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Downloads » ArmA3 Editing » Fire Support System von Grumpy Old Man (v1.03) [Skripte] Download-Infos
Fire Support System von Grumpy Old Man (v1.03) [Skripte]
23.02.2014 von miller

Fire Support System

Grumpy Old Man


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Tired of magically spawned artillery shells? Have you grown old and grumpy of instant, spot-on mouseclick artillery? Are you up for a change?
I might have just what you need if the above sounds familiar to you: Grumpy Old Mans Fire Support System!
This script package will give you AI Forward Observers ("FO") which will report spotted targets to the Fire Direction Centre ("FDC"), who will then issue firing orders to subordinate artillery guns.

It's also possible to make a 3 man group carry static weapon backpacks and assemble them upon hostile contact.

Depending on the amount of artillery units, amount of batteries (multiple artillery guns close together) and what kind of targets have been reported by the FO the FDC will choose the firing solution. It's also possible for the FDC to command time on target fire, if the values of the spotted targets is high enough.
Time on Target fire means that multiple artillery batteries will do coordinated fire, so that all fired rounds reach the target at the same time.

This script package is meant to deliver an authentic approach at simulating Artillery firing procedures with mission making in mind.
Due to the nature of this script, artillery rounds can take up to 120 seconds and longer until they hit the target area,
depending on the distance between artillery and target. This script delivers artillery fire that's actually happening in the game, if a FO has spotted enemies in Molos, and there's an operational MLRS Battery in Kavala you will be able to see the rockets flying all the way over to Molos.
Forward Observers will continue with their Waypoints once all spotted units are blown into pieces, Artillery Units can be moved as you seem fit, when moving they won't be used by the FDC until they are stationary again.

Forward Observers will only report stationary targets for now, this will be changed in a future update.

If you want to use the Artillery System you need to place at least one Artillery unit, one Forward Observer and one Fire Direction Centre unit.

Fire Support System:
• "FO":
- Forward Observer: The "FO" will report all targets to the "FDC".
- For best efficiency use units with Rangefinders or Laser Designators as they tend to spot more reliable.
- "FO"s won't call for a fire mission if the spotted unit is closer than 250m.
- If all "FO" units get killed the "FDC" won't receive anymore targets.

• "FDC":
- Fire Direction Centre: This unit will distribute targets among multiple batteries and do time on target fire if needed.
- This is a passive role and therefore this unit should be placed away from battle.
- If the "FDC" gets killed FO can't request fire missions.

• "ARTY":
- This unit has to be of the support type artillery (currently supported units are the Scorcher, MLRS, Sochor and all static mortars).
- If all "ARTY" units get killed the "FDC" won't be able to order fire missions.
• Static Weapon Support:
1. Place a group with at least 3 units.
2. Call the script with:

nul = [leadername,"weapontype"] execvm "\scripts\static.sqf";

leadername has to be the name of the group leader, if used from the units init field "this" is sufficient as leadername.
"weapontype" has to be one of the following:
- "HMG" = Mk30 HMG .50
- "HMGR" = Mk30 HMG .50 (raised)
- "GMG" = Mk32 GMG 20mm
- "GMGR" = MK32 GMG 20mm (raised)
- "AT" = Static Titan Launcher (AT)
- "AA" = Static Titan Launcher (AA)
- "MORTAR" = Mk6 Mortar
- "RANDOM" = Up for a surprise? Lets go wild!

Tips for using this script:
- To avoid any possible quirks try to use artillery of the same types within one battery.
- Place batteries at a distance of at least 1km from each other.
- Because of its firepower the MLRS will most likely fire only one rocket,
- no matter if it's the only artillery unit run by this script or if there's 120 of them and ammunition is plenty.

If you're using cannons like the Scorcher or the Sochor and
the distance to the target is above 6km the impact radius increases drastically.
Shells can impact anywhere around 300m around the target at such distances, so you better watch your head.



Added proper demo mission in .pbo and editor version.
Still working on player modules

- Script is now able to run for multiple sides/factions so that each faction can now have its own FDC [current factions in game: NATO, CSAT, AAF, FIA west, FIA east, FIA ind]
- Added 8 digit grid reference to FO and FDC radio messages and resolved some minor issues.

a3Grumpy Old Man

Quelle: Bi-Foren
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Grösse 698,9 KB
Downloads 642
Datum 23.02.2014
Kommentare 0
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Wertung ø 1,00
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