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Author Topic: Simple way to make Artillery  (Read 704 times)

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tuba_player2008

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Simple way to make Artillery
« on: 30 Jun 2005, 00:03:35 »
Ok, I'm makeing a mission and want to put in some artillery.  I try to make my missions simple so I don't use many scripts.  Now my question is, is there a simple way to make artillery shells land in a area without useing scripts.  Right now I have a bunch of Triggers over the places where I want artillery to land set to be activated when East is present, and put "name = "ordnance" camcreate getpos object" you know that little thing where you put heat 125 or what ever ordnance blowing up floats your boat.  I have the trigger set really large and close togather so the Enamy units will have to walk into them as they head to there next way point.  And it kinda works but there is a longer brake in between sheels going off then I want there to be.  So besides using scripts :( is and the method I just posted.  Is there any simple way to make artillery?

                                                                Thanks,
                                                                Benjamin.

Offline General Barron

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Re:Simple way to make Artillery
« Reply #1 on: 30 Jun 2005, 01:33:47 »
Well... I think using a pre-made script would be MUCH easier than the method you are trying to do. Don't be afraid of using scripts, there are tons of great ones in the ed depot :). This one is my favorite, since it is very customizable.

With that script, all you need to do is execute it from your trigger (when the units enter the target area). One line, one trigger. What could be simpler?

If you are really stuck on using lots of triggers, then it will be more complex then that. And a little more detail about what you are doing would be in order. :)
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Offline bedges

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Re:Simple way to make Artillery
« Reply #2 on: 30 Jun 2005, 07:04:21 »
set the triggers to repeating. set the 'timeout' part of the trigger to min = 1, max = 5, mid = 3. to randomise where the explosions land within the trigger, name the trigger. then in the 'on activation field' put

Code: [Select]
expl = "shell125" camcreate [(getpos trigger_name select 0) + (random 30*sin(random 360)), [(getpos trigger_name select 1) + (random 30*sin(random 360))]

a little untidy - it should really be done in a script - but it should work.

tuba_player2008

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Re:Simple way to make Artillery
« Reply #3 on: 30 Jun 2005, 21:35:22 »
Well, General Barron.  I'm useing a WW2 mod.  Your a Sergeant in a town on Everon with a small MG squad.  Also there is another rifle squad there with you.  It supposed to be like a every day day for some one in that part of the world during WW2.  Stand around for a few hours and then go to sleep.  Anyways, while your on gaurd duty a German infantry squad in supposed to show up.  They are supposed to be the first landing force for the Germans.  Uselly in WW2 Artillery was shot in right before infantry come in.  That is what the Artillery I'm makeing supposed to be.  The preimtive strike befor the infantry.  Then they come and you have to defend the town.  That is the mission.  I did plan on useing Artillery in other missions.  I'm going to try what bedges said.  But I may have to brake down and use scripts.  Thanks for the info dudes.

                                                                         Benjamin

tuba_player2008

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Re:Simple way to make Artillery
« Reply #4 on: 30 Jun 2005, 23:54:00 »
Hey bedges, I put what you told me to put in the activation field verbatium (except where it said trigger_name I actully put the name of the trigger" but when I went to close the trigger it said "missing )"  Any ideas?

                                                                 Thanks
                                                                 Benjamin

Offline Planck

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Re:Simple way to make Artillery
« Reply #5 on: 01 Jul 2005, 00:07:00 »
Try this then:

expl = "shell125" camcreate [(getpos trigger_name select 0) + (random 30*sin(random 360)), (getpos trigger_name select 1) + (random 30*sin(random 360))]

 ;D ;D

Planck
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