Welcome to the Iron Front Fan Forums!
Sign up Latest Topics
 
 
 


Reply
  Author   Comment   Page 1 of 2      1   2   Next
scottdog

Corporal
Registered:
Posts: 68
Reply with quote  #1 

I want for a mission to have random artillery fall over an area. I want it within an area but to fall randomly say every 20 seconds.

Anyone point me in the right direction?

0
Joe98

Avatar / Picture

Captain
Registered:
Posts: 196
Reply with quote  #2 
Yes. 

Give me some time and I will upload a sample mission
0
scottdog

Corporal
Registered:
Posts: 68
Reply with quote  #3 
Thanks
0
Santa Six

Avatar / Picture

Colonel
Registered:
Posts: 360
Reply with quote  #4 
Here's my simple take on this. It keeps things local and out of extra script files [comp].


Marker:
Place a marker on the map named boom where you want the barrage.

Trigger 1: 
On Act.: a = true


Trigger 2:
Repeatedly
Min: 20    Mid: 20   Max: 20
Name: barrage
Condition: a
On Act.: nul=createVehicle ["LIB_SprGr34_KWK40_HE", getMarkerPos "boom",[], 100, "FLY"]; a = false; b = true;


Trigger 3:
Repeatedly
Min: 20    Mid: 20   Max: 20
Condition: b
On Act.: nul=createVehicle ["LIB_SprGr34_KWK40_HE", getMarkerPos "boom",[], 100, "FLY"]; b = false; a = true;


Trigger 4:
On Act: deleteVehicle barrage



Notes:
-Trigger 1's condition can be set to anything to start the barrage. Set condition to true to start immediately. You can also just add "a = true" to the mission's init.sqf file.

-Trigger's 2 & 3 have a delay of 20sec. The 100 is the radius of probability near the marker.

-Trigger 4's condition can be set to anything to stop the barrage.


I hope this makes sense.[wink]

0
scottdog

Corporal
Registered:
Posts: 68
Reply with quote  #5 

sorry, where do i put the code in triggers?


Where its says condition a from trigger 2, where do i put the "nul=createVehicle ["LIB_SprGr34_KWK40_HE", getMarkerPos "boom",[],100,"FLY"]; b =false; a =true;"?

0
Joe98

Avatar / Picture

Captain
Registered:
Posts: 196
Reply with quote  #6 

 

http://users.tpg.com.au/sueyoo/Iron_Front/XX_Rand.zip

See above a link to a sample mission.

(You need to click on the blue bit at the right hand side)

It is on the Panovo map. Open the editor and preview the mission.

Note the H-Barrier below you. It is named target and yes that is the target.

Watch the mortars fall around the target.

Now give the H-Barrier a placement radius of 300 meters. Every time you start the mission it will start at a different place at random.

Preview the mission. The mortars continue to fall around the H-Barrier wherever it may be.

In the init filed of the H-Barrier type   hideobject this;

It is now invisible.

Preview the mission

Note the mortars appear to fall at a place at random. (It is where the H-Barrier would be if it were visible).

Now look to the bottom left of the map where I placed my trigger. As a man enters the trigger it is fired.

Give the man a placement radius of 100 meters. Every time the mission starts he starts in a different place and takes him a different number of seconds before he fires the trigger.

To the casual observer, artillery falls at a random spot in that field in front of you.

 

 

 

 

 

0
scottdog

Corporal
Registered:
Posts: 68
Reply with quote  #7 

Hey joe, i played at ur mission, but no artillary was falling.

I even made the guys waypoint into the trigger.

I use arma 3, so maybe thats the problem.

the trigger say on on on, and off but no artillary

0
Santa Six

Avatar / Picture

Colonel
Registered:
Posts: 360
Reply with quote  #8 
Quote:
Originally Posted by scottdog

sorry, where do i put the code in triggers?


Where its says condition a from trigger 2, where do i put the "nul=createVehicle ["LIB_SprGr34_KWK40_HE", getMarkerPos "boom",[],100,"FLY"]; b =false; a =true;"?



Oops... I fixed it in the my main post for future reference. The createVehicle command goes into the "On Act:" section of the triggers.

I made the explosions be from a 76mm. I think the mortars are too damn powerful. There's a list of all projectiles to choose from here. Scroll down to "Projectile classlist by Grindle".

Or find the class name for an Arma 3 mortar?
0
Joe98

Avatar / Picture

Captain
Registered:
Posts: 196
Reply with quote  #9 
Yep Arma3 is your problem

0
Joe98

Avatar / Picture

Captain
Registered:
Posts: 196
Reply with quote  #10 
To Santa Six

If you download my sample does it work for you?

(After the trigger message appears wait a few secs and the mortars will start to fall)


0
Santa Six

Avatar / Picture

Colonel
Registered:
Posts: 360
Reply with quote  #11 
It worked just fine for me.


0
scottdog

Corporal
Registered:
Posts: 68
Reply with quote  #12 

did that santa six still didn't work.

Heres what i did, maybe you can check it and see where i went wrong.

http://www.megafileupload.com/en/file/545740/artillary-20test-Staszow-rar.html

0
Joe98

Avatar / Picture

Captain
Registered:
Posts: 196
Reply with quote  #13 
In the class lists there are 3 things:

The class name of the weapon.
The class name of the magazine.
The class name of the individual round.


I don't have Arma 3

I can make a guess and suggest that you use the class name of an individual round from Arma3.

.


 

0
Joe98

Avatar / Picture

Captain
Registered:
Posts: 196
Reply with quote  #14 
BTW I downloaded the file from scottdog and I got it to work.

The 3 triggers need to be separated.  Run the man through trigger 1 then trigger 2 then trigger 3.  Then artillery starts to fall.

I feel my solution is better but it is debatable.

.


0
Joe98

Avatar / Picture

Captain
Registered:
Posts: 196
Reply with quote  #15 

If the think the explosions are too powerful you can use hand grenades instead.



And if you want larger explosions I have now confirmed that aircraft bombs work too!   Wow!

.







0
Previous Topic | Next Topic
Print
Reply

Quick Navigation:

Easily create a Forum Website with Website Toolbox.