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#2897769 - 11/09/09 03:24 PM
AI artillary observers and AI airstrikes
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Member
Registered: 03/16/07
Posts: 263
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2 Mission Editor questions.
Is it possible to create an AI artillary observer that will call artillary on enemies from a battery just like player can do?
is it possible to order an artillary battery to barrage a specific position upon a trigger getting activated?
is it possible to tell airplanes to make an airstrike with bombs on a specific position or is it the same limits as in ArmA 1 ?
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If you do the job badly enough, sometimes you don't get asked to do it again.
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#2903737 - 11/18/09 02:22 PM
Re: AI artillary observers and AI airstrikes
[Re: General_Kalle]
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Member
Registered: 03/16/07
Posts: 263
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tons of views and no answers... where's the programmers when you need them? 
_________________________
If you do the job badly enough, sometimes you don't get asked to do it again.
-Calvin, Calvin and Hobbes
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#2903774 - 11/18/09 03:16 PM
Re: AI artillary observers and AI airstrikes
[Re: General_Kalle]
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Hotshot
Registered: 11/02/04
Posts: 5114
Loc: Colorado
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you'd probably be better off asking in the BIS forums...you'd have a better chance of getting a response
Edited by NoUseForAName (11/18/09 03:24 PM)
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#2903776 - 11/18/09 03:18 PM
Re: AI artillary observers and AI airstrikes
[Re: General_Kalle]
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ArmA2 Mission Designer
Senior Member
Registered: 07/04/07
Posts: 2827
Loc: Halifax, NS, Canada
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I have never used the artillery module as it is bugged for MP so I can't give you an answer for #1. However all of the Domination maps contain enemy artillery observers that call arty on the player's position if they see the player. Crack them open and take a look.
For #2, you could do this without the module. Use createVehicle to create artillery shells over the area you want bombed.
#3 same limitations apply AFAIK. However, see #2 - you could create a trigger activated when a plane enters to createVehicle some bombs over your target.
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#2903838 - 11/18/09 05:44 PM
Re: AI artillary observers and AI airstrikes
[Re: fatty]
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Contributing Editor ArmA2 Player!
Veteran
Registered: 11/11/04
Posts: 13205
Loc: Texas, USA
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Yea, check the BIS forums for the programmers.
My experience with those kinds of scenarios are like fatty mentions, creating a fake 'special effect'.
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#2903841 - 11/18/09 05:48 PM
Re: AI artillary observers and AI airstrikes
[Re: adlabs6]
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Pitbull Tickler
Member
Registered: 11/07/05
Posts: 854
Loc: Chapel Hill, NC
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Yes, it is possible, with real AI guns/mortars firing. I've done it for artillery at least, not CAS. When I get home to my computer, I'll give you the proper code for yer .sqf and init line.
Edited by arthur666 (11/18/09 05:50 PM)
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#2903887 - 11/18/09 07:22 PM
Re: AI artillary observers and AI airstrikes
[Re: arthur666]
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Pitbull Tickler
Member
Registered: 11/07/05
Posts: 854
Loc: Chapel Hill, NC
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Here ya go. Can't remember who gave me this originaly, but it was at BIS forums. This script lets any OPFOR unit call an artillery strike. Let's assume you are playing as USMC. make a .sqf file called Mortar.sqf that has this text: #define __debug false
_mortarTgtPos = _this select 0;
if (__debug) then { player sideChat "Executing mortar.sqf" };
if ([RU_mortar, _mortarTgtPos, fireMission select 1] call BIS_ARTY_F_PosInRange) then { [RU_mortar, _mortarTgtPos, fireMission] spawn BIS_ARTY_F_ExecuteTemplateMission; hint "Guns firing."; _mrk = createMarker ["MortarTarget", _mortarTgtPos]; _mrk setMarkerColor "ColorBlack"; _mrk setMarkerShape "ICON"; _mrk setMarkerType "mil_objective"; waitUntil {RU_mortar getVariable "ARTY_ONMISSION"}; if (__debug) then { player sideChat "mortars are on a mission" }; if (__debug) then { player sideChat format["ammo used: %1", RU_mortar getVariable "ARTY_AMMO"] }; waitUntil {RU_mortar getVariable "ARTY_COMPLETE"}; if (__debug) then { player sideChat "mortars have finished fire mission" }; waitUntil {RU_mortar getVariable "ARTY_SPLASH"}; if (__debug) then { player sideChat "mortars about to splash!" }; sleep 10; deleteMarker _mrk; } else { hint "Guns"; };
if (__debug) then { player sideChat "Exiting mortar.sqf" }; then create a trigger and make it the size of your gameplay area or larger. Then set activation to "BLUFOR" and "detected by OPFOR" and also set it to repeatedly. put this in the On Act box: firemission = ["IMMEDIATE","HE",0,8]; nul=[getPosASL (thisList select 0)] execVM "mortar.sqf"; Then create a group of Russian mortars or howitzers or rocket launchers. You will need to place them somewhere that they can actually fire into your trigger area from, so not too far away and not behind cover. Insert a regular Artillery Module and name it RU_Mortar. Sync that module to the arty group leader. then play your mission and prepare to be destroyed, unless you give the OPFOR a lot of targets. Used it in one of my Chernogorsk battles with a mirror BLUFOR script, lots of chaos and rubble was created 
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#2904011 - 11/19/09 02:49 AM
Re: AI artillary observers and AI airstrikes
[Re: arthur666]
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Member
Registered: 03/16/07
Posts: 263
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nice, thanks arthur. will try it out as soon as i get a chance. any way to assaign it to a few specific enemy arty observers? frindly arty observers ?
both in the same mission?...just duplicate it?
_________________________
If you do the job badly enough, sometimes you don't get asked to do it again.
-Calvin, Calvin and Hobbes
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#2904126 - 11/19/09 07:18 AM
Re: AI artillary observers and AI airstrikes
[Re: General_Kalle]
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Pitbull Tickler
Member
Registered: 11/07/05
Posts: 854
Loc: Chapel Hill, NC
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nice, thanks arthur. will try it out as soon as i get a chance. any way to assaign it to a few specific enemy arty observers? frindly arty observers ?
Should be simple to do. You will just need to use a little code in the area trigger's Cond box. sOmething along the lines of the name of your observer detecting whatever faction. I would ask more specifics at the BIS forums, 'cause I don't know this stuff that well. both in the same mission?...just duplicate it? Sort of, I just changed some names, such as calling the other .sqf "westMortar.sqf" and changed the names inside it, Arty Module US_Mortar, and added another trigger area with the proper settings. PS after you try it, and it seems to work, you can go into the .sqf and erase the lines that say "hint" to keep those pop ups from happening in game, also set debug to false.
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System Vitals: Intel Q8200, GTX560, 4GB DDR1333, Win7 64bit Sims: Race '07/GTR Evo, GTR2, GTL, StrikeFighters2 (complete series), F4:AF, EECH, IL2:1946, Arma2+OA, X-Plane, MSFS X Games: Skyrim, Mount&Blade:Warband+F&S, Fallout 3, STALKER COP, Medieval II
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