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If your using AI artillery do this:
If your using a player driven Artillery do this:
Open your map and double click on the map to place a basic map marker were you would like the laser guided round to land. Then turn the laser on and mark/paint the target. The player at the artillery changes his rounds to Laser Guided then clicks on your map waypoint on his Artillery Computer map. He clicks fire. The round flys to your position. Once its around 500m it locks onto the laser and seaks its target. The main goal is to have the player Artillery Gunner drop his round as close to your target as possible.
Your basicaly doing a standard mortar target but know you are using a laser for dead hits vs a 100-500m spread around your target based on range..
A way to test this is to go to the editor, place a scorcher tank where you can at the least acces the gunner seat and the artillery computer. then place an asset on the battlefield with target designating capabalities ( par example: the JTAC soldier under the men ( recon ) tab is equiped with a laser designator. some of the vehicles like the unmanned quadrocopter, Greyhawk UAV, and SDV mini submarine are also coming with designator equipment but you may find these a little more unwieldy to operate ). Once you have made your choice, go in to his unit menu and tag him ( or the appropiate role as with par example the SDV ) as "playable"
The next step is to test the mission. Acces the artillery computer on the scorcher, load in the appropiate ammo, give the coordinates where you want the strike to happen, and shoot. You may need to leave the artillery computer for the next step to work. Press the teamswitch button ( default: "U", note that teamswitch shouldn't be taken litterally, you can select a different soldier on the same team as well) and select the soldier or role you assigned with the designating capacities. Properly operate the equipment ( the actual laser may be visibile with nightvision or thermal FLIR vision equipment, and a warning that looks like well, a laser beam should be active on top of the equipment HUD ) and observe if the artillery strikes properly.
Note that in Arma 2 I believe there was a bug, if the target was was lased relatively early in the procces, the shell would lock on to early and plot a direct course. this didn't allow the shell to achieve proper elevation and since the shell is not innatly propelled, fall short of the target. I am not aware if this bug is present in arma 3.