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Author Topic: Advanced Fire Mission  (Read 4498 times)

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Offline Messiah

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Re:Advanced Fire Mission
« Reply #15 on: 06 Sep 2002, 23:51:00 »
dude u are a lengend :thumbsup:
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Gameer_77

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Re:Advanced Fire Mission
« Reply #16 on: 06 Sep 2002, 23:53:25 »
dude u are a lengend :thumbsup:

Well...I wouldn't exactly say that... :-[

 8)PEACE
« Last Edit: 06 Sep 2002, 23:54:39 by Gameer_77 »

Offline Messiah

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Re:Advanced Fire Mission
« Reply #17 on: 06 Sep 2002, 23:55:22 »
aaah, true... i spelt it wrong  ;)

dude you are a legend :thumbsup:
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Gameer_77

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Re:Advanced Fire Mission
« Reply #18 on: 07 Sep 2002, 00:03:25 »
Lol, If only...  ::)

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Offline Messiah

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Re:Advanced Fire Mission
« Reply #19 on: 07 Sep 2002, 02:02:01 »
cool - i modified it to work perfectly - changed the weapons to LGB (im reckoning Naval shells would be pretty heavy ordinace) and made the area wider and dealy greater...

its great, works a treat.

cheeeeeeeers
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Offline Messiah

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Re:Advanced Fire Mission
« Reply #20 on: 07 Sep 2002, 16:48:27 »
hhhhm - found a problem...


the scxript works fine on its own - but as soon as the damn thing is placed in a mission with other markers on the map, the marker you place will not be recognised - what the hell?
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Gameer_77

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Re:Advanced Fire Mission
« Reply #21 on: 07 Sep 2002, 17:56:15 »
Don't worry man, just count how many markers you have placed, then use that number when you are calling the usermarker.sqs.

I.E [6] exec "usermarker.sqs" instead of [ 0] exec "usermarker.sqs"

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« Last Edit: 07 Sep 2002, 18:00:06 by Gameer_77 »

Offline Messiah

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Re:Advanced Fire Mission
« Reply #22 on: 07 Sep 2002, 18:34:13 »
aaaaaaaaaaaaah

lol, i was wondering what that 0 was for  ;)
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johnnylump

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Re:Advanced Fire Mission
« Reply #23 on: 08 Sep 2002, 15:03:04 »
Say, could one of you gents post/link your completed script and provide some instruction on what else is necessary to make it work. It may be apparent in the discussion above, but I don't want to miss anything. Thanks ... jl

Gameer_77

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Re:Advanced Fire Mission
« Reply #24 on: 08 Sep 2002, 15:45:32 »


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« Last Edit: 08 Sep 2002, 15:48:31 by Gameer_77 »

Offline DrStrangelove

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Re:Advanced Fire Mission
« Reply #25 on: 16 Sep 2002, 14:20:14 »
I heard there are problems with getting the coords of user placed markers in multiplayer. Anyone has info on that ? Thx.

Gameer_77

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Re:Advanced Fire Mission
« Reply #26 on: 16 Sep 2002, 18:19:26 »
I don't know about that, it might be hard sharing the co-ordinates across a multiplayer game.

Try making a post in the multiplayer forum, or since you said you'd seen it somewhere, search for it.  :)

 8)PEACE

Schoeler

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Re:Advanced Fire Mission
« Reply #27 on: 06 Nov 2002, 03:01:01 »
Hey fellas, I'm just completing a comprehensive artillery script with sounds that i need beta tested.  It uses a modified version of snYpir's usermarker script to dynamically set target coordinates and allows for multiple markers being set.  If you want it let me know.  Here are some of the features:

Radio request of a fire mission.

Choice of ordinance type including High Explosive, AP, Smoke or Illumination and combinations thereof.

Firing of intial spotting round.

Adjustment of spotting round.

Fire for effect options of time on target, bracket target, walk shells in to target, defensive artillery screen around player position or any position for that matter.

Change ammo type requests.

Repeat mission requests.

Immediate cease fire ability, cancel mission ability and mission complete options.

And a whole lot more.

Sounds include radio dialogue between player and artillery unit, distant boom sound of guns firing that arrives after the shells do and varies with the rate of fire (e.g. all at once for a time on target), shell sound going by overhead (this is really cool), illumination flare pop overhead.

Mathematics account for gun reload times, distance of player from battery for shell flight time, random and customizable shell spread, random and customizable time interval between individual tubes firing etc...

I have to throw together a tutorial on how to use and customize this script as it is huge, but i would be willing to share it with select beta testers on the condition they release it to no one until its ready.

I'm still working on adding airstrikes, FAC support, helo extraction calls, gunship support, and aerial resupply options to it.  Hopefully when finished it will be the only script a mission maker needs to use for these sorts of things.


Gameer_77

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Re:Advanced Fire Mission
« Reply #28 on: 06 Nov 2002, 23:45:19 »
 :P :D :P :D :P :D :P :D :P :D

Post it here, or if it's too big, send it to gameer_77@hotmail.com.

 :P

Cheers

 8)PEACE

Offline Dinger

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Re:Advanced Fire Mission
« Reply #29 on: 07 Nov 2002, 20:43:00 »
sounds cool, Schoeler.  Again, this is an open board, so feel free to just post it up here as beta.  We have a beta testing section for just that purpose.

Trust me, I did it with my old Artillery script (which I'm working to include onsinglemapclick, shell trajectories (HA- and LA- fire), improved ICM effects, and the rest) I haven't seen any ripoffs running around ( :( ), or any missions that use it.

if you haven't already, you should check out the field manuals available at www.adtdl.army.mil (series 6-).  That stuff gives you the procedures and options currently available on the battlefield.
Of course, you can also grab my artillery suite from the tutorials section here and steal any features from that that you see useful.
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