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Posts: 8

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Country: au
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#1 Posted at 2012-04-18 11:06        
Gday all

I have finished the basic version of an artillery script (well series of scripts) that I have been working on for some time now. The script is easy to call and sets a player up as a forward observer able to call fire onto targets. Fire is unadjusted and requires adjustment to be effective (Kept the adjustment method and variables as realistic as possible)

I am keen to put it out to the community to have a look over and test it out (if interested)
At this stage is fully functional in SP. Untested in MP and will definitely require amendments before its fully MP functional (I have an idea of some - community feedback will be great for all bugs!)
Much appreciated!


Quick summary:
Easy use
- Only requires one script call and everything is created and set up
- Two separate initiation scripts - one uses templates so very easy to rapidly include, one allows you to fully specify the supporting fire units (In both cases can be limited ammo (standard or specified) or unlimited)

More realistic
- Requires player to click on map to send grids (in lieu of player input to type in grid/bearing/distance) then observe rounds and adjust on to target
- Unadjusted fire initially has a large margin of error. Spread of rounds realistic.

- MP untested
- I am a pretty novice scripter so probably not the most efficient way
- Creates several global variables

Extract from readme for info:


Initially, identify your target on the ground.
Call for fire using 0-0-1
	This will open your map - click on the enemy location on the map
	The map will close - confirm there are no friendly troops in the area
Call for adjust fire using 0-0-2
	This will fire a single adjustment round - observe where it strikes
	Be aware that the inital round will normally have a wide splash area so you may have to use sound/smoke to ID the splash
	Either plot the strike on your map or use your gut to guess its location relative to yours and the target
	Work out the distance left/right the round needs to come to be in line with you and the target
Make the adjustments required using 0-0-(4 to 8 as required)
	The hint on the top left of the screen will show you your current adjustment
	Adjustments are in lots 50m, these are cumulative (eg. to go left 150, up 100, do the left 50 adjustment 3 times and up 50 twice)
	When you are happy you have an adjustment that will bring the round in line with you and the target...
Call for adjust fire again using 0-0-2
	Follow the same process as above until it falls in line
	When the round is in line with you and the target, do the same process using add/drop to move the fall of shot onto the target
	When the round falls within 50m of the target
Call FIRE FOR EFFECT with 0-0-3
	Watch the (hopeful) destruction
	Note - If you are confident, you can make your adjustment then call fire for effect rather than wait for an adjusted round to fall on target
	If your fire for effect is off target, follow the process outlined above until you destroy the target (or run out of ammo!)

While there is a mission being fired, you cannot assign a new one (or fire another round)


As is there are two ways to call set up a player as a Forward Observer (aka can call in fire)
Place one of the below script calls into either player init (to start with the ability to call) or in a trigger's on act field.

1. Easy
bty1 = [true/false, int (1 to 8)] execVM "simartytemplate.sqf"; 
First value - true or false for unlimited ammo (true is unlimited, false uses the template)
Second value - The template gun setup:
1- Mortar section
2- Mortar Platoon
3- Light gun section
4- Light gun battery
5- Med gun section
6- Med gun battery
7- 1x Navy Frigate (with dual 5inch guns)
8- 3x Navy Frigates

In addition you can open the template file and edit the templates if you so wish (or add new ones)

2. (Slightly) harder - If you want to fully customise:
bty1 =[guns in battery, rounds per FFE, first round accuracy, adjust dispersion area, FFE dispersion area, ordinance (1-light, 2-med, 3-hvy), number of rounds (-1 for unlimited)] execVM "simartyinit.sqf";

Guns in battery - How many seperate fire units there are
Rounds per FFE - How many rounds each INDIVIDUAL fire unit will fire when 'FIRE FOR EFFECT' is called
First round accuracy - The accuracy of the FIRST round called onto a target (Several 100m standard)
Adjust dispersion area - Radius around the exact grid that the single adjust round will fall - splash radius (20-60m normally)
FFE dispersion area - Radius around target grid that the fire for effect rounds will fall - larger due to faster firing and more guns (20-80m standard)
Ordinance - 1 - Mortar, 2 - Light gun, 3 - Med gun, 4 - Bomb (Naval gun)
Number of rounds - TOTAL number of rounds available (NOT per fire unit) If you put -1 it will be unlimted.

Cheers in advance!

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Posts: 20697

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Country: nl
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In-game name: Foxhound

#2 Posted at 2012-04-20 17:11        
Thanks for posting the script here :-)
News is on the frontpage and you can find our mirror here:


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Posts: 8

Level: Member

Country: au
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#3 Posted at 2012-05-02 12:23        
V1 finished! BIG update to include GUI

Graphical interface allowing artillery to be adjusted as a Forward Observer, observed or through relayed information.
Different Fire for effect missions. MP compatible.
Call for fire screen
Sending the bearing
Mission called
Inputting adjustments

Scripts/dialogs located at:

Demo mission:

Feedback greatly appreciated!