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Author Topic: Noob Tubes - Basic Copy and Paste Real Artillery for your Missions  (Read 939 times)

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Offline RangerX3X

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Artillery Readme

09/14/2010

by RangerX3X

Requirements: Arma II

This template contains three artillery batteries: 1-2-3, each with multiple fire missions. These  are straight copy and paste batteries into your missions - no scripts are required. These are  real artillery that can be destroyed by the enemy to disrupt the completion of the fire missions  (if desired in your mission creation).

They do not require any intervention from the player during the mission - they are true fire support units.

Target Naming Convention: B1T1 (Battery One, Target One), B2T3 (Battery Two, Target Three), etc.

Battery 1

MLRS (Multiple Launch Rocket System)
Minimum Arma Range:   4900m
Maximum Arma Range:   15550m
Ordnance:      HE

This battery consists of 4 fire missions driven by 4 triggers: Radio Alpha starts the ball  rolling, then fire missions 2-4 proceed in domino fashion based on start of the previous fire  mission plus a specific time delay, at the following target locations (I use road cones for  fun):

Fire Mission 1: 12 HE rounds target location Lopatino (B1T1)
Fire Mission 2: 12 HE rounds target location Kamenka (B1T2)
Fire Mission 3: 12 HE rounds target location Elektrozavodsk (B1T3)
Fire Mission 4: 12 HE rounds target location Solnichniy (B1T4)

A note about the MLRS in Arma: Use commandStop this in the initialization field of each MLRS  that you put down to prevent them from moving from where you place them. Selecting "None"  instead of "In Formation" will not achieve this - you must use commandStop this.

Move the road cones around where ever you wish, just make sure it is outside of the minimum  range and inside the maximum range. If you change the round count, you will need to adjust the  corresponding trigger timings accordingly to not miss a fire mission.

Battery 2

M119 A1 (105mm Howitzer)
Minimum Arma Range:   2375m
Maximum Arma Range:   5800m
Ordnance:      HE, WP, ILLUM*, SADARM, LASER, SMOKE

This battery consists of 3 fire missions driven by 3 triggers: Radio Bravo starts the ball  rolling, then fire missions 2-3 proceed in domino fashion based on start of the previous fire  mission plus a specific time delay, at the following target locations (road cones are fun!):

Fire Mission 1: 30 HE rounds target location Devil's Castle (B2T1)
Fire Mission 2: 30 SADARM rounds target location Gorka (B2T2)
Fire Mission 3: 30 SMOKE rounds target location Berezino (B2T3)

A note about the M119 in Arma: Unless the target is directly in line with the facing of the  artillery unit, you will see some strange AI behavior, such as twisting and turning. If the  player will not see the artillery units actually firing, then this is not so much a problem. But  if in your mission design your player will see the artillery units firing (such as running past  them at the start of a mission), then you may want to have the artillery units facing the  targets directly. Use of doWatch and other "remedies" provide inconsistent results and really  are not worth the hassle trying to troubleshoot.

Battery 3

M252 (81mm Smooth Bore Mortar)
Minimum Arma Range:   100m (use with extreme caution General Zhukov!!)
Maximum Arma Range:   3700m
Ordnance:      HE, WP, ILLUM*

This battery consists of 3 fire missions driven by 3 triggers: Radio Charlie starts the ball  rolling, then fire missions 2-3 proceed in domino fashion based on start of the previous fire  mission plus a specific time delay, at the following target locations (fear the cone!):

Fire Mission 1: 8 HE rounds target location 100m south of Krasnostav airstrip (B3T1)
Fire Mission 2: 8 WP rounds target location 100m south of Krasnostav airstrip (B3T2)
Fire Mission 3: 8 ILLUM rounds target location 100m south of Krasnostav airstrip (B3T3)

* ILLUM: When using illumination rounds it is best to change to a timed firing pattern in the  trigger, such as:

[BATTERY3, getposASL B3T3, ["TIMED", "ILLUM", 30, 240]] call BIS_ARTY_F_ExecuteTemplateMission;

Where 30 would be the seconds between each shot and 240 would be the total number of seconds for  the fire mission to last. You will need to play around with these values and to achieve the best  result, such as the next ILLUM round not lighting up the sky until the previous round just about  expires.

A note about the timings in the subsequent triggers: Looking at trigger 2 for the MLRS battery,  it has a timing of 60 seconds after the condition of Radio Alpha becomes true. If you change the  number of artillery units and/or the fire mission round count, you will need to play with this  timing value in order to not miss the next fire mission (if you choose to have them run  automatically one after the other after your main trigger event [Radio Alpha, BLUFOR detected by  OPFOR, etc.])

All of this information is available in the http://community.bistudio.com/wiki/Artillery_Module, however I found it hard to follow as a noob without an example mission.

Hope you find this useful...
Ranger, out.