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Introduced in

Version:1.30

Description

Description:Creates an artillery strike, as the one created in using the Artillery Strike Editor Object.
In the alternative syntax, where fuses can be applied, the ammunition class must have the desired fuse type configured. For greater fuse / warhead customization, consider using the Off Map Fire Support Editor Object (V3.9.1+)

Syntax

Syntax:[ammo, position, radius, rounds, guns, delay, reload, start, plane, planeDir, condition] call fn_vbs_artilleryStrike
Parameters:
  • ammo: String - Type of ordinance to fire. Can be:
    • "mortar_60_he"
    • "mortar_81_he"
    • "mortar_120_he"
    • "arty_105_he"
    • "arty_105_dpicm"
    • "arty_105_sarin_gas"
    • "arty_155_he"
    • "arty_155_dpicm"
    • "Illumination"
    • "Smoke"
    • "bomb_1000"
    • "bomb_4000"
    • "bomb_5000"
  • position: Position3D or String - Center of artillery strike. Can be a string, for grid coordinates.
  • radius: Number - Maximum distance from the center where the ordinance is fired.
  • rounds: Number - Number of rounds each gun fires.
  • guns: Number - Number of guns that fire.
  • delay: Number - Delay (in seconds) between each gun firing.
  • reload: Number - Delay (in seconds) between volleys.
  • start: Number - Delay (in seconds) before first strike (optional, default: 0).
  • plane: String - Class name of plane to spawn, which delivers the payload (optional, default: "" - no plane) (V3.7+)
  • planeDir: Number - Direction from which the delivery plane should approach from (optional, default: 0) (V3.7+)
  • condition: String - Script command (or variable) which should return true, for the strike to start (optional, default: "true") (V3.7+)
Return Value:Nothing

Alternative Syntax

Syntax:[position, ammunition, fuseType, fuseParam, dispDiam, numOfRounds, reloadTime, numOfGuns, delayGuns, delayFirstShot] call fn_vbs_artilleryStrike (V3.9.1+)
Parameters:
  • position: Position-2 - Center of the artillery strike.
  • ammunition: String - Ammunition class.
  • fuseType: String - Type of fuse. For example, "proximity", "nearsurface", "timed" (optional, default: "").
  • fuseParam: Number - Fuse parameter, depends on fuse type. For "proximity" fuse, the distance is between 3-13 meters. For "nearsurface", the distance is 3 meters. For "timed", the time (in seconds) from ammunition creation (optional, default: nil, only applied if fuse type is valid).
  • dispDiam: Number - Dispersion diameter of impact area. The shot falls in a random position within a circular area (optional, default: 0).
  • numOfRounds: Number - Number of rounds to fire by each gun in the battery (optional, default: 1).
  • reloadTime: Number - Time in seconds for each gun to reload (optional, default: 0).
  • numOfGuns: Number - Number of guns in the battery (optional, default: 1).
  • delayGuns: Number - Delay in seconds between one gun and the next. Also, the time between the first shot of each gun (optional, default: 0).
  • delayFirstShot: Number - Delay until the first shot is created (optional, default: 0).
Return Value:Nothing

Warning

When using functions in VBS versions older than 3.4, certain limitations and requirements should be kept in mind - the main ones being that capitalization of the function name is crucial, and that #include "\vbs2\headers\function_library.hpp" has to be included in every script that utilizes it. More Category VBS Scripting Functions.

Examples

Examples:
["arty_105_he", getpos player, 100, 3, 3, 3, 6, "vbs2_gb_raf_gr4", 180, "!(alive tank1)"] call fn_vbs_artilleryStrike;

// Creates a 2 gun barrage of 81mm mortar fire, using HE warheads, proximity fuses. Set to a 10m airburst, within a 30m diameter circle around the target position. Each gun fires 5 rounds, takes 5 seconds to reload, and has a 2 second delay between shot the first shot is created 5 seconds after the function is executed.

[getPosASL2 target, "vbs2_ammo_Sh_81_HE_m372", "proximity", 10, 30, 5, 5, 2, 2, 5] call fn_vbs_artilleryStrike

Additional Information

See also: fn vbs fireSupport, fn vbs createIED, fn vbs createComplexIED
Multiplayer: 
Problems: 

Notes