I have just add one more effect to the script:
_FX2 = "SmokeShell" CamCreate [0,0,100+(random 100)]
Then i just gotta add it to the next few lines where the FX position is updated:
_FX2 setpos [(GetPos _orig select 0)+_n*(cos _dir),(GetPos _orig select 1)+_n*(sin _dir),_h+0.5]
This will give the projectile a cool rocket tail effect...
One more thing:
I realized that the "Abrupt end of script when i fire multiple rounds" happens if i fire more than 8 rockets with 0.2 time gap between eachother. Therefore i made a paralell script which activates the main one and avoids the script stoping:
[Ref,MyTruck,MyTarget] exec "ARTT.sqs"
~.2
[Ref,MyTruck,MyTarget] exec "ARTT.sqs"
~.9
[Ref,MyTruck,MyTarget] exec "ARTT.sqs"
~.2
[Ref,MyTruck,MyTarget] exec "ARTT.sqs"
~.9
[Ref,MyTruck,MyTarget] exec "ARTT.sqs"
~.2
[Ref,MyTruck,MyTarget] exec "ARTT.sqs"
~.9
[Ref,MyTruck,MyTarget] exec "ARTT.sqs"
~.2
[Ref,MyTruck,MyTarget] exec "ARTT.sqs"
exit
It's like a MLRS!! Seems nice on OFPv1.00...
About Precision: I just changed the "reentry" method and changed
<? GetPos _shell select 2 < 15 : _FX setpos [0,0,0]; _FX1 setpos [0,0,0]; exit>
by
<? GetPos _shell select 2 < 15 : _shell setpos [_i,_j,_TH+3]; _FX setpos [0,0,0]; _FX1 setpos [0,0,0]; exit>
where _i and _j are the coordinates of the target. Unfourtunately it seems too precise... and if it is a moving target, it would be a kind of strange to see a missile falling over a position and blowing at another... ;D This way we should allways use static targets... Or just have a direction update script, but it will look like "guided artillery"...
I'm open to improvement proposals for this script!