Well, since jostapo started this thread, and it IS a thread in the scripting forum, I'll talk a little about what's going on, and what the uses of it are.
I will say that Jostapo's not giving himself enough credit here.
Anyway, it was fortuitous that he wrote to me asking about the drop command (of which I know very little) and claymores at the same time I was screwing around with config.cpp mods for artillery shells and submunition effects.
Before scripting, however, the mod part:
until BIS releases a "SetSpeed" command, the only way we can camcreate an object with velocity is by using the shotrocket/shotmissile simulations. Give the object a very short thrusttime (but not too short or bad things happen), and a lot of thrust, and it will accelerate, fly and drop when you camcreate it. On the bad side, you get the little explosion. Right now, I'm happy to make that tradeoff if it means ICM on the trees is less effective.
So at its heart, the submunition mod is simply a config.cpp-only mod object based on a bullet, but using ShotMissile and a lot of thrust. The sound effects come from the bullet object.
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Now the scripts part.
At heart, it's very simple. Take a location and a direction, camcreate a bunch of these fragment particles and setdir in the proper direction.
If you didn 't know this already, you can do this with missiles and rockets too (try camcreating and setdir of hellfires, for example)
The issues are in testing: how many particles can we get away with and keep the FR up? How many of these "claymores" can we trigger at once in combat conditions without causing the CPU to seize? How can we trigger the stuff in multiplayer without camcreate issues?
jostapo's solution is only one of many ways to spawn a bunch of particles. For example, you could spawn the particles at random headings within the arc, and at random heights. The problem is that you will get some collisions and lose some projectiles.
now, I have a couple of questions that fall into the "advanced" category, and relate to this project:
A. In the old board (not the old old board), in hints and snippets, someone posted about making a script into a mod. I think he was referring to packing scripts into an addon pbo and calling them from the ME. Does anyone know _exactly_ how to do this?
B. With camcreated shells in MP, you don't get sound effects. Someone alluded that this problem has been solved, but nobody has answered my queries concerning this. Does anyone have a solution that actually works? (non working solutions include 1) doing nothing 2) camcreating shells on every client (causing as much damage as there are players connected) 3) playsound )