
	0
	];

_mortar commandArtilleryFire [
					_pos,
					getArtilleryAmmo [_mortar] select 0,
					1
				];

sleep 90;

_center = markerPos "target_03";

_pos = [
	(_center select 0) - _radius + (2 * random _radius),
	(_center select 1) - _radius + (2 * random _radius),
	0
	];

_mortar commandArtilleryFire [
					_pos,
					getArtilleryAmmo [_mortar] select 0,
					1
				];

sleep 6;

_pos = [
	(_center select 0) - _radius + (2 * random _radius),
	(_center select 1) - _radius + (2 * random _radius),
	0
	];

_mortar commandArtilleryFire [
					_pos,
					getArtilleryAmmo [_mortar] select 0,
					1
				];

sleep 6;

_pos = [
	(_center select 0) - _radius + (2 * random _radius),
	(_center select 1) - _radius + (2 * random _radius),
	0
	];

_mortar commandArtilleryFire [
					_pos,
					getArtilleryAmmo [_mortar] select 0,
					1
				];

sleep 6;

_pos = [
	(_center select 0) - _radius + (2 * random _radius),
	(_center select 1) - _radius + (2 * random _radius),
	0
	];

_mortar commandArtilleryFire [
					_pos,
					getArtilleryAmmo [_mortar] select 0,
					1
				];

sleep 6;

_pos = [
	(_center select 0) - _radius + (2 * random _radius),
	(_center select 1) - _radius + (2 * random _radius),
	0
	];

_mortar commandArtilleryFire [
					_pos,
					getArtilleryAmmo [_mortar] select 0,
					1
				];

sleep 6;

_pos = [
	(_center select 0) - _radius + (2 * random _radius),
	(_center select 1) - _radius + (2 * random _radius),
	0
	];

_mortar commandArtilleryFire [
					_pos,
					getArtilleryAmmo [_mortar] select 0,
					1
				];

sleep 90;
};

You must have at least 6 seconds between each round or some will not execute. Once again this is for a Scorcher, but might work with others. This code will execute until the max amount of cycles that while true do allows. For me, It lasts quite awhile.

I have 90 seconds of rest between targets, which are named target_01, target_02, and target_03. Whenever you switch targets, be sure to redefine _center.


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#10 Posted at 2016-03-08 06:37        
     
# Yibba : Once again this is for a Scorcher, but might work with others.

Should work as it uses variables to adjust the script to suit different vehicles, as long as you name the artillery piece art_01 it will adjust the script accordingly


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#11 Posted at 2016-03-08 08:56        
     
Just wondering... you did man the gun, right ?




Anyway, how about using one of the fabulous BIS-functions ?
BIS_fnc_wpArtillery

Never tried it myself, but it should work like this:
[group this,getMarkerPos "art",this,5] call BIS_fnc_wpArtillery



ps.: This allows you to place down more guns, group them with the first one and they will all be affected by that command.

There are a lot of very capable people on this forum, willing to spend some of their time to help you out. So if you have a problem, it surely isn't too much to ask that you atleast take the time to describe it properly. Thanks.

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#12 Posted at 2016-03-09 07:52        
     
This allows for the inaccurate nature of artillery, in which,in my experience, has not happened with the bis function. Also, I am a bit partial to this script because it is pretty bulletproof.