Author: Rydygier
Author Website:

Requirements: No addons required

Version: 1.14
Signed: No

Short description: "Fire For Effect" provides fully autonomous AI artillery, that reacts on current situation by smart shelling enemy targets spotted by allied forces.

Date: 2015-04-26 11:30


Comments: (3)
Rating:



 



Fire For Effect: The God Of War

by
Rydygier


Description:
FFE is a counterpart of A2's "Fire At Will" addon prepared for Arma 3 with only minor changes, mostly unavoidable due to completely new artillery handling. Its variation deals with artillery under Hetman script.

Unlike Arma 2, in Arma 3 scripts aren't necessary to actually see AI artillery firing, still some scripting can improve arty AI and can be useful for people, who need such enhancement. That is the goal of FFE.

"Fire For Effect" provides fully autonomous AI artillery, that reacts on current situation by smart shelling enemy targets spotted by allied forces. "Smart" means reasonable target choosing, avoiding friendly fire or civilian casaulties and ability of predicting, where moving target will be at impact by analyzing its movement vector. FFE provides also simulation of targeting errors due to factors like human mistakes, weather and more.

Addon supports all generic Arma 3 artillery units. Custom artillery pieces, if compatibile with vanilla artillery computer, may be added via init variables.


Installation:
Extract into the ArmA 3 Directory, by default this is located in:
32-Bit - C:\Program Files\Steam/Steamapps\Common\ArmA 3\
64-Bit - C:\Program Files (x86)\Steam/Steamapps\Common\ArmA 3\
After extraction it should look like this:
Steam\Steamapps\Common\ArmA 3\@your_mod_folder_name\addons\

You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this:
mydocuments\Arma3 Alpha\@your_mod_folder_name1\addons\
mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\
mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\

When present place the "userconfig" folder into your game install folder, usually:
"C:\Program Files (x86)\Steam\steamapps\common\Arma 3".
You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive.

You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name
For using multiple mods you would then do so like this:
-mod=@mod_name;@mod_name2;@mod_name3;@mod_name4;@mod_name5

Note:
You can also use -nosplash to get rid of the splash art and intro videos.


And of course you can also enable and disable community made addons and mods through the in-game Options Expansions menu if you do not want to mess with startup parameters!

When the above information still does not provide you with enough to learn how to install custom addons and mods you can always ask in our Guide On Installing Mods.

The script version is installed by copying the contents of the folder “Script version” into the mission folder in which it is to be used.


Included files:
ryd_ffe.pbo


Usage:
Addon version:
To use the FFE addon version in your missions launch the game with FFE addon, place on map some artillery pieces, any units of same side acting as FOs, some OPFOR as targets and FFE module. That’s all.

Script version:
To use FFE script version, instead of module, put content of "Script version" folder into mission folder and place following code line eg in the init field of any unit or activation field of trigger etc. or, best way, in the init.sqf:
nul = [] execVM "RYD_FFE\FFE.sqf";
See included manual for more details, including optional customization via init config variables.


Known issues:
ETA issue
I'll be grateful for any bug reports, best in form of well discussed repro mission.


License:
Addon was created "by player for players", source scripts you can freely modify, copy, "cannibalize", to use in your projects. It is released under APL-SA license. I'll be grateful for notification about each such usage.


Changelog:
v1.14
- added auto-detection of arty assets, that should grab and utilize also any custom made artillery without any manual config. Manual config left as an option/backup;
- Compatibility with Iowa battleship mod with following init variable to force this mode manually (check manual);
- minor code improvements;
- manual updated.

v1.13
- removed RPT spam for arty groups consisting members not manning artillery pieces.

v1.12
- now artillery should properly avoid targeting hostiles, if any civilians are in that area;
- any classnames of arty units in the init config should be typed lowercase only;
- updated manual;
- minor code tweaks.

v1.11
- code fixes to prevent possible stuck when battery has not enough ammo and to improve reliability;
- minor code fix.

v1.1
- added possibility to add via init config custom artillery pieces that use custom magazines;
- arty targetting now based on supposed (by FO) target position than on actual position;
- fire mission will be interrupted, if during targeting FO spotting the target will be killed or removed.

v1.01
- improved code reliability
- few minor tweaks

v1.0
- First release


Forums Topic:
- BI Forums




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Tags: Ai,   Artillery