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Author Topic: Good falling shell for artillery  (Read 1320 times)

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Offline NoMore

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Good falling shell for artillery
« on: 03 Oct 2009, 10:01:39 »
Ok, here's the deal.  ;)
I already have an artillery script (from a FDFmod WW2 mission). But the shell they use is a HE bomb, and it is way too powerful.
Anyone knows a good shell that I can use here? It may not be too strong and i would appreciate a good sound that would fit into a Russian WW2 artillery barrage. :D (last thing is not important..)

Thank you,
NoMore

Oh, things like shell173 doesn't seem to work as they just fly away from the position you try to make them hit..
"He who stands with me shall be my brother." - Warhammer 40k: Dawn of War

Offline Planck

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Re: Good falling shell for artillery
« Reply #1 on: 03 Oct 2009, 13:52:11 »
Try 2 shells at the same location at the same time, they should go bang when they collide ... if my memory isn't fooling me.   :P


Planck
« Last Edit: 12 Oct 2009, 12:50:11 by Planck »
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Offline Raptorsaurus

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Re: Good falling shell for artillery
« Reply #2 on: 12 Oct 2009, 05:09:32 »
Shell 73 works ok if you give them a set velocity command to make them go straight down, like: _shell = "shell73" createVehicle [x,y,z]; _shell setVelocity [0, 0, -50]

Just make [x,y,z] whatever position you need. Also, make the setVelocity command have whatever values you want. Just make sure the z value is negative to make sure there is some downward velocity vector.
« Last Edit: 03 Aug 2010, 23:47:12 by Raptorsaurus »

Offline tcp

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Re: Good falling shell for artillery
« Reply #3 on: 12 Oct 2009, 08:03:19 »
What the difference between a falling shell and the ammunition types that explode when you place then with plain createVehicle?

Anyways, I use R_57mm_HE to simulate mines, it's kind of big, but anything lower looks like a grenade blast and you'd definitely have to use multiples.

Offline savedbygrace

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Re: Good falling shell for artillery
« Reply #4 on: 15 Nov 2009, 08:47:20 »
Shell73 is a decent blast that is not overly collateral.

Offline NoMore

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Re: Good falling shell for artillery
« Reply #5 on: 02 Dec 2009, 16:36:28 »
Thanks for your answers and sorry for my delayed response..
Here you have the script as I'm unsure of what to do. I'm not that much into scripting..

Code: [Select]
;//********************
;//**** Parameters ****
;//********************

;// Target Coordinates:
;// This should be an array containing min 2 numbers (X and Y Coord) but a normal
;// GetPos should do (no select 0 etc.)
_coords = _this select 0

;// Type of Ordanance (String Value), look at Weapons and Ammo or Objects Tree for types
_ord = _this select 1

;// Height (numeric) at which Ordanance should be Spawned (150 or so works fine)
_height = _this select 2

;// Number of volley fired by the Artillery
_VolleyNr = _this select 3

;// Number of Shots in each Volley
_ShotNr = _this select 4

;// Time between Volleys
_vTime = _this select 5

;// Time Variation between Volley (the Max deviation from _vtime)
_vTimeVar = _this select 6

;// Time Variation within each Volley
;// (Note: For Time on Target Barrages (ToT) put a 0 here)
_vTimeVol = _this select 7

;// Maximum Distance for shots off the Aimed Point
_radius = _this select 8

;//************************
;//**** Parameters END ****
;//************************


;//Put in Radiochatter here!


;//**************************
;//**** Main Arty Script ****
;//**************************

_nr = 0

#loop

?(_nr > _Volleynr):goto "ende"

_volnr = 0

;//inner loop (within volley)
#volley

;// Increment Counter
_volnr = _volnr + 1

;// create ordonance
_ord camCreate [(_coords select 0) + (random _radius) - (_radius / 2), (_coords select 1) + (random _radius) - (_radius / 2), _height]

;// wait a random time for the next Shot
;// (note _vTimeVol is the total time a Barrage needs to land, thus devided by the number
;// of shots)

;// wait and avaoid errormessage
?(_shotnr == 0):goto "avoid"
~(Random(_vTimeVol / _Shotnr))
goto "endrnd"
#avoid
~0.1
#endrnd


?(_volnr <= _Shotnr):goto "volley"
;//innerloop end

;// Increase Counter
_nr = _nr + 1

~(_vtime + (Random _vTimeVar ))

goto "loop"


#ende

Again: Thanks  :)
"He who stands with me shall be my brother." - Warhammer 40k: Dawn of War