Author: RangerX3X
Author Website:

Requirements: No addons required

Version: 1.0

Short description: When you want the AI to blast away at a specific target.

Date: 2010-09-16 14:08


Comments: (1)
Rating:



 

Basic Artillery Template - No Script Needed
by
RangerX3X


Description:
This template contains three artillery batteries: 1-2-3, each with multiple fire missions. These are straight copy and paste batteries into your missions - no scripts are required. These are real artillery that can be destroyed by the enemy to disrupt the completion of the fire missions (if desired in your mission creation).

They do not require any intervention from the player during the mission - they are true fire support units.

Target Naming Convention: B1T1 (Battery One, Target One), B2T3 (Battery Two, Target Three), etc.


Features:
  • Battery 1: MLRS (Multiple Launch Rocket System)
    Minimum Arma Range: 4900m
    Maximum Arma Range: 15550m
    Ordnance: HE

    This battery consists of 4 fire missions driven by 4 triggers: Radio Alpha (or whatever condition you chose to intiate firing) starts the ball rolling, then fire missions 2-4 proceed in domino fashion based on start of the previous fire mission plus a specific time delay, at the following target locations (I use road cones for fun):

    Fire Mission 1: 12 HE rounds target location Lopatino (B1T1)
    Fire Mission 2: 12 HE rounds target location Kamenka (B1T2)
    Fire Mission 3: 12 HE rounds target location Elektrozavodsk (B1T3)
    Fire Mission 4: 12 HE rounds target location Solnichniy (B1T4)

    A note about the MLRS in Arma: Use commandStop this in the initialization field of each MLRS that you put down to prevent them from moving from where you place them. Selecting "None" instead of "In Formation" will not achieve this - you must use commandStop this.

    Move the road cones around where ever you wish, just make sure it is outside of the minimum range and inside the maximum range. If you change the round count, you will need to adjust the corresponding trigger timings accordingly to not miss a fire mission (read further down regarding trigger timing).

  • Battery 2: M119 A1 (105mm Howitzer)
    Minimum Arma Range: 2375m
    Maximum Arma Range: 5800m
    Ordnance: HE, WP, ILLUM*, SADARM, LASER, SMOKE

    This battery consists of 3 fire missions driven by 3 triggers: Radio Bravo (or whatever condition you chose to intiate firing) starts the ball rolling, then fire missions 2-3 proceed in domino fashion based on start of the previous fire mission plus a specific time delay, at the following target locations (road cones are fun!):

    Fire Mission 1: 30 HE rounds target location Devil's Castle (B2T1)
    Fire Mission 2: 30 SADARM rounds target location Gorka (B2T2)
    Fire Mission 3: 30 SMOKE rounds target location Berezino (B2T3)

    A note about the M119 in Arma: Unless the target is directly in line with the facing of the artillery unit, you will see some strange AI behavior, such as twisting and turning. If the player will not see the artillery units actually firing, then this is not so much a problem. But if in your mission design your player will see the artillery units firing (such as running past them at the start of a mission), then you may want to have the artillery units facing the targets directly. Use of doWatch and other "remedies" provide inconsistent results and really are not worth the hassle trying to troubleshoot.

  • Battery 3: M252 (81mm Smooth Bore Mortar)
    Minimum Arma Range: 100m (use with extreme caution General Zhukov!!)
    Maximum Arma Range: 3700m
    Ordnance: HE, WP, ILLUM*

    This battery consists of 3 fire missions driven by 3 triggers: Radio Charlie (or whatever condition you chose to intiate firing) starts the ball rolling, then fire missions 2-3 proceed in domino fashion based on start of the previous fire mission plus a specific time delay, at the following target locations (fear the cone!):

    Fire Mission 1: 8 HE rounds target location 100m south of Krasnostav airstrip (B3T1)
    Fire Mission 2: 8 WP rounds target location 100m south of Krasnostav airstrip (B3T2)
    Fire Mission 3: 8 ILLUM rounds target location 100m south of Krasnostav airstrip (B3T3)

    * ILLUM: When using illumination rounds it is best to change to a timed firing pattern in the trigger, such as:

    [BATTERY3, getposASL B3T3, ["TIMED", "ILLUM", 30, 240]] call BIS_ARTY_F_ExecuteTemplateMission;

    Where 30 would be the seconds between each shot and 240 would be the total number of seconds for the fire mission to last. You will need to play around with these values and to achieve the best result, such as the next ILLUM round not lighting up the sky until the previous round just about expires.


Installation:
It comes with a mission as a demo version. Extract the folder to your ArmA2\other Profiles\Yournick\Missions and load it in the editor.


Notes:
A note about the timings in the subsequent triggers: Looking at trigger 2 for the MLRS battery, it has a timing of 60 seconds after the condition of Radio Alpha becomes true. If you change the number of artillery units and/or the fire mission round count, you will need to play with this timing value in order to not miss the next fire mission (if you choose to have them run automatically one after the other after your main trigger event [Radio Alpha, BLUFOR detected by OPFOR, etc.])


Additional info:
All of this information is available in the http://community.bistudio.com/wiki/Artillery_Module, however I found it hard to follow as a noob without an example mission.




Enable javascript to be able to download from Armaholic please!



Tags: Artillery