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Author Topic: fireing arty in acut scene......how!  (Read 639 times)

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sprocket

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fireing arty in acut scene......how!
« on: 31 Jan 2005, 23:10:03 »
How do i get an arty vehicle/vehicles to fire a barrage or single round in a cut scene, and have the rounds land on a  target or an  area of my choosing. I've seen loads of scripts for it in the mission mode but none for a cut scene/intro.

Please enlighten me!
« Last Edit: 31 Jan 2005, 23:14:15 by sprocket »

Offline bedges

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Re:fireing arty in acut scene......how!
« Reply #1 on: 31 Jan 2005, 23:17:19 »
same principles i believe...

in the mission or a cutscene, you call an artillery script right? same story in intros. if you're talking about single tanks, then to make them fire on a given target, create a marker or a game logic (or even a real enemy target), then use

Code: [Select]
name_of_tank dotarget name_of_target
name_of_tank dofire name_of_target

this will make the tank fire at the target until the target is kaput. for a barrage you really need a script, as from experience i've had difficulties doing it the old-fashioned way ;)

hope this enlightens :)
b

sprocket

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Re:fireing arty in acut scene......how!
« Reply #2 on: 31 Jan 2005, 23:25:30 »
I gave it a try but it didn,t seem to work, have you got to have the M109 and target in line of site of each other for that to work or is there a way around it!
« Last Edit: 31 Jan 2005, 23:32:37 by sprocket »

Offline nominesine

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Re:fireing arty in acut scene......how!
« Reply #3 on: 31 Jan 2005, 23:33:52 »
A unit will not fire on a target it cannot see, but you can reveal the target to the unit using the reveal command (check it out in the comref).

As far as I know it's impossible to make a unit target or fire at a gamelogic (because they are invisible to the AI).
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sprocket

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Re:fireing arty in acut scene......how!
« Reply #4 on: 31 Jan 2005, 23:44:29 »
New to all this, hove do you get to the comref!

I also put the M109 in line of site of the target and it still didn't fire am i beeing a complete chomp.....or is it imposible to get self propelled arty to fire in the cut scene / intro mode!

Offline bedges

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Re:fireing arty in acut scene......how!
« Reply #5 on: 01 Feb 2005, 00:28:19 »
mkay - top of this page, click the 'editors depot' link. on the left of the next page, click 'online references', then 'commands'.

congratulations! you have now discovered the almost-holy grail of flashpoint mission editing.

happy hunting :)

Offline XCess

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Re:fireing arty in acut scene......how!
« Reply #6 on: 01 Feb 2005, 00:28:58 »
is this a CoC arty or the standard fiel gun in ofp ur talkin about. the standard satic art gun doesnt fire... create a smokeshell for a decond at the position of the arty and use and explosion sound usin the say command and u get quite a nice firing effect.

sprocket

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Re:fireing arty in acut scene......how!
« Reply #7 on: 02 Feb 2005, 21:57:27 »
I'm using self propeled arty {M109 tracked with a crew). Still can get it to work.

Would it be better to get the rounds to drop from the sky above the intended target. The only problem with this in the cutscene i pan from the arty to the target {watching the M109 fire and seeing the result of the affective fire on the target} and still cant get the atry to fire.

I've tried dotarget, firetarget, fire "Gun109"  but nothing happens! :'(

« Last Edit: 02 Feb 2005, 22:23:34 by sprocket »

Offline XCess

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Re:fireing arty in acut scene......how!
« Reply #8 on: 02 Feb 2005, 23:53:46 »
How about changing the style of the scene? Use quick black outs and instant camera movements. Start off lookin at the arty, use the fire command to fire the first round and then camCreate a shell in the village and have different shots for each explosion up close.. I've seen way to many wide FOV shots of arty barrages.. do summit dsifferent  ;)

btw u can reUse the shell by naming it with camCreate and using setDammage to kill and rearm the shell.

Offline General Barron

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Re:fireing arty in acut scene......how!
« Reply #9 on: 03 Feb 2005, 01:10:07 »
Vehicles will fire in whatever direction they are looking, when using the "fire" command. So just have the arty look at a point in the sky above where you want their shells to land, and then issue the "fire" command. Finding how high up you need them to look requires guess and check. But basically, it would look like this in a script:
Code: [Select]
_gun dowatch [getpos _target select 0, getpos _target select 1, [b]100[/b] ]
;give gun a sec to look at target
~0.5
_gun fire "weapon name"
;repeat fire command a bunch of times, or look at slightly different position

I don't know if I explained it well, but that is the gist of it. Here are a couple old threads to look at:

http://www.ofpec.com/yabbse/index.php?board=6;action=display;threadid=20341;start=0
http://www.ofpec.com/yabbse/index.php?board=6;action=display;threadid=20324;start=0

And here is a tutorial that shows you how to write a script to make any vehicle hit wherever you want. You don't actually need to do this, if your target and arty are always in the same place, but read the first part of the tutorial for an explanation of what I was talking about:

http://ofpec.com/editors/resource_view.php?id=728
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