"Fire At Will" - Functional AI artillery without any knowledge about scripts etc.

Rydygier
0
14,081
FAW 1.31 Released

(Requires A2 CO 1.62 or above)


FAW 1.31 (Armaholic)

FAW 1.31 (Dropbox)
FAW 1.31 (ZippyShare)

For A2 only users:

FAW 1.2 hotfix (Armaholic)
FAW 1.2 hotfix (Armed Assault Info)

CHANGELOG


- minor code fixes.


PREVIOUS VERSIONS HISTORY


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INTRODUCTION

Purpose of „Fire At Will” addon is to give in simplest way possible fully functional AI artillery to battlefield for those, who can't or simply refuse to learn script language but still want functional AI artillery in his Arma 2 missions. It was created because in my opinion it is illogical to force a player to learn script language and to study BIS_ARTY Module commands and variables even if he wants just to set up some AI artillery in his missions, while such knowledge is not required for any other types of AI combat units, which are fully functional without any scripting.
Addon supports all generic Arma 2 artillery units (howitzers: M119, D30; mortars: M252, 2B14; rocket systems: GRAD and MRLS) and its OA counterparts. Requires Arma 2 CO 1.62 or above.

Addon requires Community Base Addon.

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USAGE


To use the FAW primary, addon version in yours missions just set up some artillery batteries in editor and play with addon.
Technically you also probably can play this way any other mission, but it's not recommended due to unpredictable changes on the battlefield, that are likely to ruin mission designer’s concept.
To init FAW script version (in folder „Script Version”) place following eg in init field of any unit or activation field of trigger or in init.sqf etc.: nul = [ ] execVM „PrepArt.sqf”;
Important notes:
1. group of artillery must consist of the same kind of artillery units.
2. bombardment trajectory is calculated from position of leader such artillery group, so do not place leader far from rest of group.

User can also call smoke or illumination fire missions directly via:

_CFF = [reference position, available artillery groups array, ammo type, amount, FO unit] call RYD_ArtyMission;


For example for smoke screen between _badguy and player:

_CFF = [position _badguy, [Battery1,Battery2], "SMOKE", 6, player] call RYD_ArtyMission;


_CFF is an array, that contains boolean flag indicating, if mission can be conducted, chosen battery (BIS_Arty module synchronized with chosen artillery group) and leader of this artillery group.

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HOW IT WORKS


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CONFIGURATION


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DEBUG MARKERS

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ARTILLERY WEAPON SPECIFICATIONS


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Addon was created "by player for players", source scripts you can freely modify, copy, "cannibalize", to use in your projects. It is released under APL-SA license. I'll be grateful for notification about each such usage.


I will be grateful for any bugtracking, testing, opinions and ideas.

Enjoy being under fire & have a nice boom.

Rydygier

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