Home   Help Search Login Register  

Author Topic: Advanced Fire Mission  (Read 3889 times)

0 Members and 1 Guest are viewing this topic.

Offline Messiah

  • Honourary OFPEC Patron & Drinking Buddy of Wolfsbane
  • Honoured Contributor
  • ***
  • OFPEC Veteran
    • Project UK Forces
Advanced Fire Mission
« on: 04 Sep 2002, 17:22:16 »
ok - i downloaded snYpirs user defined marker script which also came with a smoke mission....

now - i want to convert it slightly to do the following:

1. Player asks for fire missions - mission accepted

2. Player selects user defined marker (double clicks on map)

3. Naval Artilery fires 1 red smoke shell - range finding - (at the moment its like 15)

4. Naval Artilery asks for confirmation on live rounds fire mission - to check if red smoke is in correct place to player or if any allies have wandered into fire zone.

5. Player can answer AFFIRMATIVE or NEGATIVE - available through the radio - only visible when Naval asks for confirmation.

6. Fire missions goes out - BAMN BAMN BAMN - wide spread of artilery fire

7. 2 Minute reload period - no new fire mission untill 2 mins is up

8. If radio man is killed - radio option for fire mission dissapears.


thats the jist of it.. Now looking at snYpirs script confuses me - i have a bit of scripting knowledge but this is out of my league - i dont know where to start.

the user defined marker script is this:

Code: [Select]
; user defined marker detection script v1
; by snYpir for the OFP editing center

;---------------------------------------------
; this script will constantly monitor for new user-defined markers
; it is designed to be called right at the start of a mission

; every time a new user defined marker is created:

; the global variable 'userMarker' will equal the latest marker
; the global variable 'userMarkerPos' will equal the position of the latest marker
; the global variable 'userMarkerX' will equal the X coord of latest marker
; the global variable 'userMarkerY' will equal the Y coord of latest marker
; the global variable 'userMarkerSet' will equal true.

; it is YOUR responsibility to set userMarkerSet back to false! ie in your artillery script or wherever. If you don't it doesn't matter, if the user enters a new marker then the new marker information will override the global variables

; it does not matter how many markers already exist on the map, this script will just hunt for the first user defined marker the player places, then the next etc.

; WARNING!!!! THE DELETE BUTTON IS THE ACHILE'S HEEL OF THIS SCRIPT!!!!!

; PARAMETERS: takes the number of pre-defined markers you have already set in the editor
;----------------------------------------------

; BEGIN BITS U CAN EDIT
;----------------------

; set the time between marker checks - should be between 0.25 and 1
_pause = 0.5

; time in seconds to show 'destroy' icon before the marker will disappear, default is 1
; careful, you don't want the player adding new markers while we are waiting for the
; destroy icon to disappear, so don't make this value too high
_hidedelay = 3

; the icon to display for user-defined markers
_icon = "destroy"

; END BITS U CAN EDIT
;--------------------

userMarkerPause = false
userMarkerSet = false

_nEditorMarkers = _this select 0

; this loop will run until the end of the mission
#missionLooop

;wait for a marker to be added
#loop2

;halt the script if requested
@NOT(userMarkerPause)

; find the id of what will be the next user-defined marker
_counter = _nEditorMarkers
#loop1
_markerposn = getMarkerPos format["_USER_DEFINED #0/%1",_counter]
? ((_markerposn select 0) == 0 AND (_markerposn select 1) == 0) : goto "nextmarkerspotfound"
_counter = _counter + 1
goto "loop1"

; ok so now _counter will equal the position of where a new marker will go.
#nextmarkerspotfound

; make sure another marker has not been added during the loop above
? ((_markerposn select 0) != 0 AND (_markerposn select 1) != 0) : _counter = _counter + 1

~_pause

_markerposn = getMarkerPos format["_USER_DEFINED #0/%1",_counter]
? (_markerposn select 0) == 0 AND (_markerposn select 1) == 0 : goto "loop2"

; remember the new marker information in userMarker, userMarkerPos, userMarkerPosX, userMarkerPosY
userMarker = format["_USER_DEFINED #0/%1",_counter]
userMarkerPos = _markerposn
userMarkerX = (_markerposn select 0)
userMarkerY = (_markerposn select 1)

; change markers icon
userMarker SetMarkerType _icon

; switch the userMarkerSet flag to true - it is your responsibility to switch it back to false
userMarkerSet = true

; uncomment for information about new marker to be printed to screen
;hint format["Marker %1 placed at position: (%2,%3)",_counter,userMarkerX,userMarkerY]

; short pause to allow icon to change
~_hidedelay

; hide the marker (so the player will not intentionally delete it)
userMarker SetMarkerType "empty"

; loop back up to wait for the next marker

goto "missionLooop"

and this is the smoke mission:

Code: [Select]

; smoke fire mission script version 1.0
; by snYpir

; paramters:
; ----------
; 1 - name of the leader of a US infantry squad soley for the use of this script
; 2 - number of salvos of smoke to fire

; REQUIRES usermarker.sqs to be called PRIOR to calling this script

; values u can adjust

; radius of the circle in which smoke will fall
_smokeradius = 100

; colour of smoke, can be "SmokeShell" (white smoke), "SmokeShellGreen" or "SmokeShellRed"
_colour = "SmokeShellRed"

; radio msg for when script starts ("null" for none)
_startmsg = "Send coordinates for fire mission, over"

; radio msg for when rounds are inbound ("null" for none)
_inboundmsg = "Acknowledged, smoke rounds inbound, out"

; radio msg for when fire mission is complete ("null" for none)
_endmsg = "Rounds complete, out"

; radio msg for if a smoke mission is already in progress
_smokecalledmsg = "Fire mission in progress, wait out"

; end values u can adjust





; edit beyond here at own risk




; is a script already running?

? smokecalled :  (_this select 0) SideChat _smokecalledmsg; exit

smokecalled = true

; make an array of the incoming group
_smokeArr = units group (_this select 0)

; set up squad that will be throwing smoke
"RemoveAllWeapons _x" foreach _smokeArr
_tmp = 0
#for3
(_smokeArr select _tmp) disableAI "move"
? _tmp < count _smokeArr : _tmp = _tmp + 1; goto "for3"

? _startmsg != "null" : (_this select 0) SideChat _startmsg

; wait until the player has set a user marker
userMarkerSet = false
@userMarkerSet

? _inboundmsg != "null" : (_this select 0) SideChat _inboundmsg

; number of smoke salvos to fire
_salvos = _this select 1

? _salvos == 0 : hint "Invalid number of salvos. Must be greater than 1."; exit

; remember the starting loc of the group
_startPos = GetPos (_this select 0)



; Y offset - needs to be increased if u put the shooters higher
userMarkerY = userMarkerY + 150



_salvocount = 1
#salvoloop

; slight pause
~2

"_x SetDammage 0" foreach _smokeArr

; throw smoke
_tmp = 0
#for1
(_smokeArr select _tmp) addmagazine _colour
(_smokeArr select _tmp) fire ["throw",_colour,_colour]
? _tmp < count _smokeArr : _tmp = _tmp + 1; goto "for1"

~2

_tmp = 0
#for2

; get random position in relation to userMarkerY
_randx = RANDOM 100
_tmprndx = RANDOM 10
_randy = RANDOM 100
_tmprndy = RANDOM 10
? _tmprndy < 5 : _randy = _randy * -1
? _tmprndx < 5 : _randx = _randx * -1

; set above firing point
(_smokeArr select _tmp) SetPos [userMarkerX+_randx,userMarkerY+_randy,1000]

; set random direction
(_smokeArr select _tmp) SetDir 180

? _tmp < count _smokeArr : _tmp = _tmp + 1; goto "for2"


; pause to throw smoke
~3


; BACK TO ORIGINAL LOCATION
_tmp = 0
#for4
(_smokeArr select _tmp) SetPos [(_startPos select 0),(_startPos select 1),0]
? _tmp < count _smokeArr : _tmp = _tmp + 1; goto "for4"



? _salvocount < _salvos : _salvocount = _salvocount + 1; goto "salvoloop"


? _endmsg != "null" : (_this select 0) SideChat _endmsg

smokecalled = false

its activated using an init field exec:

Code: [Select]
[0] exec "usermarker.sqs"

and a trigger radio exec (request fire mission):

Code: [Select]
[smoke,3] exec "smoke.sqs"

pleeeeeeeeeeeasse help... :help:

cheers

:thumbsup:
« Last Edit: 04 Sep 2002, 17:26:03 by Messiah »
Proud Member of the Volunteer Commando Battalion

Offline Messiah

  • Honourary OFPEC Patron & Drinking Buddy of Wolfsbane
  • Honoured Contributor
  • ***
  • OFPEC Veteran
    • Project UK Forces
Re:Advanced Fire Mission
« Reply #1 on: 05 Sep 2002, 19:49:49 »
hmmm - is this too hard?

ive had a go myself - but as soon as i add aything the damn thing errors like crazy... aaaargh.  :-\
Proud Member of the Volunteer Commando Battalion

Gameer_77

  • Guest
Re:Advanced Fire Mission
« Reply #2 on: 05 Sep 2002, 21:34:44 »
I think people are being put off by the biiiiiiig Thread!  :o

Maybe if you told us what the script does originally then we could help you further.

 8)PEACE

Offline Messiah

  • Honourary OFPEC Patron & Drinking Buddy of Wolfsbane
  • Honoured Contributor
  • ***
  • OFPEC Veteran
    • Project UK Forces
Re:Advanced Fire Mission
« Reply #3 on: 05 Sep 2002, 21:44:50 »
hmmmm, i see ya point.

k, well the script b asically asks you if you want a fire mission (via radio) and when u select a fire mission the script then waits for you to place a user defined marker (double clikc on the map and it adds a nice marker for ya)....

then this script cam creates lots of red smoke shells...

now i want to use this script but change what it does after u double click on the map - but thats where i fall short (what i want it to do is on first post)

any ideas?
Proud Member of the Volunteer Commando Battalion

Gameer_77

  • Guest
Re:Advanced Fire Mission
« Reply #4 on: 05 Sep 2002, 21:52:34 »
Well, everything beyond:

; wait until the player has set a user marker
userMarkerSet = false
@userMarkerSet


Is the artillery. Ill have a look just now and see what i can do.

 8) PEACE

Gameer_77

  • Guest
Re:Advanced Fire Mission
« Reply #5 on: 05 Sep 2002, 22:05:08 »
Make a new radio (A free one). In the init put:

# setradiomsg null

And the # is the number (alpha, bravo...)

in the onactivation put confirmed=1

Do the same as above with a different radio and in the onactivation put confirmed=2

Now, this is as far as i can go the now. A few Q's:

Does this script fire a barrage of smoke?

If so, does it all come down at once?

Who is the radio guy?

Thanks
« Last Edit: 05 Sep 2002, 22:20:16 by Gameer_77 »

Offline Messiah

  • Honourary OFPEC Patron & Drinking Buddy of Wolfsbane
  • Honoured Contributor
  • ***
  • OFPEC Veteran
    • Project UK Forces
Re:Advanced Fire Mission
« Reply #6 on: 05 Sep 2002, 22:17:41 »
ok - it does fire smoke and the smoke comes down at once (unfortunatly) and the radio guy is the player.

cheers for the help
Proud Member of the Volunteer Commando Battalion

Gameer_77

  • Guest
Re:Advanced Fire Mission
« Reply #7 on: 05 Sep 2002, 22:52:54 »
Ok, ive modified it but have'nt tested it. Just paste this over the top of the script. (make a copy of the original if you want)

Code: [Select]
_colour = "SmokeShellRed"
_startmsg = "Send coordinates for fire mission, over"
_inboundmsg = "Acknowledged, smoke rounds inbound, out"
_endmsg = "Rounds complete, out"
_smokecalledmsg = "Fire mission in progress, wait out"
_confirmMsg= "Can you confirm the artillery co-ordinates?"
shelllimit= 30

? smokecalled :  (_this select 0) SideChat _smokecalledmsg; exit
smokecalled = true

_smokeArr = units group (_this select 0)
"RemoveAllWeapons _x" foreach _smokeArr


_tmp = 0
#for3
(_smokeArr select _tmp) disableAI "move"
? _tmp < count _smokeArr : _tmp = _tmp + 1; goto "for3"

? _startmsg != "null" : (_this select 0) SideChat _startmsg

; wait until the player has set a user marker
userMarkerSet = false
@userMarkerSet

? _inboundmsg != "null" : (_this select 0) SideChat _inboundmsg

_salvos = _this select 1
? _salvos == 0 : hint "Invalid number of salvos. Must be greater than 1."; exit

_startPos = GetPos (_this select 0)
userMarkerY = userMarkerY + 150

_salvocount = 1
#salvoloop

~2

"_x SetDammage 0" foreach _smokeArr

_tmp = 0
#for1
(_smokeArr select _tmp) addmagazine _colour
(_smokeArr select _tmp) fire ["throw",_colour,_colour]
? _tmp < count _smokeArr : _tmp = _tmp + 1; goto "for1"

~2

_tmp = 0
#for2

_randx = RANDOM 100
_tmprndx = RANDOM 10
_randy = RANDOM 100
_tmprndy = RANDOM 10
? _tmprndy < 5 : _randy = _randy * -1
? _tmprndx < 5 : _randx = _randx * -1


(_smokeArr select _tmp) SetPos [userMarkerX+_randx,userMarkerY+_randy,1000]

(_smokeArr select _tmp) SetDir 180


? _tmp < count _smokeArr : _tmp = _tmp + 1; goto "for2"

~3

_tmp = 0
#for4
(_smokeArr select _tmp) SetPos [(_startPos select 0),(_startPos select 1),0]
? _tmp < count _smokeArr : _tmp = _tmp + 1; goto "for4"


? _salvocount < _salvos : _salvocount = _salvocount + 1; goto "salvoloop"

? _endmsg != "null" : (_this select 0) SideChat _Confirmmsg

1 setradiomsg "Affirmative"
2 setradiomsg "Negative"

#for5
? confirmed=="1":goto "Barrage"
? confirmed=="2":goto "Retry"
~0.5
goto "for5"

#retry

player sidechat "Negative base, attempting to relay new co-ordinates to you."

smokecalled=false

exit

;AT THIS POINT RE-MARK THE MAP AND RADIO AGAIN!
#Barrage

shellssofar=0

#for6
_shel= "shell120" CamCreate [userMarkerX + (random 40), userMarkerY + (random 40), 400]

shellssofar=shellssofar + 1

?shellssofar>=shelllimit: (_this select 0) SideChat _Endmsg;goto "delay"

~Random 3

goto "for6"

#delay

~120

smokecalled=false

Things you can edit:

_confirmMsg= "Can you confirm the artillery co-ordinates?"
shelllimit= 30

Shelllimit is the amount of artillery shells you want. Confirmmsg is the message said when the radio guy asks to confirm the pos of the smoke thing.

Now, i don't know how many smoke things drop for you, is it just one?

Anyway, guidelines:

Make two new radio triggers:

One of them will be the "affirmative" and one will be "negative". (put them in this order ie. radiomsg 3= affirmative and 4=negative)

Now in the script where it says:

1 setradiomsg "Affirmative"
2 setradiomsg "Negative"

Change the numbers to the numbers of the radio and in the init.sqs put:

1 setradiomsg null
2 setradiomsg null

Again, changing it to suit the number n the radio trigger.

Anything else?

Hope not. Phew.

There will be problems i just know it but hey, we'll all help ya!

Im going now so the next time i'll see this will be tommorow so maybe someone else can help ya until then, see ya!

 8) PEACE

Offline Messiah

  • Honourary OFPEC Patron & Drinking Buddy of Wolfsbane
  • Honoured Contributor
  • ***
  • OFPEC Veteran
    • Project UK Forces
Re:Advanced Fire Mission
« Reply #8 on: 06 Sep 2002, 00:12:17 »
ok.... actually about 15 smoke shells came down, but i'll modify to suit.... or try to... hehe

thanx thanx thanx for the help - i'll try this out tonite and the report back

:thumbsup:
Proud Member of the Volunteer Commando Battalion

Gameer_77

  • Guest
Re:Advanced Fire Mission
« Reply #9 on: 06 Sep 2002, 18:59:29 »


[attachment deleted by admin]

Offline Messiah

  • Honourary OFPEC Patron & Drinking Buddy of Wolfsbane
  • Honoured Contributor
  • ***
  • OFPEC Veteran
    • Project UK Forces
Re:Advanced Fire Mission
« Reply #10 on: 06 Sep 2002, 19:31:58 »
aaaah, dude, you are the man  ;)

*adds gamer to his credits list*

as for the smoke... hmmm... nevermind, i'll try and look at it with some scripting buddies of mine when they get back..

cheers

:thumbsup:
Proud Member of the Volunteer Commando Battalion

Gameer_77

  • Guest
Re:Advanced Fire Mission
« Reply #11 on: 06 Sep 2002, 21:09:48 »
Cheers Matey!  :) I'll think about it and see if I can fix it. Must be that damn wind!  >:(

Gameer

 8)PEACE

Offline Messiah

  • Honourary OFPEC Patron & Drinking Buddy of Wolfsbane
  • Honoured Contributor
  • ***
  • OFPEC Veteran
    • Project UK Forces
Re:Advanced Fire Mission
« Reply #12 on: 06 Sep 2002, 23:12:44 »
lol - tested it out and lol - well it does miss where the smoke goes  :)

so.... one more question - the artillery - how can i make the spread go over a larger area?

at the moment its to concentrated - thats some dam good artilery  ;) and also maybe slow it down?

sorry - im a dense at this  ;)
Proud Member of the Volunteer Commando Battalion

Gameer_77

  • Guest
Re:Advanced Fire Mission
« Reply #13 on: 06 Sep 2002, 23:41:17 »
hey man, good news! I figured out a way to make it work!  :D

Instead of using a guy to chuck the smoke i used camcreate so i can use that as a target for the artillery.

Ill post it up in about 10 minutes and tell you how to make it wider as its different code im going to give you.

Cheers

Gameer

 8)PEACE

Gameer_77

  • Guest
Re:Advanced Fire Mission
« Reply #14 on: 06 Sep 2002, 23:50:20 »
Ok Mate, here t'is:

Code: [Select]
_colour = "SmokeShellRed"
_startmsg = "Send coordinates for fire mission, over"
_inboundmsg = "Acknowledged, smoke rounds inbound, out"
_endmsg = "Rounds complete, out"
_smokecalledmsg = "Fire mission in progress, wait out"
_confirmMsg= "Can you confirm the artillery co-ordinates?"
_inboundArtmsg = "Acknowledged, smoke rounds inbound, out"
shelllimit= 30

? smokecalled :  (_this select 0) SideChat _smokecalledmsg; exit
smokecalled = true

_smokeArr = units group (_this select 0)
"RemoveAllWeapons _x" foreach _smokeArr


_tmp = 0
#for3
(_smokeArr select _tmp) disableAI "move"
? _tmp < count _smokeArr : _tmp = _tmp + 1; goto "for3"

? _startmsg != "null" : (_this select 0) SideChat _startmsg

; wait until the player has set a user marker
userMarkerSet = false
@userMarkerSet

? _inboundmsg != "null" : (_this select 0) SideChat _inboundmsg

_salvos = _this select 1
? _salvos == 0 : hint "Invalid number of salvos. Must be greater than 1."; exit

_startPos = GetPos (_this select 0)
userMarkerY = userMarkerY + 150

_salvocount = 1
#salvoloop

~4

_tmp = 0
#for2

_randx = RANDOM 100
_tmprndx = RANDOM 10
_randy = RANDOM 100
_tmprndy = RANDOM 10
? _tmprndy < 5 : _randy = _randy * -1
? _tmprndx < 5 : _randx = _randx * -1

_smokey= "SmokeShellRed" camCreate [userMarkerX + _randx,userMarkerY + _randy,500]

;? _tmp < count _smokeArr : _tmp = _tmp + 1; goto "for2"

~9

;? _salvocount <= _salvos : _salvocount = _salvocount + 1; goto "salvoloop"

? _endmsg != "null" : (_this select 0) SideChat _Confirmmsg

2 setradiomsg "Affirmative"
3 setradiomsg "Negative"

#for5
? confirmed==1:goto "Barrage"
? confirmed==2:goto "Retry"
~0.5
goto "for5"

#retry

player sidechat "Negative base, attempting to relay new co-ordinates to you."

Confirmed=0

2 setradiomsg "null"
3 setradiomsg "null"

smokecalled=false

exit

;AT THIS POINT RE-MARK THE MAP AND RADIO AGAIN!
#Barrage

(_this select 0) SideChat _inboundArtmsg

2 setradiomsg "null"
3 setradiomsg "null"

shellssofar=0

#for6
_shel= "shell120" CamCreate [(getpos _smokey select 0) +(random 40), (getpos _smokey select 1) + (random 40), 200]

shellssofar=shellssofar + 1

?shellssofar>=shelllimit: (_this select 0) SideChat _Endmsg;goto "delay"

~Random 3

goto "for6"

#delay

~120

smokecalled=false

Again, just copy over the top of the old one.

Now, to change the spread of the artillery, change the parts in this code to whatever (Original=40):

_shel= "shell120" CamCreate [(getpos _smokey select 0) +(random #), (getpos _smokey select 1) + (random #), 200]

Also, you can change the type of artillery shell by changing the "Shell120" bit.

For the timing change this bit (3 lines below the above code):

~Random 3

Change the 3 to whatever.

There y'a go matey.

Cheers

Gameer

 8)PEACE

Offline Messiah

  • Honourary OFPEC Patron & Drinking Buddy of Wolfsbane
  • Honoured Contributor
  • ***
  • OFPEC Veteran
    • Project UK Forces
Re:Advanced Fire Mission
« Reply #15 on: 06 Sep 2002, 23:51:00 »
dude u are a lengend :thumbsup:
Proud Member of the Volunteer Commando Battalion

Gameer_77

  • Guest
Re:Advanced Fire Mission
« Reply #16 on: 06 Sep 2002, 23:53:25 »
dude u are a lengend :thumbsup:

Well...I wouldn't exactly say that... :-[

 8)PEACE
« Last Edit: 06 Sep 2002, 23:54:39 by Gameer_77 »

Offline Messiah

  • Honourary OFPEC Patron & Drinking Buddy of Wolfsbane
  • Honoured Contributor
  • ***
  • OFPEC Veteran
    • Project UK Forces
Re:Advanced Fire Mission
« Reply #17 on: 06 Sep 2002, 23:55:22 »
aaah, true... i spelt it wrong  ;)

dude you are a legend :thumbsup:
Proud Member of the Volunteer Commando Battalion

Gameer_77

  • Guest
Re:Advanced Fire Mission
« Reply #18 on: 07 Sep 2002, 00:03:25 »
Lol, If only...  ::)

 8)PEACE

Offline Messiah

  • Honourary OFPEC Patron & Drinking Buddy of Wolfsbane
  • Honoured Contributor
  • ***
  • OFPEC Veteran
    • Project UK Forces
Re:Advanced Fire Mission
« Reply #19 on: 07 Sep 2002, 02:02:01 »
cool - i modified it to work perfectly - changed the weapons to LGB (im reckoning Naval shells would be pretty heavy ordinace) and made the area wider and dealy greater...

its great, works a treat.

cheeeeeeeers
Proud Member of the Volunteer Commando Battalion

Offline Messiah

  • Honourary OFPEC Patron & Drinking Buddy of Wolfsbane
  • Honoured Contributor
  • ***
  • OFPEC Veteran
    • Project UK Forces
Re:Advanced Fire Mission
« Reply #20 on: 07 Sep 2002, 16:48:27 »
hhhhm - found a problem...


the scxript works fine on its own - but as soon as the damn thing is placed in a mission with other markers on the map, the marker you place will not be recognised - what the hell?
Proud Member of the Volunteer Commando Battalion

Gameer_77

  • Guest
Re:Advanced Fire Mission
« Reply #21 on: 07 Sep 2002, 17:56:15 »
Don't worry man, just count how many markers you have placed, then use that number when you are calling the usermarker.sqs.

I.E [6] exec "usermarker.sqs" instead of [ 0] exec "usermarker.sqs"

 8)PEACE
« Last Edit: 07 Sep 2002, 18:00:06 by Gameer_77 »

Offline Messiah

  • Honourary OFPEC Patron & Drinking Buddy of Wolfsbane
  • Honoured Contributor
  • ***
  • OFPEC Veteran
    • Project UK Forces
Re:Advanced Fire Mission
« Reply #22 on: 07 Sep 2002, 18:34:13 »
aaaaaaaaaaaaah

lol, i was wondering what that 0 was for  ;)
Proud Member of the Volunteer Commando Battalion

johnnylump

  • Guest
Re:Advanced Fire Mission
« Reply #23 on: 08 Sep 2002, 15:03:04 »
Say, could one of you gents post/link your completed script and provide some instruction on what else is necessary to make it work. It may be apparent in the discussion above, but I don't want to miss anything. Thanks ... jl

Gameer_77

  • Guest
Re:Advanced Fire Mission
« Reply #24 on: 08 Sep 2002, 15:45:32 »


[attachment deleted by admin]
« Last Edit: 08 Sep 2002, 15:48:31 by Gameer_77 »

Offline DrStrangelove

  • Members
  • *
  • Mr.Creative
Re:Advanced Fire Mission
« Reply #25 on: 16 Sep 2002, 14:20:14 »
I heard there are problems with getting the coords of user placed markers in multiplayer. Anyone has info on that ? Thx.

Gameer_77

  • Guest
Re:Advanced Fire Mission
« Reply #26 on: 16 Sep 2002, 18:19:26 »
I don't know about that, it might be hard sharing the co-ordinates across a multiplayer game.

Try making a post in the multiplayer forum, or since you said you'd seen it somewhere, search for it.  :)

 8)PEACE

Schoeler

  • Guest
Re:Advanced Fire Mission
« Reply #27 on: 06 Nov 2002, 03:01:01 »
Hey fellas, I'm just completing a comprehensive artillery script with sounds that i need beta tested.  It uses a modified version of snYpir's usermarker script to dynamically set target coordinates and allows for multiple markers being set.  If you want it let me know.  Here are some of the features:

Radio request of a fire mission.

Choice of ordinance type including High Explosive, AP, Smoke or Illumination and combinations thereof.

Firing of intial spotting round.

Adjustment of spotting round.

Fire for effect options of time on target, bracket target, walk shells in to target, defensive artillery screen around player position or any position for that matter.

Change ammo type requests.

Repeat mission requests.

Immediate cease fire ability, cancel mission ability and mission complete options.

And a whole lot more.

Sounds include radio dialogue between player and artillery unit, distant boom sound of guns firing that arrives after the shells do and varies with the rate of fire (e.g. all at once for a time on target), shell sound going by overhead (this is really cool), illumination flare pop overhead.

Mathematics account for gun reload times, distance of player from battery for shell flight time, random and customizable shell spread, random and customizable time interval between individual tubes firing etc...

I have to throw together a tutorial on how to use and customize this script as it is huge, but i would be willing to share it with select beta testers on the condition they release it to no one until its ready.

I'm still working on adding airstrikes, FAC support, helo extraction calls, gunship support, and aerial resupply options to it.  Hopefully when finished it will be the only script a mission maker needs to use for these sorts of things.


Gameer_77

  • Guest
Re:Advanced Fire Mission
« Reply #28 on: 06 Nov 2002, 23:45:19 »
 :P :D :P :D :P :D :P :D :P :D

Post it here, or if it's too big, send it to gameer_77@hotmail.com.

 :P

Cheers

 8)PEACE

Offline Dinger

  • Contributing Member
  • **
  • where's the ultra-theoretical mega-scripting forum
Re:Advanced Fire Mission
« Reply #29 on: 07 Nov 2002, 20:43:00 »
sounds cool, Schoeler.  Again, this is an open board, so feel free to just post it up here as beta.  We have a beta testing section for just that purpose.

Trust me, I did it with my old Artillery script (which I'm working to include onsinglemapclick, shell trajectories (HA- and LA- fire), improved ICM effects, and the rest) I haven't seen any ripoffs running around ( :( ), or any missions that use it.

if you haven't already, you should check out the field manuals available at www.adtdl.army.mil (series 6-).  That stuff gives you the procedures and options currently available on the battlefield.
Of course, you can also grab my artillery suite from the tutorials section here and steal any features from that that you see useful.
Dinger/Cfit

Schoeler

  • Guest
Re:Advanced Fire Mission
« Reply #30 on: 07 Nov 2002, 23:09:46 »
Dinger, you rock!  That site was extremely helpful.  My script is off by a little bit on the communications SOP and this will help me make the necessary changes to make it that much more realistic.  You say you are also working on an artillery script.  Any chance you want to collaborate and come out with one all encompassing, can't fail, no one ever need think of using anything else type of script?  I really want to have a comprehensive combat support script out there that mission makers can use to call realistic fire support, TAC air, gunship, helo extraction and aerial resupply on, all in one nice little package with cool sounds added.  I have the necessary sound editing software and have managed to capture some outstanding sounds (shells streaking past overhead, illumination round pop, distant sound of guns firing etc..) for my script, but it would be nice to bounce ideas off someone else and get it right the first time.

Anyway, let me know, and I'll send you what I have after I make the adjustments that I just discovered I need to make.

captain caffeine

  • Guest
Re:Advanced Fire Mission
« Reply #31 on: 10 Nov 2002, 02:32:35 »
  Please post your script when its ready , sounds great and I'd really like to give it a try :)

Schoeler

  • Guest
Re:Advanced Fire Mission
« Reply #32 on: 20 Nov 2002, 19:48:35 »
I took some time off from all the scripting.  You know your priorities are all wrong when you are spending 10 straight hours in front of the computer trying to get a script to work and only one or two on school work when you're trying to get into law school.  Anyway, I'll get back to it after exams this week.  I have some major changes I want to make after discussing things with Dinger.  Also, I need to record all new radio dialogue sounds for the script and the sound editing takes hours and hours and hours.  Fortunately I have all the tube, flare burst and shell sounds done.  This is going to be a single player script as it uses usermarkers to relay fire mission coordinates.  Dinger suggested, and I think he's right, that I do a script using onsinglemapclick.  I will do a version with this feature for compatability with multiplayer, but that is going to be a much more advanced script and I have to connive my physicist brother into designing some proper algorithms for it.  Don't expect version 2 anytime soon, as its been a b!tch getting version 1 finished with my school schedule.  I'm gonna go hard at it over christmas break, but I won't have free time again after that until spring break and then again this summer.