Sie sind auf Seite 1von 9

Drongo's Artillery

==================
for Arma 3

by Drongo

version 1.0

7 Mar 2019

Requirements
============
Arma 3
CBA for Arma 3: https://forums.bohemia.net/forums/topic/168277-cba-community-base-
addons-arma-3/

Recommended addons:
Tao's folding map: http://forums.bistudio.com/showthread.php?148517-Tao-Folding-
Map-2-1

Overview
========
Drongo's Artillery (DRA) is an artillery addon for Arma 3 (SP/MP). It is based on
CoC Unified Artillery for OFP. It puts AI-controlled batteries of artillery under
player control. A degree of skill is both required and rewarded by the system.

DRA requires some degree of map-reading and the ability to call adjustments. The
rounds are not spawned in, the artillery assets are given target coordinates,
calculate the aimpoint based on various factors and fire real shells. The
doArtilleryFire command is not used, so it is possible to select both high and low
angle fire for most assets. The BIS, RHS and CUP assets are supported.

Third party addons should also work but have not been tested. Simply place assets
on the map and they will be available to the appropriate side. To access the
artillery system, hit your "HOME" key (this can be adjusted under CBA options). A
radio is required to access the system. The default radio, ACRE radios and Task
Force Arrowhead radios are all supported by default (others can be added).

Each side is partially voiced. NATO features edited lines from Generation Kill,
REDFOR and INDFOR feature edited sound files from Arma 3.

CREDITS
=======
YonV: Heaps of testing and very helpful input
CoC: Unified Artillery for OFP, the system this is based upon
Drongo: Development and scripting
Chops: Testing, design help
James: Testing, design help
Zodd: Testing
D.Smithy: Real-world artillery knowledge, testing
Rydygier: Box sheaf script
Kawa: Localization code, French localization
Thanks for MaHuJa and BlackAlpha of tier1ops.eu for writing code to prevent the
"rounds drifting to the north" bug

Installation
============
Read this post:
http://www.armaholic.com/forums.php?m=posts&q=20866

Supported Units
===============
The default BIS artillery assets (and 3rd party addons that inherit from them) are
supported. Third party artillery mods should work with the system, though some
scripted setVelocity scripting is used to offset dispersion problems.

Basic usage
===========
To access the artillery system, hit your DRA key ("HOME" by default, change under
CONFIGURE > CONTROLS > CONFIGURE ADDONS in mission). This will present the "Assets"
menu. Next to each asset is a 3 letter code:

RDY - Asset can be controlled and issued orders.


CTL - Asset is under control by either the player or someone else. If the player
has control, he can issue orders.
BSY - Asset is firing/processing a mission. This asset can not be controlled or
issued orders.

Once an available asset is selected, click on the "Control Asset" button. The
player may now enter the X and Y coordinates for the target point and his own
(spotter) position. An 8-digit or 10-digit grid reference is used (10 meter and 1
meter accuracy respectively). 8-digit values must be between 0000 and 9999, 10-
digit must be between 00000 and 99999. X is the left/right axis on the map, and Y
is the up/down axis. Here are some examples of valid 8 and 10 digit values:

Map 8 digit 10 digit


X Y X Y X Y
023 109 0230 1090 02300 10900
Input: 02301090 Input: 0230010900

To target half-way between 023 and 024, use these values:

Map 8 digit 10 digit


X Y X Y X Y
023 109 0235 1090 02350 10900
Input: 02351090 Input: 0235010900

Once these are entered, click on "Input". Spotter position must be entered before
the target position.

The "Control" dialog will appear. Here the player can select the warhead type,
angle, etc. Once they are entered, clicking "Transmit" will send the mission to the
asset (this will be processed on the server).

You can only control a single asset at a time. If you wish to take control of
another asset, issue Fire For Effect orders or release the asset using the
"Release" button on the assets screen.

Note that it can take a long time between calling for fire and rounds actually
arriving. This time can be set in the Options module.

Polar Missions
==============
Polar missions are calculated based on the spotter's position. The input format is
ddd/rrrr where ddd is the direction (0-359) and rrrr is the distance from the
spotter's position. For example, 45,500 would target 500 meters to the player's
north east.
Mission Types
=============
Fire For Effect (FFE): Fire all tubes in the battery at the target. Each tube will
fire the number or rounds set by the player.
Spot: Fire a single marker round from one tube to allow adjustment of fire. When
the rounds are on target, call FFE.
Plot: Plot a fire mission but do not fire any shells. This mission can later be
fired at a time selected by the player. As it has already been plotted, the
response time will be faster.

Rounds
======
This determines how many rounds each gun will fire. If a Spot mission is fired,
only a single round will fire, regardless of this value.

Sheafs
======
POINT: The firing assets try to fire on the target point with no dispersion.
CIRC: A circular sheaf of the size designated in X of Sheaf Size (Y has no effect).
BOX: Square or rectangular, as determined by the X (width) and Y (depth) values of
Sheaf Size.

Angle
=====
Low angle is generally when the firing tube has its barrel depressed below 45
degrees. Low angle missions take less time to travel to the target. However, they
are also more likely to impact with intervening hills.

High angle is generally when the firing tube has its barrel elevated above 45
degrees. High angle missions will take significantly more time to reach the target
and may be less accurate. However, such missions will not be blocked by mountains,
etc.

Note that mortars are only capable of high angle missions.

Pre-plotted/Repeat Missions
===========================
In the Assets dialog, there is a window of previous FFE and Plot missions.
Selecting one of these and clicking the Control button allows the player to re-
issue the order. The response time will be much faster compared to transmitting a
new mission. However, it is not possible to issue new x and y coordinates (though
sending adjustments is possible).

Adjusting fire
==============
It is likely that the first round will be off target. The greater the range from
the battery to the target, the higher the potential deviation. The spotter can
issue adjustments and call for further spotting rounds before using Fire For
Effect.

NOTE: The adjustments left/right and up/down are relative to the spotter (not the
battery).

Left/Right: A negative value shifts to the left, a positive one to the right.
Add/Drop: A positive value adds distance (ie. increases the range from the player).
A negative value drops distance (ie. decreases the range to the player).

After entering the adjustments, it is essential to click the "Adjust" button before
hitting "Transmit".

Restricting Users
=================
Users can be restricted by setting draAvailable=false on their client.

Excluding from the system


=========================
To exclude a unit or group from being recognized by this system, use the array
draExclude. Groups (not individual tubes) can be excluded by adding the following
to this array:

group
vehicle (checks the vehicle of the group leader ONLY)
vehicle classname (checks the classname of the vehicle of the group leader ONLY)

Changing Audio
==============
By default, BLUFOR plays US English audio files, INDEP plays Greek English and
REDFOR plays Persian. Possible values are:

"US"
"IRAN"
"AAF"
"NULL"

"US" will use audio taken from the TV show Generation Kill,IRAN" uses edited files
from Arma 3 for the Iranian side and "AAF" uses edited files from Arma 3 for the
Greek side. "NULL" will have no voices, but text messages and radio beeps will
still play. The voices used by each faction can be set in the Options module.

Calling missions by script


==========================
Simply execute the following on any client:

_myFireMission=[_asset,_pos,_warheadType,_rounds,_distance,_missionType,_angle,_sen
der,_timeStamp,_prePlotted,_sheaf,"",_sheafSize,_posDisplay,_firstRound];
_myFireMission execVM"DrongosArtillery\Scripts\Control\ProcessFireMission.sqf";

where

_asset = The group to fire (eg. "B_Alpha_2_1").


_pos = Target coordinates (eg.[x,y,z] or [0181,0562,0]).
_warheadType = Actually the magazine type (eg. "8Rnd_82mm_Mo_Shells").
_rounds = Rounds to be fired by each tube (eg. 3).
_distance = Distance from asset leader's tube to target position.
_missionType = Fire for effect, spot or plot (not much reason to give anything
except FFE) (eg. "FFE","SPOT,"PLOT").
_angle = High or Low (eg. "HIGH","LOW").
_sender = The unit that is acting as the spotter (eg. (leader _thisGroup)).
_timeStamp = The current time in mission. (use the "time" scripting command).
_prePlotted = Is this a preplotted mission? (eg. false).
_sheaf = The shape of the impact area (eg. "CIRC","BOX","POINT").
_sheafSize = Size of the sheaf (eg. [50,0] or [200,100]).
_posDisplay = The position that is displayed to the player (eg. [0181,0562]).
_firstRound = true or false. A true value will mean the mission takes longer to
fire.

Miscellaneous Notes
===================
There is a module under Module>Drongo's Artillery to allow tweaking the system.
Mortars will respond faster than heavier assets.
AI addons such as VCOM may cause strange behaviour with artillery groups. This can
be offset with the DRA module.
Do not mix different types of artillery asset in one group.
Do not put batteries under human control.

Range Limitations
=================
Min Max
82mm Mortar
Low angle 100 4000

155mm Howitzer
Low angle 500 20000
High angle 750 15000

MLRS
Low angle 200 40000
High angle 500 45000+

Known Bugs
==========
BIS rocket artillery has become extremely inaccurate with recent patches. The
script to offset this often causes unrealistic ballistic arcs.
Low angle at very short ranges is inaccurate.
For reasons I do not understand, BIS arty units sometimes fire a round far off
target (though previous/subsequent rounds are fine). (may be fixed as of v0.30)
An artillery asset that is attacked and takes losses may cause script errors.

Class Names
===========
AAF vehicles:
I_MBT_01_arty_F
I_MBT_01_mlrs_F

DPICM MLRS:
DRA_MLRS_B
DRA_MLRS_I
DRA_MLRS_O

AAF groups:
HAF_SPGSection_Scorcher
HAF_SPGPlatoon_Scorcher
HAF_SPGSection_MLRS

Future plans
============
White phosphorous.
Chemical/nuke warheads.

License
===========
License:
The rights of any 3rd party scripts used in this work belong with the owner. I do
not and have never claimed ownership over the work of other people. All 3rd party
scripts are used in good faith.
You must receive my permission to use any of the scripts, configs, concepts or
designs of this addon in the development of other projects.
You may not distribute altered versions of this addon.
You may not use this addon or any derivatives thereof in any way for monetary gain.
You may not use this addon or any derivatives thereof as part of any submission to
any contest of any kind.
You may not port this addon to any other game (it may ONLY be used with Arma 3).
You may not use this addon with VBS, VBS2, VBS3 or any similar product.
You may not re-upload to Steam.
You may not use this addon in any way if you are R0adki11.
You may not use this addon in any way if you are BohemiaBeck.

If you need an exception, contact me.

Changelog
=========
v1.0
Public release
Complete rewrite and overhaul of the code
Changed: Combined Assets and Aimpoint dialog
Changed: Replaced scripted airburst with shells configured for airburst
Changed: Options are now set in a single module
Improved: Shell guidance
Removed: Artificial inaccuracy
Added: Module option to disable VCOM for arty groups
Improved: Generic profile (for non-vanilla assets)
Added: "Assisted" mode (setVelocity) to deal with recalcitrant artillery pieces
that won't fire on target
Fixed: Illumination rounds
Fixed: Debug mode by default
Fixed: Force Release not working
Fixed: Mark shells on by default
Fixed: Assets never lost BSY status
Fixed: Grid reference error
Added: Choice between 8 digit or 10 digit grid reference
Added: Assisted Accuracy to rectify inaccurate BIS rocket artillery
Added: Module Option to apply Assisted Accuracy to all assets
Fixed: CUP M1129 allowed low angle
Fixed: CBA key required rebinding every mission

v???
Unknown

v0.38
Increased possible range for polar missions to 10,000

v0.37
Added polar missions
Adjusted aimpoint UI

v0.36
Reworked the profile for rocket artillery due to BIS changing the muzzle modes
Re-added Low Angle to rocket artillery
Dramatic increase in rocket artillery range
Support for the new AAF MLRS

v0.35
Fixed bug with adjusting fire (was multiplying dtaXspotter twice)
Automatic inputting of the spotter's position is now turned off (mapclick will
automatically input it though)
Cosmetic dialog changes

v0.34
DPICM rounds for the vanilla howitzers and MLRS
Versions of the MLRS with DPICM loaded by default
Shell cam

v0.33 (secret handshake edition)


It is a mystery

v0.32
Unknown

v0.301
Fixed a problem with OPFOR assets not showing up in the system

v0.30
Allowed control over each individual tube in a battery
Redesigned dialog
Added code to prevent some of the "drifting rounds" bug (big thanks to MaHuJa and
BlackAlpha of tier1ops.eu)
Made the system automatically detect most (all?) 3rd party artillery units
Removed most of the hard-coded unit detection code
Added distance and gun-target line to the dialog
Added ability to exclude groups using the array dtaExclude (add group, leader
vehicle or leader vehicle classname)
Removed doArtilleryFire commands for preloading ammo as this command is still
hopelessly broken
Added a new module called "Track Rounds" to help with testing
Changed locality check for firing from server to whereever the asset is local
Redisgned the repeat mission system so only a single dialog is used
Reduced report spam
Added elevation of target and selected asset to the main dialog
Added dta_fnc_PlaceMarker for testing purposes
Fixed a bug in Tube.sqf that prevented sheafs from working properly
Dramatically increased the speed of MLRS firing
Added an M4 Scorcher to the AAF
Added an M5 MLRS to the AAF
Added M4 Platoon, M4 Section and M5 Section to the AAF
Changed cfgPatches entry from dta to DrongosArtillery (may require deleting the
addOns[] and addOnsAuto[] entry from mission.sqm files to update missions)
Added debug markers for adjusting fire when dtaDebug is true
Tweaked the adjust code a little (seems to be working reliably now)
Brought back the XMIT button

v0.291
Hotfix to fix bug with audio

v0.29
Fixed airburst not working
Fixed menu selections not saving
Made it possible to restrict users by class and/or unit
Added the ability to set which audio is used for each side
Reduced the default time to process the first round of a firemission from 60 +
(random 30) to 30 + (random 30)
Improved initial loading time
Tweaked mixed impact/airburst to alternate by odd and even numbered tubes in a
battery
Added support for Reyhard's M119 (don't know where it went the first time)

v0.28
Partial French localization (all done by Kawa)
Added support for Reyhard's M119 (thanks to K4ble for reminding me to add this)
Added an option to use mapclick to input coordinates (can be disabled with a
module)
Removed the "Elevation" option from the dialog as it does not work
Added support for weapons that inherit from Reyhard's Static Weapons

v0.27
Added support for Reyhard's Static Weapons (thanks to Kawa for getting me off my
backside to do this)
Implemented CBA_fnc_registerKeybind functionality so users can bind their own key
(thanks to JCae2798 for letting me know this was possible)
Removed double-clicking a radio to open the dialog

v0.26
Fixed TFAR compatibility
Increased mortar and howitzer HE shell lethality to attempt to match real-world
values (may do too much damage against non-personnel targets now)
Tweaked configs to change the dispersion of BIS shells to almost zero

v0.25
Made tube detection less reliant on the display name (which causes errors with non-
English versions)
Fixed dialog errors (listScrollBar, colorFocused, colorBackGroundFocused not
defined)

v0.24
Added a check to \Dialog\Transmit.sqf to prevent a battery from being given
multiple fire missions at the same time (possible cause of the "drifting rounds"
bug)

v0.23
Aimed at fixing rounds drifting far off target with the following means:
Added debug chat to check the angle and elevation of turrets on firing tubes
Added debug text to round markers reporting the angle of the tube that fired them
Added disableAI "TARGET" to \Control\Tube.sqf to stop "drifting" rounds
Added disableAI "AUTOTARGET" to \Control\Tube.sqf to stop "drifting" rounds
Added enableAI "TARGET" to \Control\Tube.sqf after the tube is finished firing
Added enableAI "AUTOTARGET" to \Control\Tube.sqf after the tube is finished firing
Increased delay between rounds for 82mm and 155mm

v0.22
Added dta_fnc_HasRadio to check if the player has a radio
Fixed a bug with \Misc\CommsPlay.sqf not detecting player radio

v0.21
Added support for dedicated servers (hopefully)
Added support for TFAR (hopefully)
Tried to add support for ACRE

v0.2
Changed to an 8 digit grid reference
Stopped the MTO message for all except the first round (side chat will still appear
for FFE)
Added a return to assets button to the aimpoint and control dialogs
Last dialog is now remembered
Added and End Of Mission button which releases the asset and closes the dialog
FFE no longer automatically releases the asset (must manually select End Of
Mission)
PLOT no longer automatically releases the asset (must manually select End Of
Mission)
Adjusted MLRS fire speed
Adjusted time between mortar rounds to 10 seconds (was 5)
Changed the way "rounds complete" is called (was using an estimate of time, now
called by the asset itself when the final round is fired)
Added a help button to the aimpoint dialog
Added a dedicated key to access the dialogs (Windows app key by default, change in
the userconfig file)

Das könnte Ihnen auch gefallen