Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
2. "Select (which) Warhead"
3. Wait for the vehicle chat: "Artillery Computer is now ready. Gunner is cleared to launch..."
4. Use the Artillery Computer "like normal"
1. "Prepare Scud Launch"
2. "Select (which) Warhead"
3. Wait for the vehicle chat: "Artillery Computer is now ready. Gunner is cleared to launch..."
4. Use the Artillery Computer "like normal"
Yes, I am aware that BIS nerfed the "player bubble" enough that the nuke won't detonate for really far targets which now imposes a script limitation (the script won't properly run outside that distance). I cannot work around this limitation that has been imposed upon the game code. The launches that target within the "player bubble" should work fine.
https://steamcommunity.com/sharedfiles/filedetails/?id=2957393571
call{ammo1 = getArtilleryAmmo [r1_1] select 0;
tgt = getMarkerPos "t1_1";
r1_1 doArtilleryFire[tgt,ammo1,20];}
Counter-battery fire mission function
- Initiated via Counter-Battery radar units
- Automatic coverage upon counter-battery radar INIT
- Report-only mode is default (player-configurable)
- Automated counter-battery engagement for AI artillery can be configured via user action or scripted on CB radar function init
- See Discussion notes and pook_Arty_fnc_CBInit for details
https://forums.bohemia.net/forums/topic/212574-pook-arty-pack/?page=5
Use of the counter-battery radar can be automated on vehicle INIT. Add the following to make the counter-battery radar automatically issue counter-fire orders to any available battery:
this execVM "pook_Arty_c\scripts\CBActivate.sqf"
If you do NOT add this, the default is "report-only" mode. A marker will be placed on the map. The reporting is per SIDE. All supported artillery will be reported, including CUP, RHS, VME PLA, AceX, BIS Vanilla, and of course those in this mod.