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Author Topic: Artillery Duels  (Read 841 times)

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Falcon988

  • Guest
Artillery Duels
« on: 27 Jul 2004, 01:44:23 »
This deals with scripting the AI to call artillery fire. Whatever caliber it is doesn't matter, I don't think. Realistically speaking I'd say 105mm. Irrelevant to the topic anyway.

My main idea is this. One army is positioned on the outskirts of a forest overlooking a town. Another army is in that town in defensive positions. Now, how can I script it so the AI on both sides fires artillery from opposite ends of the map to pummel the crap out of each other?

With Chain of Command artillery I know how to call fire -myself- but I don't like being an arty spotter every mission. How can you make that mortar platoon fire on... say, the town of Lipany after you activate its trigger? The ability to do this has always eluded me, and so I turning to this board for some help.  

Fishion

  • Guest
Re:Artillery Duels
« Reply #1 on: 27 Jul 2004, 09:58:43 »
Hiho,
well there are enough Arty scripts out there. I would say the simpler once serve
you well (General Arty Script by me for Ex...that is if you plan on a SP Map).
Personally I would simple call the script on the enemy position with a random offset
(much the same way that shells get placed in the Arty scripts) in a random time
intervall that seems relaistic to you (i.e reload time)
Do this to both positions, and there you go.
The bigger question is how to make it balanced for the mission...but that's you job :)

-Fishion

sirglider

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Re:Artillery Duels
« Reply #2 on: 29 Jul 2004, 09:29:30 »
If you unpbo the demo mission from the CoC, you'll understand how to make the AI fire and command with the UA. Not easy, but really powerfull!  ;)

Nulear_Man

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Re:Artillery Duels
« Reply #3 on: 29 Jul 2004, 14:25:38 »
just make a Script to Shot arty at one target (Big hit Range though) then exec it for each side

Offline General Barron

  • Former Staff
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  • Semper Fi!
Re:Artillery Duels
« Reply #4 on: 01 Aug 2004, 01:57:06 »
I have a simple and easy script that lets the AI call for artillery fire that I made. I'll post it in the ed depot when I get home, in a couple weeks. Or you can grab it yourself, by depboing my mission "realistic combat patrol" from the pending section of the missions depot.
HANDSIGNALS COMMAND SYSTEM-- A realistic squad-control modification for OFP
kexp.org-- The best radio station in the world, right here at home! Listen to John Richards!

HuNtA

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Re:Artillery Duels
« Reply #5 on: 26 Aug 2004, 17:54:21 »
RTM  >:(

it says how to in there

Offline Wadmann

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Re:Artillery Duels
« Reply #6 on: 26 Aug 2004, 21:43:03 »
Hey Falcon988!

I would suggest that you get Unnamed Obsever and Mortar addon. The observers spot out to around 1000 meters and will call in artillery on any enemy units spotted. He has made standard east and west units, as well as WWII and Nam Pack units and mortars. I PMed him recently and suggested that he also make some Ranger, BAS Tonal, MAP, Edge's resistance units, and some newer Russian versions and he sounded willing to do so as well as releasing an update to fix a few minor bugs.

In addition to spotting for artillery, they will allow MGs and snipers to engage out to around 500 meters! This will seriously change the way you cross open ground when using his great addon!

At some point CoC may be able to implement the observers into their UA and then we will have some true artillery, counter battery and seek and destroy type missions that will allow the use of AI indirect fire!

                                                                Wadmann
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Offline General Barron

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Re:Artillery Duels
« Reply #7 on: 26 Aug 2004, 21:54:24 »
Easy AI Artillery Script (UA compatible)

Works with all units. No addons required. Very easy to use, and very fun in missions.
HANDSIGNALS COMMAND SYSTEM-- A realistic squad-control modification for OFP
kexp.org-- The best radio station in the world, right here at home! Listen to John Richards!

Unnamed

  • Guest
Re:Artillery Duels
« Reply #8 on: 27 Aug 2004, 14:19:40 »
Where spoilt for choice now with Artillery. Depends on what you want to do. If it's fire for effect, then the script based version cover just about all types. If you want something for the enemy AI to interact with then go with the addon versions, then it's just a case of what form of hidden death you want to rain on them :)

Quote
At some point CoC may be able to implement the observers into their UA

I did intend to do this sooner, my fault it's been held up. I'm easily distarcted by my other pet projects. Hope to crack on with UA support after I update the Observer, assuming CoC have not come up with a better version of there own. Which they could easily have, in the time it's taken me.

In theory the Observer can be used with any script\addon version, as it's just way of detecting unsuspecting or carless targets.

Cheers