Unified Artillery For VTE
Moderators: Lone Wolf, Snake Man
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- Newbie
- Posts: 6
- Joined: 2005-12-10 15:29:45
Unified Artillery For VTE
Please help :-/
Thanks in advance
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- 1st Lt
- Posts: 145
- Joined: 2004-08-13 18:35:11
Re: Unified Artillery For VTE
Code: Select all
?CoC_RadioBridgeRunning:Exit
_radiotypes = ["VTE_prc25","VTE_typ63"]
CoC_RadioBridgeRunning = true
#NoRadio
?({_x in weapons player} count _RadioTypes>0):Goto "StartRadio"
~5
Goto "NoRadio"
#StartRadio
[player] exec "CoC_Artyscriptsopenmenu.sqs"
CoCIFRadioAlwaysOn = true
[] exec "CoC_ArtyscriptsRadioMonitor.sqs"
#HasRadio
?({_x in weapons player} count _RadioTypes == 0):Goto "StopRadio"
~2.5
goto "HasRadio"
#StopRadio
[player] exec "CoC_ArtyscriptsEndMenu.sqs"
CoCIFRadioAlwaysOn = false
CoCIFRadioChatter = false
goto "NoRadio"
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- Newbie
- Posts: 6
- Joined: 2005-12-10 15:29:45
Re: Unified Artillery For VTE
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- 1st Lt
- Posts: 101
- Joined: 2005-07-24 22:01:01
- Location: San Diego
Re: Unified Artillery For VTE
Where do you add this script into VTE4 for the above option to work?MI_Fred wrote:This was answered on the BI forums not too long ago but here goes:Executed by: [] exec "nameofabovescript.sqs"Code: Select all
?CoC_RadioBridgeRunning:Exit _radiotypes = ["VTE_prc25","VTE_typ63"] CoC_RadioBridgeRunning = true #NoRadio ?({_x in weapons player} count _RadioTypes>0):Goto "StartRadio" ~5 Goto "NoRadio" #StartRadio [player] exec "CoC_Artyscriptsopenmenu.sqs" CoCIFRadioAlwaysOn = true [] exec "CoC_ArtyscriptsRadioMonitor.sqs" #HasRadio ?({_x in weapons player} count _RadioTypes == 0):Goto "StopRadio" ~2.5 goto "HasRadio" #StopRadio [player] exec "CoC_ArtyscriptsEndMenu.sqs" CoCIFRadioAlwaysOn = false CoCIFRadioChatter = false goto "NoRadio"
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- Commander-In-Chief
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- 1st Lt
- Posts: 101
- Joined: 2005-07-24 22:01:01
- Location: San Diego
I almost got the artillery support down
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- Commander-In-Chief
- Posts: 9832
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- 1st Lt
- Posts: 101
- Joined: 2005-07-24 22:01:01
- Location: San Diego
Sorry Snake Man, but I am a total noob...How do I run the script at the start of the mission???Snake Man wrote:As said in this topic, you need to run that script at the start of your mission, then the UA will be active and can be used.
Also you got me lost on this one for AI artillery fire:
http://www.thechainofcommand.net/cgi-bi ... f=20;t=678
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- Commander-In-Chief
- Posts: 9832
- Joined: 2000-07-31 22:01:01
- Gaming Interests: ArmA, ArmA 2, Falcon 4.0 and OFP.
- Editing Interests: All, I (try) to edit everything.
- Location: PMC
Code: Select all
[] exec "ScriptName.sqs";
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Support PMC
Please help to keep PMC websites online, if domains are let to expire then it will be "game over, man!".