Bug #13430

New command fireAtTarget can't be used from a trigger

Added by CarlGustaffa over 4 years ago. Updated over 4 years ago.

Status:Rejected Start date:09/01/2010
Priority:Normal Due date:12/01/2010
Assignee:- % Done:

0%

Category:Scripting: Problem
Target version:-
Affected ArmA II version:1.55 BETA First affected build:
Reproduced by another DH user:No First affected ArmA II version:
I am using some Mods:Yes Single / Multi Player?:
I am using:OA only BIForumURL:
Reproducible for you:No NGUrl:
Related to content of DLC: WIKIurl:

Description

Example, with gg being a manned Shilka and uTarget being a HeliH object:
gg fireAtTarget [uTarget] works when issued through the stra_debug2 interface, but when I try to put it in a alpha radio triggers on activation field, I get the "Type Bool, expected nothing" error.

Also, using the suggested [uTarget,1] (from the help interface) from stra_debug2 gets me the error "type number, expected string". Replacing 1 with "1" or "0" didn't get an error messgae, but didn't cause the weapon to fire either. Using "AZP85" (from "weapons gg") worked though, meaning it's the example that is bad in this case.

Furthermore, I'm only getting 1, rarely 2 impacts when the rounds land, and there are no special impact sounds considering there is a small explosion going on (might be intentional).

I realize that the command isn't on the Biki yet, maybe for a reason. It would have been awesome if this command could take the format:
_unit fireAtTarget [3dlocation, weapon, indirect (bool), forced (bool)] as well, where
3Dlocation is an position array (instead of object).
Indirect, if true calculates for bullet drop, nice for long distance sniping, static grenade launchers, mortars, and artillery. If anything, at least use the artillery calculator automatically.
Forced, if true forces the weapon to be shot, if false also calculates (at least short) proximity obstacles.

The last one is important. Place "thinking AIs" in a D30 composition and observe them blow themselves to kingdom come. With this, we could remove the thinking, and let them fire only when the trajectory was clear of close obstacles, maybe, I don't know...

Mods used:
Stra_Debug2
Arma2 OA with Arma2 content disabled (simulating standalone OA to avoid putting Arma2 content in mission).

History

Updated by Fireball over 4 years ago

  • Due date set to 09/15/2010
  • Status changed from New to Feedback
  • I am using set to OA only

1.08 BETA is ArmA2 stand-alone, but your description says OA stand-alone. Please make sure you used the current BETA and report your exact version and build number. Thanks.

Updated by CarlGustaffa over 4 years ago

Uhh, 1.08? D d d d did I do that?
I meant 1.54(73116), or the one before. Not sure what version I had 5 days ago.
I don't think it is critical though. It's a OA engine command that seems to fail when it is activated from a trigger, but works fine when used with stra_debug tool.

Updated by kju over 4 years ago

  • Due date changed from 09/15/2010 to 12/01/2010
  • Status changed from Feedback to Assigned
  • Affected ArmA II version changed from 1.08 BETA to 1.55 BETA

Updated by Dwarden over 4 years ago

  • Status changed from Assigned to Feedback

please check the updated documentation
http://community.bistudio.com/wiki/fireAtTarget

Updated by CarlGustaffa over 4 years ago

Roger, makes sense. Didn't expect it to be a script. Any plans on making it attempt to fire accurately? that is, accounting for bullet drop? A stationary ZU-23 is not able to hit me when I'm some distance away (or, last I checked).

Updated by Fireball over 4 years ago

  • Status changed from Feedback to Rejected

I suggest you make the "calculate trajectory" issue a seperate bug/feature (haven't decided yet) ticket - this one contains potentially too much text/too many whishes already in the description for one ticket.

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