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Author Topic: Mortar spread pattern  (Read 708 times)

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Offline penguinman

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Mortar spread pattern
« on: 11 Dec 2004, 03:56:10 »


i am using mortars made by unamed in the beta testing board.
anyways i am using them but the mortars are way to accurate,  AND REMEMBER:

if sombody is shooting a gun and they hit one inch to the right of the target and then they try again and hit one inch to the right again. and then once more 1 inch to the right.

they then know that it is not the persons aim that is bad it is the guns sight.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
this explains what accuracy is it is  not where u hit that determins your acuracy, it is how many times u can hit the same spot.

anyways the mortars are way to accurate, they can hit within 1 foot of the same spot 5 times from over a km. normaly mortar rounds are affected differently each shot even if the elevation of the tube is  the same.

how do i make the mortars more inacurate without haveing to edit the config.
« Last Edit: 11 Dec 2004, 03:56:41 by penguinman »

Offline Triggerhappy

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Re:Mortar spread pattern
« Reply #1 on: 11 Dec 2004, 03:58:58 »
1)can you give a link to his mortars?
2)what is it targeting?

Offline Triggerhappy

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Re:Mortar spread pattern
« Reply #2 on: 11 Dec 2004, 04:02:36 »
nevermind about 1, thought it was a mortar script

i would say use invisible target addon, and randomley place it whatever distance from the player, and have the mortar target it
« Last Edit: 11 Dec 2004, 04:04:09 by Triggerhappy »

Offline penguinman

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Re:Mortar spread pattern
« Reply #3 on: 11 Dec 2004, 04:18:23 »
well, thats not quite the way the mortars work but it might work.

if u check it out the mortars target a trigger i think. they repedidly fire at the trigger.

ur random thing would work but how would i do it.
for the sake of argument
lets say the triggers name is "trigger1" and it is suposed to change to a random pos within 15 meters of the initial starting point of itself every 8 secconds.

would i use

trigger1 setpos getpos trigger1 + random # < trigger1 radius=15m

that is all one line of code, plz do not laugh at it trigg, i gave it my best.

Offline Triggerhappy

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Re:Mortar spread pattern
« Reply #4 on: 11 Dec 2004, 04:51:51 »
HAHAHAHAHAHAHAHA j/k

don't know if setpos would do it, but just use:
trigger1 setpos [(getpos trigger1 select 0) + random 15 - random 15,(getpos trigger1 select 1) + random 15 - random 15,getpos trigger1 select2]

Unnamed

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Re:Mortar spread pattern
« Reply #5 on: 11 Dec 2004, 05:59:14 »
Quote
trigger1 setpos getpos trigger1 + random # < trigger1 radius=15m

Randomizing the target will force the mortars to range in each time, so it's going to slow down the whole process.

A quick solution might be to use the fired event to grab each round as it's fired and randomize it's velocity slightly.

Sorry I cant offer an updated version just yet, these scripts have been gathering dust for over a year. At a push you can override the addons scripts and add a random element directly to FCRangeMortars.sqs. I can post deatails if you prefer that?

Or create your own version of the Mortar addon your using and add more dispersion.

BTW What Mod are you using this with? I have the original scripts used to create the addons. So if you dont need the AI Observer, you could use those scripts. There not in a pbo so they should be easy to modify for your needs.
« Last Edit: 11 Dec 2004, 06:36:23 by Unnamed »

Offline penguinman

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Re:Mortar spread pattern
« Reply #6 on: 11 Dec 2004, 19:42:19 »
well first i tried setdammage .7 for each mortar, wierd:

each mortar still landed w/ in 5 feet of each other but they were landing a whole km away from where they were suposed to.

then i tried ajusting skill to lowest setting:
it worked a little.

Unnamed

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Re:Mortar spread pattern
« Reply #7 on: 12 Dec 2004, 10:24:40 »
If your using the generic mortar, then go ahead and update the config with better dispersion values if you want.

Send me a copy once your happy with them and I will update the download. It's only the SEBNAM and Inv44 mortars that I cant realy change.