Arma 3
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Creeping Barrage
   
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Data Type: Composition
File Size
Posted
2.947 KB
21 Feb @ 6:36am
1 Change Note ( view )

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Creeping Barrage

In 1 collection by Condasoft
Arma 3 Script Collection
24 items
Description
The creeping/rolling barrage is a slowly moving artillery attack acting as a defensive curtain for infantry following closely behind. The creeping barrage saw heavy usage in the 1900's and is indicative of the First World War where it was used by all belligerents as a way to bypass the problems of trench warfare, in modern times heavy artillery has been used by both Ukraine and Russia since combat has once again seen a renaissance back into the the grueling slog that is trench warfare.

Script is programmed to delete it's markers and trigger after the barrage is completed, I have included a flare which falls in the center of the barrage with a slow descent, make sure you set the trigger condition to what suits your needs else the composition will run as soon as the mission starts or as soon as a zeus places it.

This script uses a trigger's init in order to initialize it. To use it in your own mission, you need to place the composition in the editor using the custom composition system, which can be found in the right panel of the editor.

You are free to use, modify, and distribute this script for personal or non-commercial projects. However, you may not use it or parts of it in any monetized content without contacting me for permission first.

To use as zeus: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3052893294

If for some reason you would like to support me patreon.com/CondaScripts.



_____________________________CONFIGURABLE OPTIONS__________________ _startMarker & _endMarker: Change these to match the names of markers in your mission. _roundsPerStep: Adjust how many artillery shells fire at each step (default: 6). _steps: Set the number of segments the barrage moves through between start and end (default: 7). _radius: Define the spread radius (in meters) for artillery shells at each step (default: 105). _stepDelay: Add a delay (in seconds) between each step of the barrage (default: 0). 200 (in _midPoint): Set the altitude (in meters) where flares spawn (default: 200). _flareTypes: Modify the array to change flare types or colors (e.g., add "F_40mm_CIR" for infrared). _flare setVelocity [0, 0, -6]: Adjust the falling speed of the initial flares (default: -6 m/s). sleep 10 (in flare spawn): Change the delay before the second flare spawns (default: 10 seconds). _secondFlare setVelocity [0, 0, -5]: Adjust the falling speed of the second flares (default: -5 m/s). sleep 5 (before barrage): Set the delay before the artillery starts (default: 5 seconds). "Sh_155mm_AMOS": Change the artillery shell type (e.g., "Sh_82mm_AMOS" for smaller rounds). _shell setVelocity [0, 0, -50]: Adjust the falling speed of artillery shells (default: -50 m/s). sleep (random [0.25, 0.50, 0.75]): Modify the min/mid/max delay between shells for timing variation (default: 0.25–0.75 seconds).
5 Comments
ZmZ 9 Apr @ 10:21am 
very fine
Condasoft  [author] 5 Mar @ 4:05am 
works fine?
Monsieur Jäger 4 Mar @ 6:43pm 
Dosnt work any more
ShankZ 26 Feb @ 6:30pm 
Yeah, artillery fire lol
namenai 22 Feb @ 2:07am 
another fire mod