Arma 3
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Pook ARTY Pack
 
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Data Type: Mod
Mod Type: Tracked, Wheeled
File Size
Posted
Updated
249.830 MB
Feb 24, 2018 @ 1:36pm
Jan 19 @ 2:16pm
7 Change Notes ( view )

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Pook ARTY Pack

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In 1 collection by hcpookie
Pookie's Playhouse
30 items
Description
The Pook Artillery pack brings a variety of Soviet-based conventional artillery (2S1, 2S3, 2S5, 2S19, A222) and rocket artillery vehicles (3K60, 4K51, 9K58, 9K72, 9K720, TOS-1A). This is the baseline mod for 'vanilla' BIS factions - the CUP community version is available as a separate download. Accurate artillery ranges for all systems. Features listed in detail within the in-game Field Manual!

The new FIREMISSION function Initiates player-requested SCUD fire mission for friendly pook_SCUD launchers. Can be scripted for mission-driven "RED DAWN" or "SEARCH AND DESTROY" SCUD fire missions (e.g. "Stop General Guba before he launches the SCUD" type missions). This function is currently available for SCUD; Iskander functions are planned.

You can find complete instructions on its use in the in-game Functions viewer. Here is a shortened instruction set:

=========================
SCUD FIRE MISSION:
=========================
1. Place AI SCUD launcher via editor, or spawn within mission.

2. Either "addAction" for desired ammo type to a Commander/Spotter/Radio operator, etc:

HE:
----

this addAction ["SSBM Mission", {[this, "HE", 20] spawn pook_ARTY_FNC_SCUDMISSION},,1,false,true];
- or -
this addAction ["SSBM Mission", {[this] spawn pook_ARTY_FNC_SCUDMISSION},,1,false,true];

CBU:
----
this addAction ["SSBM Mission", {[this, "CBU", 15] spawn pook_ARTY_FNC_SCUDMISSION},,1,false,true];

5kt:
----
this addAction ["SSBM Mission", {[this, "5kt", 5] spawn pook_ARTY_FNC_SCUDMISSION},,1,false,true];


... Or simply place one via trigger/script, so that the fire mission commander can call "Radio Alpha" etc. and launch the SCUD remotely:

_launch = [this, "HE"] spawn pook_ARTY_FNC_SCUDMISSION;


3. OPTIONAL: The third input parameter defines the search radius to seek friendly launch-capable SCUD launchers. Default is 20km. This can be adjusted to accommodate multiple launchers and fire mission teams in the same mission. For example to only send fire mission requests to SCUD's within a 5km radius:

_launch = [this, "HE",5] spawn pook_ARTY_FNC_SCUDMISSION;


=========================
ARTY FIRE MISSION USAGE:
=========================
To use the new arty function: Same as SCUD function, but new function name: "pook_ARTY_fnc_ARTYMISSION"

So for the editor etc use this syntax:

_arty = [player] spawn pook_ARTY_fnc_ARTYMISSION

Full Details:
/////////////////
Initiates player-requested artillery fire mission for friendly AI-controlled arty units. Can be scripted for mission-
driven artillery support fire missions by "real" units on the battlefield... making such things as counter-artillery
strike missions a reality. Consider a scripted mission with enemy AI calling in artillery strikes and you and your SF
squad is tasked with finding and neutralizing the artillery units!

Function currently supports:
- POOK_ARTY: 2S19, 2S1, 2S3, 2S5, A-222, 9K58, TOS-1A
- POOK_AFV: Pandur M-121 Mortar carrier
- CUP: M270, BM-21, M1129 mortar, 2B14 mortar, D30, M119
- VME_PLA: PLZ-05, Type 86 (D30), Type 87 mortar
- RHS: D30, 2S3
Other units may be added in the future.

Author: hcpookie

Arguments:
==========
0: The player calling the mission
1: FUTURE: The artillery ammo type being requested (default = HE is only supported at present; others may be added in the future)
2: OPTIONAL: Range (in km) to check for friendly launchers (OPTIONAL: default = 20)

USAGE:
======
1. Place AI unit via editor, or spawn within mission.

2. Either "addAction" for desired ammo type to a Commander/Spotter/Radio operator, etc. Note
that the ammo type values are CASE-SENSITIVE! The only currently supported type is "HE"

HE:
----
this addAction ["Arty Mission", {[this, "HE", 20] spawn pook_ARTY_FNC_ARTYMISSION},,1,false,true];
- or -
this addAction ["Arty Mission", {[this] spawn pook_ARTY_FNC_ARTYMISSION},,1,false,true];

... Or via trigger/script:

_arty = [player] spawn pook_ARTY_FNC_ARTYMISSION;



3. OPTIONAL: The third input parameter defines the search radius to seek friendly AI artillery units.
Default search is 20km. This can be adjusted to accommodate multiple launchers in the same mission.

4. AI gunner will fire a spotter smoke round, and within 45 seconds will begin the main HE artillery barrage.

5. AI will fire a random amount of artillery, anywhere between 3-8 rounds.

6. If AI is in a group, all similar units in that group will fire in concert

7. Script will only select stationary, friendly AI units, in range, with available ammo.

8. Moving vehicles, those in transit, etc. are ignored.

RETURN:
=======
- AI will send sideRadio and sideChat notices confirming fire mission or reporting status if
out of ammo, or no friendly Artillery units are in the area (default 20km zone).

NOTES:
======
- Cannot be used for human-controlled launchers.
- Fire Mission command cannot be aborted!
- The artillery in the mod is calibrated to Real World values, and can launch anywhere between 1-40km
depending on specific unit's capabilities.
- Time on Target may vary greatly depending on distance, and specific unit reload times which are adjusted
according to Real World values.



=========================
SRBM FIRE MISSION:
=========================
_arty = [player] spawn pook_ARTY_FNC_SRBMMISSION;

Full Details:
////////////
Initiates player-requested SRBM fire mission for friendly SRBM launchers. Can be scripted
for mission-driven "RED DAWN" or "SEARCH AND DESTROY" SRBM fire missions (e.g. "Stop General
Guba before he launches the missiles" type missions).

Author: hcpookie

Arguments:
==========
0: The player calling the mission
1: The SRBM ammo type being requested (OPTIONAL: default = HE)
2: Range (in km) to check for friendly launchers (OPTIONAL: default = 20)

USAGE:
======
1. Place AI SRBM launcher via editor, or spawn within mission. The function supports types:
- pook_9K720
- pook_9K720K
- pook_K300P

2. Either "addAction" for desired ammo type to a Commander/Spotter/Radio operator, etc. Note
that the ammo type values are CASE-SENSITIVE:

NOTE: Only HE is supported at this time! (CBU, 5kt to be added in future)

HE:
----
this addAction ["SRBM Mission", {[this, "HE", 20] spawn pook_ARTY_FNC_SRBMMISSION},,1,false,true];
- or -
this addAction ["SRBM Mission", {[this] spawn pook_ARTY_FNC_SRBMMISSION},,1,false,true];

CBU:
----
this addAction ["SRBM Mission", {[this, "CBU", 15] spawn pook_ARTY_FNC_SRBMMISSION},,1,false,true];

5kt:
----
this addAction ["SRBM Mission", {[this, "5kt", 5] spawn pook_ARTY_FNC_SRBMMISSION},,1,false,true];

... Or via trigger/script:

_launch = [this, "HE"] spawn pook_ARTY_FNC_SRBMMISSION;

3. OPTIONAL: The third input parameter defines the search radius to seek friendly launch-capable SRBM
launchers. Default is 20km. This can be adjusted to accommodate multiple launchers in the same mission.

4. AI will ready the launcher (raise launch tubes), arm and launch the missile.

5. This script has no Rearm option! Launcher rearm can only be achieved via rearm vehicles.


RETURN:
=======
- AI will send sideRadio and sideChat notices confirming fire
mission or reporting status if out of ammo, or no friendly
SRBM launchers are in the area (default 20km zone)

NOTES:
======
- Cannot be used for human-controlled launchers.
- Launch command cannot be aborted!
- The SRBM launcher is calibrated to Real World values, and can launch anywhere between 1-300km
Popular Discussions View All (3)
5
Jun 25, 2018 @ 9:54pm
I'm a morron. Please Help!
longbowd_2000
0
Dec 29, 2018 @ 7:13pm
I need help
Yoshi
< >
120 Comments
DrFuZe Feb 3 @ 5:27am 
dude please help idk what the map is i subscribed to it and cant find it please help :steamsad:
Basil Jan 27 @ 1:36am 
doesnt destroy buildings, goodbye
Boris N Leazovski Jan 25 @ 6:01am 
excellent,but one question------why each scenario can just nuke once? Once I detonate first nuke,the second nuke I launched will turn into HE warhead automatically?
hcpookie  [author] Jan 15 @ 3:27pm 
Thanks for the bug report
max-moviemaster Jan 15 @ 10:29am 
At the driver's head pokes out. Is this planned to be fixed?
MGP Jan 2 @ 8:52am 
when I enterd the editor I did not find the vheicles (not even in the zeus editor) so what do i do to spawn them in?
Dentist Dec 31, 2018 @ 7:47pm 
did the effect size get fixed yet?
therobloxskilleryt Dec 23, 2018 @ 7:30am 
Able to make mod only for that nuclear car?
hcpookie  [author] Dec 17, 2018 @ 10:26am 
Should have added, if you increase player view distance to max it helps with the rendering effects. Of course that assumes a great deal about your vid card capabilities