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Artillery - Printable Version

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Artillery - Phantom - 08-28-2015

Hey guys, I'm just wondering whats the best script to use for artillery support or will the BIS modules do for this?


Re: Artillery - Variable - 08-28-2015

Alwarren used the best fire mission script I ever saw on one of his Arma 2 missions. Maybe it's compatible with Arma 3?


Re: Artillery - alias - 08-28-2015

You can use the script i have in Clash of Titans (arti.sqf). I have custom sounds for mortar shells as well.
I'd prefer to use a module but i don't trust BIS modules for now, you never know if will work or not after a patch Smile


Re: Artillery - Stagwine - 08-28-2015

It really depends what you want to do. If player simply has to use artillery to suppress strongpoint/etc, then least headache is to use BIS module. If you just need to pelt some area with HE shells for ambient effect, etc, then using simple script might be best.

BIS module is crude, very simplified and has very little to do with rl artillery observing, but it works..most of the time.  You get also access to LG/Guided/other fancy stuff.

Couple of caveats:

- Module counts firemissions, not rounds. I.e it is same whether you use 1 or 9 HE /mission, it still reduces number of missions used. This is monumentally stupid and forward observer has to be aware of it (give warning in the task, provide hint, etc)
- AI sometimes uses wrong artillery computer setting and dispersion for artillery is unrealistic and huge, especially when simulating modern FDCs and SPGs. This might have been fixed in recent patches.


Re: Artillery - Outlawz7 - 08-28-2015

(08-28-2015, 01:09 PM)Stagwine link Wrote: - Module counts firemissions, not rounds.


Only if you use the virtual battery, if you sync it to an actual artillery vehicle, you can call in individual rounds. Also the support modules haven't been broken by a patch AFAIK except the stuff that was broken already on introduction (helicopter supply drops in MP).


Re: Artillery - Phantom - 08-31-2015

Going to use the module since I want people asking the already placed vehicles to fire. If I sync to the leader and the leader dies, do the next in command get the ability to call fire missions?


Re: Artillery - Stagwine - 08-31-2015

Unless recently changed, sync does not go down in chain of command if leader dies, unless you script it with a loop or something. Easiest is to just sync it to leader and next in CoC both in editor.  If I recall you can sync requester module to more than just one player.