Arma 3
Pook ARTY Pack
hcpookie  [developer] 30 May, 2019 @ 6:54pm
SCUD Function - call SCUD strikes (or script them on enemy AI)
/********* pook_ARTY SSBM AI Fire Mission Function **************************************************

Initiates player-requested SSBM fire mission for friendly pook_SCUD launchers. Can be scripted
for mission-driven "RED DAWN" or "SEARCH AND DESTROY" SCUD fire missions (e.g. "Stop General
Guba before he launches the SCUD" type missions).

Author: hcpookie

Arguments:
==========
0: The player calling the mission
1: The SSBM ammo type being requested (OPTIONAL: default = HE)
2: Range (in km) to check for friendly launchers (OPTIONAL: default = 20)
3: OPTIONAL: Map grid coordinates. Uses standard coordinate format (ex. [0,0,0]).

USAGE:
======
1. Place AI SCUD launcher via editor, or spawn within mission. The function supports types:
- pook_SCUD
- PLA_DF15

2. Either "addAction" for desired ammo type to a Commander/Spotter/Radio operator, etc:

HE:
----
this addAction ["SSBM Mission", {[player, "HE", 20] spawn pook_ARTY_FNC_SCUDMISSION},"",1,false,true];
- or -
this addAction ["SSBM Mission", {[player] spawn pook_ARTY_FNC_SCUDMISSION},"",1,false,true];

CBU:
----
this addAction ["SSBM Mission", {[player, "CBU", 15] spawn pook_ARTY_FNC_SCUDMISSION},"",1,false,true];

5kt:
----
this addAction ["SSBM Mission", {[player, "5kt", 5] spawn pook_ARTY_FNC_SCUDMISSION},"",1,false,true];

... You may replace "player" with the object's "Variable Name" (in the editor) depending on your scripting needs.

... Or via trigger/script for the artillery vehicle:

_launch = [this, "HE"] spawn pook_ARTY_FNC_SCUDMISSION;

3. OPTIONAL: The third input parameter defines the search radius to seek friendly launch-capable SCUD
launchers. Default is 20km. This can be adjusted to accommodate multiple launchers in the same mission.

4. OPTIONAL: Map grid Coordinates. Uses standard coordinate format (ex. [0,0,0]). May be used for scripting purposes.
If not found, operator will prompted for map-click coordinates.

5. AI will select and arm the appropriate warhead.

6. Script will disable consecutive reloads to prevent "infinite ammo" loops

7. Rearm can only be achieved either via player-based launches, and only for launchers with
their "ScudLoadStatus" variable > 0.

RETURN:
=======
- AI will send sideRadio and sideChat notices confirming fire
mission or reporting status if out of ammo, or no friendly
SCUD launchers are in the area (default 20km zone)

NOTES:
======
- Cannot be used for human-controlled launchers.
- Launch command cannot be aborted!
- The SCUD launcher is calibrated to Real World values, and can launch anywhere between 1-300km

*****************************************************************************************************/
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Showing 1-7 of 7 comments
hcpookie  [developer] 10 Aug, 2019 @ 2:42pm 
NOTE: I've improved the fire mission function and the nuke scripts should work much better now.

ALSO: You can use either "NUK" or "5KT" for the nuke fire mission now.
Lastinthecentral 27 Jul, 2020 @ 6:16am 
The ai says they have no ammo. Wich prevents them from fireing the warhead.
TACONI 18 Jul, 2021 @ 10:30am 
GOSTARIA DE UM EXEMPLO DE COMO FAZER UMA MISSAO DE FOGO AI COM ESSE SCUD
MOJIb 30 Mar, 2022 @ 1:37am 
PLA_DF15 from VME PLA MOD is not supported. Just idling.
MOJIb 30 Mar, 2022 @ 2:20am 
I've found the solution.

DF-15 now served by VME_ARTY_FNC_SRBMMISSION;

Use the template of pook SRBM function, mean that now VME_. noot pook_
Is this also the procedure for having the AI launch a SCUD missile as well, or are there different commands?

I'd like to trigger a Scud launch via trigger following a countdown (i.e., failing to destroy the Scud launchers before they actually launch)
Colt1775 25 Jul, 2022 @ 12:57pm 
Can you make a video for scripting the AI to launch a 5KT automatically? See, I'm trying to make a 5KT rocket destroy a city in the intro and if I use the map to tell the artillery where to fire then the camera's won't function as they should.

So I'm not sure what to do. Anything descriptive would be helpful.
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Showing 1-7 of 7 comments
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