Arma 3
Artillery Script DEMO
23 Comments
ALIAScartoons  [author] 31 May, 2022 @ 5:02am 
@RadioactiveSpongebob
Yes, and as Zeus you have to run them via debug console, but i think you can get modules which specially design for zeus, see the mods and modules section in my workshop to see more, check out this
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2699465073
Šãñ†ã™๖ۣۣۜMØῥŠ 30 May, 2022 @ 11:49pm 
Yo so bro are these working on zeus? Just download and play PUBLIC official ?
ALIAScartoons  [author] 31 Jul, 2019 @ 12:00am 
@Twitch->EllmansWorld
Looks like you trying to use a marker which is not placed on map, make sure marker "area_artillery1" exists. Also don't run scripts via triggers for MP missions unless you know what you doing, better run it from init.sqf or another script
Ellman 30 Jul, 2019 @ 9:13am 
Error:
https://i.imgur.com/DBNQxF1.png

Have tried to execute both via:
nul = ["area_artillery1",0,0,10,0,0,350,0,0,7] execvm "ALartillery\alias_artillery.sqf";
and
nul=execVM "scripts\arti1.sqf";

It's executed by a trigger.
ALIAScartoons  [author] 8 Jun, 2018 @ 4:32pm 
Script update.
Changes:
- code clean up and optimizations
Schrebers Sunrise 9 Feb, 2018 @ 7:44am 
ok for the script ... I thought I did mess something up with the synthax. I play in SP .. I will try what you have said with the init placement. I will check for the "maxtide" altis in your Workshop thanks for info.
ALIAScartoons  [author] 9 Feb, 2018 @ 7:07am 
As for the script related question the syntax looks fine, but i cannot check right now, the problem could be related to locality. For MP i would recommend runing the script in global.
The simpler way is to have it in your init.sqf but place an waituntil {condition}; in front of it, with the condition you can deal via trigger. For MP is not advisable to run scripts from trigger, i only use triggers to change public variables and check for stuff, is safer and reliable in MP but for something else you cannot count on it
ALIAScartoons  [author] 9 Feb, 2018 @ 7:02am 
@Mein Name
That is not something doable via scripting ATM. You can achieve that only using a mod. I have one for ALTIS in my workshop, for other maps look around i think i saw some for TANOA and STRATIS. The mod is needed on client and server side to work
Schrebers Sunrise 9 Feb, 2018 @ 6:42am 
... sorry for spamming your comments ... Is there stand alone version of the "Maxtide" script?
Schrebers Sunrise 9 Feb, 2018 @ 6:40am 
Hey thanks for response. The script that sometimes does not work fits into a Situation which the working one does not II think. The syntax is correct of this one?:
nul = [["t1","t2","t3","t4","t5","t6","t7","t8","t9","t10","t11","t12","t13","t14","t15","t16","t17","t18","t19","t20","t21","t22",v1,v2],0,0,100,0,0,0,0,0,2] execvm "ALartillery\alias_artillery.sqf";
ALIAScartoons  [author] 9 Feb, 2018 @ 6:35am 
@Mein Name
Good to know you found a solution.
I will have a look when i have time, there are things i'd like to tweak.
Also i want to add the ability for players to call artillery clicking on map using this script.
Schrebers Sunrise 9 Feb, 2018 @ 6:17am 
This one on the other hand works perfectly well on my rig:
nul = ["area_alias",0,100,25,100,250,100,2,5,1] execvm "ALartillery\alias_artillery.sqf";
Also fired from a trigger.
Schrebers Sunrise 9 Feb, 2018 @ 6:15am 
Hey ALIAScartoons, I am troubleshooting why the artillery scripts does not kick in 1 out of 10 times. I had put this in a trigger: nul = [["t1","t2","t3","t4","t5","t6","t7","t8","t9","t10","t11","t12","t13","t14","t15","t16","t17","t18","t19","t20","t21","t22",v1,v2],0,0,100,0,0,0,0,0,2] execvm "ALartillery\alias_artillery.sqf";

Did I do too many targets or too steep values for my rig?
It goes sometimes that just one round comes in and than the sequences stops.
I have a sound effect on that trigger. Sometimes I just hear that sound and than nothing. But than again each time in editor it works. Dont know what I am doing wrong.
Victor Arias 18 Nov, 2017 @ 6:30am 
this script is amazing! We are enjoying it a lot in vietnam. Thank you very much!
ALIAScartoons  [author] 6 Jul, 2017 @ 10:55pm 
Short video to explain the changes in the new version of the script
https://www.youtube.com/watch?v=nCsHoUPSgI0
ALIAScartoons  [author] 29 Jun, 2017 @ 4:12am 
Script update
* Fixed sounds
* Added few more script parameters
* Few teaks

For more information read the comments in ini_artillery.sqf and see the examples.
A short video will be released soon.

Download link from Armaholic will be updated soon.
♥♥♥♥♥♥ 8 May, 2017 @ 3:19pm 
yes yes yes yes yes yes yes 8]
ALIAScartoons  [author] 31 Mar, 2017 @ 10:06am 
@thetruesaxon
:) Very thank you mate!
YU 31 Mar, 2017 @ 9:59am 
love your scripts bro
X5XFiRE 31 Mar, 2017 @ 9:48am 
Thanks :bigups:
ALIAScartoons  [author] 31 Mar, 2017 @ 9:47am 
@[ART] XFiRE ARMY
This script will suffer a face lift in the next two months. I will let you know when is done.
X5XFiRE 31 Mar, 2017 @ 9:07am 
YU 4 Dec, 2016 @ 2:46pm 
like the scripts and music mate