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Author Topic: Flak  (Read 895 times)

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Raven

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Flak
« on: 17 Aug 2003, 20:03:23 »
Hi Guys

I'm trying to do a WWII mission there the team are para droping form a group of JU52 's, I want one of the planes to go down as if hit by flak, I can get it to go down by a trigger with setdammage1 in it, it looks odd though because there are no flak explosions. I've tried several ways to get flak in the air but if I use any form of shell it only explodes on the ground and not in the air. Anyone have any ideas.

mcnils

  • Guest
Re:Flak
« Reply #1 on: 17 Aug 2003, 21:48:47 »
Hey Raven.

Its since some time that I wasnt around here so I know the way but I dont remember the exact script syntax
(use your script commands reference for this)

You must "camcreate" a shell, then you "getpos setpos" it right on the plane, and then... *KA-BooM*


Sorry that I couldnt provide you the script... lost everything with format :(

Offline DrStrangelove

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  • Mr.Creative
Re:Flak
« Reply #2 on: 17 Aug 2003, 22:22:26 »
Spawn 2 shells in the exact same spot in midair.

Like:

Code: [Select]
_boom = "Heat73" camcreate [_x, _y, _height]
_boom1 = "Heat73" camcreate [_x, _y, _height]

Offline macguba

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    • macguba's operation flashpoint page
Re:Flak
« Reply #3 on: 18 Aug 2003, 01:43:47 »
The problem of flak scripts has been solved.   Search the Editors Depot and the forum.     What you want can be done and Dr Strangelove's suggestion is an excellent one.   You can make the position relative to the aircraft in question.
Plenty of reviewed ArmA missions for you to play

Grendel

  • Guest
Re:Flak
« Reply #4 on: 18 Aug 2003, 01:55:33 »
You can also use the drop command to enhance the appearance of your Flak.  Here's a script I used to create Airburst Artillery, modified to make flak.  This script will not only create a random pattern of Flak around the plane, but also leave pretty little smoke puffs behind to drift away-if you use it just give me credit somewhere in there please.  Enjoy!

Code: [Select]
;Name the plane Plane1
;change _numberoflak according to how much you want
_numberoflak=25
#salvo
;get plane position
_Ppos=getpos Plane1
targetx=_Ppos select 0
targety=_Ppos select 1

_numberoflak=_numberoflak-1
;randomize bursts
_xrand=Random(80)
_yrand=Random(80)
_zrand=Random(5)

_mine="shell120" camcreate [targetx+(_xrand-40),targety+(_yrand-40),(_zrand+25)]
_mine2="shell120" camcreate [targetx+(_xrand-40),targety+(_yrand-40),(_zrand+25)]

drop ["cl_basic", "", "Billboard", 5, 5, [0, 0, 0], [0, 0, 0], 0, 1.2, 1, 0, [10,20],[[0,0,0,1],[0,0,0,0]],[0],0,0,"","",_mine]

;randomize burst interval
~random(.3)

?_n>=0:goto "salvo"
exit

Offline DrStrangelove

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Re:Flak
« Reply #5 on: 18 Aug 2003, 17:34:04 »
Wow, great ! I need that 2 !  :D

Raven

  • Guest
Re:Flak
« Reply #6 on: 19 Aug 2003, 15:50:41 »
Thanks for the help Grendel, but i still seem to be doing somthing wrong, put a trigger down with plane1 exec "flak.sqs" it works but i only get one flak burst, ive changed the number to 20 but i still only get 1. does the plane have to stay withing the trigger area, or can it just fly over it to trigger the flak, I know i must sound like an idiot but anymore help you be great. ;D

Grendel

  • Guest
Re:Flak
« Reply #7 on: 19 Aug 2003, 20:56:00 »
 :-[ :-[ :-[ :-[ :-[ :-[ :-[!!!!!

OOOOPS! I found out what in wrong with my script: I forgot to change the next to last line from "_n" (in my original Airbust Artillery script) to " _numberoflak".  I should read as such:

Code: [Select]
?_numberoflak >=0:goto "salvo"
Sorry for the sloppy script Raven.


Raven

  • Guest
Re:Flak
« Reply #8 on: 20 Aug 2003, 18:12:23 »
Grendel you are a genius, it works like a dream, frightened the living daylights out of me when I playtested it, gods know what it will do to my players. Thanks a bunch;D, you should post this one, it's brill. ;D ;D ;D ;D ;D ;D