Author: MisterGoodson
Author Website:

Requirements: No addons required

Version: 1.0

Short description: This script will take a given area (defined by a marker) and spawn static weapons (such as DShKMs or KORDs) on rooftops.

Date: 2014-07-08 21:50


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Rooftop Static Weapons Script

by
Goodson


Description:
As the name suggests, this script will take a given area (defined by a marker) and spawn static weapons (such as DShKMs or KORDs) on rooftops. Taking inspiration from Insurgency for Arma 2, rooftop static weapons add much more variation to battles and make jobs harder for both infantry and air support.

This script was originally made for a private mission, but I thought other mission makers may also find this useful.

How it Works
When called, the script will first scan a given area for enterable buildings. Positions within each building will then be identified. Since there is no command for finding rooftops, this has to be done manually by checking for obstructions above each position and deciding whether or not it is a rooftop. A final check is then performed to ensure that there is enough room for the static weapon to spawn and that the rooftop position is not obstructed by any nearby walls or other solid objects that may prevent the weapon from manoeuvring properly.


Installation / Usage:
1. Copy the rooftopStaticWeapons folder into your mission folder.
2. Copy the following into your descript.ext:
class CfgFunctions
{
	class gdsn {
		#include "rooftopStaticWeapons\functions.hpp"
	};
};
3. Within your mission, create an ellipse marker (this will define the area that you wish to place static weapons) and give it a name (e.g. "m1").
4. Place down a "Game Logic" unit and put the following in the unit's init field:
["m1", 1, 5, false, "CAF_AG_ME_T_RPK74", east] call gdsn_fnc_spawnRooftopStaticWeapons;
Parameter 1: Name of marker (e.g. "m1").
Parameter 2: Type of weapon placement. 1 = Light (Anti-infantry), 2 = Medium (AT), 3 = Heavy (AA).
Parameter 3: Number of static weapons to spawn.
Parameter 4: Delete marker after use.
Parameter 5: Classname of gunner unit.
Parameter 5: Side of gunner (east, west, resistance).
5. Run your mission.


Changing the Static Weapons:
The classnames of the static weapons spawned can be changed within fn_spawnRooftopStaticWeapons.sqf.
Look for the line that begins with:

"// Define weapon placement types"


Media:



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Notes:
Any feedback/comments are always welcome.


Changelog:
v1.0
- first release


Forum topic:
- BI forums



These mods are only required for the example mission. The script will, however, work with any mission (as long as you change the default static weapon classnames in the script). Details are in the readme.
- @A3MP - ArmA 3 Map Pack - Additional Pack
- RDS Static Weapons Pack




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