Bug #1657
ARTY module works only with a M252 mortar AI battery
| Status: | Rejected | Start: | 2009-05-31 | |
|---|---|---|---|---|
| Priority: | Normal | Due date: | ||
| Assigned to: | % Done: | 0% |
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| Category: | - | |||
| Target version: | - | |||
| Operating system: | Mainboard chipset: | |||
| Graphics card: | System RAM size: | |||
| Graphics card driver version: | GPU VRAM size: | |||
| Affected ArmA II version: | Please select... | Audio card: | Please specify! | |
| Maxmem parameter: | Not set | Size of OS swap file: | Please specify! | |
| Difficulty: | Not set | I am using some Mods: | No | |
| Reproduced by another DH user: | No | I am using: | ||
| CPU: | Please specify! | Reproducible for you: | No | |
| Votes: | 1 |
Description
Placing the ARTY module in the editor and synchronizing it to a D30/M119 AI battery has no effect if the strike gets called by a player with a script like this:
1 _heTemplate = ["IMMEDIATE", "HE", 0, 8];
2
3 _targetPos = getPosASL targetUnit;
4
5 [artilogic1, _targetPos, _heTemplate] call BIS_ARTY_F_ExecuteTemplateMission;
When I replace the D30/M119 with M252 mortar then an artillery strike gets executed, means the mortar battery will fire after some time.
History
Updated by Spooner over 1 year ago
- Assigned to set to Headspace
Apparently, there is a minimum range for indirect fire (which is obviously short for mortar and extremely long for rockets). I suspect that if you get in the arty and try to use indirect fire GUI you will be able to work out the minimum fire distances.
Updated by Headspace over 1 year ago
- Status changed from New to Resolved
Indeed, I think you answered this on your own. I would encourage you to play with the Secop Manager-based method of calling artillery to get an idea of minimum and maximum ranges.
Updated by Xeno over 1 year ago
It has nothing to do with the minimum or maximum ranges, everything except mortar doesn't work.
I tested various ranges, nothing happens. Replace arti battery with M252 and here we go.
Btw, I'm not the only one who found the problem, there's another report in a german forum about it. He also replaced the battery with M252 and he was able to call a strike.
Updated by Xeno over 1 year ago
- Status changed from Resolved to Feedback
Updated by kju over 1 year ago
- Assigned to changed from Headspace to Xeno
Xeno please attach your demo mission.
Spooner got it working, so there must be a problem in the setup.
Updated by Xeno over 1 year ago
- File artitest.Chernarus.pbo added
Though there's no need to make a demo mission as I'm only using what's described in BIKI I've attached one.
You can move the invisible H whereever you want, the M119 AI goup will never fire.
Replace the M119 group with M252 and it works as expected (though the maximum range is not that high).
Updated by Xeno over 1 year ago
- Assigned to changed from Xeno to Headspace
Updated by Xeno over 1 year ago
- Status changed from Feedback to Closed
Forget it, I was wrong.
I've played with the different ranges again and suddenly the artillery fired.
The range where M119 for example works is really small.
Would be nice to get some feedback from the system about the ranges.
Otherwise it is just try and error which gets frustrating.
Or is it allready in the module somewhere ?
Updated by kju over 1 year ago
- Status changed from Closed to Assigned
Agreed. What do you say Headspace - doable?
Updated by Xeno over 1 year ago
As an addition, the AI artillery battery described in the BIKI won't work in a MP environment.
Simply by the fact that the script that executes the mission has a nice if (!isServer) exitWith {}; at the beginning. Means, the mission maker has to send a variable (or whatever) to the server that then executes BIS_ARTY_F_ExecuteTemplateMission.
This should be handled by the ARTY system in my opinion to make it easier for mission makers that don't have scripting experience.
Updated by Headspace over 1 year ago
The AI artillery batteries work fine in MP, as long as they're called with an editor trigger (or with something server side) which was the intended use in the first place. There are several good reasons why things are set up the way they are. It's pretty reasonable to assume a mission maker with no scripting experience is going to put their stuff in an editor trigger.
As for min/max range checking, you've probably found that already.
Updated by Spooner over 1 year ago
Easier way to use arty is with SOCOM, but the BIKI example is less than detailed enough to work. You must wait until the socom is fully inited before setting up the fire missions (again, the instructions assume you will put the code in a radio trigger, which makes sense in a test mission, but not a real mission):
1 // Assumes you have called your SOCOM module "socom".
2 waitUntil { not isNil { socom getVariable "initDone"} };
3 waitUntil { socom getVariable "initDone" };
4
5 // The request commands in the biki are fine.
6 [["artillery_barrage"], player, [[]]] call BIS_SOM_addSupportRequestFunc;
You will get a hint that the mission type has been added, then communication->socom->request artillery will allow you to click on the map to place arty (and clearly shows min/max ranges). This is definitely the best way to use artillery, IMHO.
Updated by Headspace over 1 year ago
Yeah, that works. I went ahead and updated the community wiki with your snippet, Spooner (credited to you) in a new FAQ section.
Updated by Spooner over 1 year ago
- Status changed from Assigned to Rejected