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Author Topic: Radio Activated Satchels  (Read 1088 times)

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Cloney

  • Guest
Radio Activated Satchels
« on: 09 Oct 2002, 05:14:30 »
I'm wondering if there is anyway to trigger explosions using a radio trigger. For example, instead of having to plant satchel charges, would there be a way I could make 'bombs' and destroy them on command?

Like, I hit radio alpha and I detonate some prepositioned "explosives" under the bridge and kaboom!

Black Magic

  • Guest
Re:Radio Activated Satchels
« Reply #1 on: 09 Oct 2002, 05:27:35 »
Just have the radio command setup so that upon activation it "Object setDammage 1". Where Object is what object needs to blow.

lilmat

  • Guest
Re:Radio Activated Satchels
« Reply #2 on: 09 Oct 2002, 12:30:22 »
You could also use this when you activate the radio
It will create an exposion when activated.
shell = "heat120" camcreate [(getpos gl1 select 0)+10, (getpos gl1 select 1)+0, (getpos gl1 select 2)+0]

shell = "heat120" camcreate [(getpos gl1 select 0)+10, (getpos gl1 select 1)+0, (getpos gl1 select 2)+0]
The gl1 is the name of the game logic unit you use to
select the position.
Just create whatever shell you need.
And the +0 at the end of each brackets is the position [x,y,z]you could choose. The end one,z is meters above the
ground.
Hope this helps ;D

Cloney

  • Guest
Re:Radio Activated Satchels
« Reply #3 on: 09 Oct 2002, 13:43:28 »
Thanks for all your help guys!

Offline macguba

  • Former Staff
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Re:Radio Activated Satchels
« Reply #4 on: 09 Oct 2002, 20:43:17 »
There's a new script snippet just in that might do the trick.    Look in the Editors Depot, Script Snippets - Mines and Traps.  I think its called Satchel bomb script.
Plenty of reviewed ArmA missions for you to play