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Author Topic: Shellbursts for cutscene  (Read 545 times)

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Offline DarkAngel

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Shellbursts for cutscene
« on: 11 Oct 2004, 21:25:53 »
Can anyone tell me how to create shellbursts exactly where I want them? I'm making a cutscene in which the player character is surrounded by shells at an LZ but I don't want to blow him up...

There's plenty of arty scripts out there but as far as I can tell they're all pretty good for covering a wide area. I tried using a script to create grenades using GetPos and some invisible H's but it didn't work. Anyone got a bright idea?

Cheers
DarkAngel
"Moondark" in Beta Testing

Offline Blanco

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Re:Shellbursts for cutscene
« Reply #1 on: 11 Oct 2004, 22:17:30 »
Try to create the shells a few meters underground. You'll hardly notice any difference and you'll have minor splash dammage



« Last Edit: 11 Oct 2004, 22:21:49 by Blanco »
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Offline macguba

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Re:Shellbursts for cutscene
« Reply #2 on: 11 Oct 2004, 22:20:55 »
camCreate two shells of whatever type you want at the same place at the same time.   I would recommed you do it relative to the player unit, so that you know he will be safe.   If you place the bangs in absolute terms the player unit may decide to wander into one.   Something like

bang1 = "grenade" camCreate [(getpos loon1 select 0) + 8, (getpos loon1 select 1) - 9, 15]
bang2 = "grenade" camCreate [(getpos loon1 select 0) + 8, (getpos loon1 select 1) - 9, 15]

Syntax not guaranteed.
Plenty of reviewed ArmA missions for you to play

Dubieman

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Re:Shellbursts for cutscene
« Reply #3 on: 12 Oct 2004, 00:03:18 »
I made a script that did something like this. Not sure if you could use X and Y corrdinates but Z, I'm sure of... :P

It was called explosion script.

Offline Sui

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Re:Shellbursts for cutscene
« Reply #4 on: 12 Oct 2004, 04:18:40 »
I wrote an airburst artillery script a while back for a mission I never released (or finished :P).

What I did was create the artillery around the player's position, with a 'dead zone' around the player.
I was using what macca suggested, however instead of grenades I was using "Shell73" and "HEAT125".

The heat has less of an effective range, so I let those bursts get within 10m of the player. The shells were a lot nastier, and needed to be at least 25m clear of the player to not hurt them.

I've got the script here... but it's not very user friendly :(
I can post it up anyway and try to comment it if you'd like...

Gawd... I wrote it so long ago I can barely remember what I was trying to do ;D

Sneaker

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Re:Shellbursts for cutscene
« Reply #5 on: 12 Oct 2004, 08:48:53 »
Quote
and some invisible H's but it didn't work
Hm ive  never had problems and remember doing it in the past. This is smple script i tested out activeted by radio alpha, where m* is the name of an invisible H. (time delays just random numbers to give it a more random feel)


Code: [Select]
bomb1 = "shell105" camcreate getpos m1
~0.4
bomb1 = "shell105" camcreate getpos m4
~1
bomb1 = "shell105" camcreate getpos m2
~0.5
bomb1 = "shell105" camcreate getpos m5
~1.2
bomb1 = "shell105" camcreate getpos m3
~0.8
bomb1 = "shell105" camcreate getpos m6

;etc
exit
« Last Edit: 12 Oct 2004, 08:50:38 by Sneaker »

Offline DarkAngel

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Re:Shellbursts for cutscene
« Reply #6 on: 13 Oct 2004, 00:20:11 »
Thanks guys, I'm using grenades to simulate mortar fire, works a treat. Keep an eye on "Shadow Valley" in the Beta Testing forum for use of this script and others in practise...
"Moondark" in Beta Testing