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supergruntsb78

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non hurting explosions??
« on: 24 Feb 2005, 04:00:00 »
is there anyway i can create explosions at a certain area without doing any harm ??

its for a training mission so i just want the explosion effects without getting anybody killed or injured


Dubieman

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Re:non hurting explosions??
« Reply #1 on: 24 Feb 2005, 04:13:54 »
Maybe make it underground or use Heat shells. When fired from a tank they do some serious high explosive damage, but when camcreated, they do barely anything unless you get hit right on the head.

In my experience:
camcreated:
sabot: dangerous to many around it, spread out damage
heat: good for effects, no good for killing over area

shot from tank:
sabot: kills tanks, concentrated
heat: spread out infantry killer


Hope that helps. ;)

Offline THobson

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Re:non hurting explosions??
« Reply #2 on: 24 Feb 2005, 08:15:42 »
I would favour the underground idea

Offline h-

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Re:non hurting explosions??
« Reply #3 on: 24 Feb 2005, 10:15:46 »
Or use drop...
Not the most simpliest solution though... ::)
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Offline ACF

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Re:non hurting explosions??
« Reply #4 on: 24 Feb 2005, 14:43:23 »
To quantify the situation, OFP ammunition has three parameters that determine the damage it causes:

   hit
   indirectHit
   indirectHitRange

For the BIS shell/HEAT classes:

      IHR   H   IH
Shell73   8   100   90
Shell105   8   150   110
Shell120   8   200   150
Shell125   8   180   100
HEAT73   1   400   100
HEAT105   1   450   150
HEAT120   1   700   300
HEAT125   1   600   300

'Hit' defines the size of the flash and 'indirectHit' defines the size of the crater.
The above bit is configured fact. As they stand, they are out of synch with real life as HEAT's got the explosive in it, not sabot. I shall say no more on that for the moment as I have confused myself a bit - I know there's an illogical switching between HEAT and sabot in the tanks in-game but I can't remember where exactly!

Anyway, for least-dangerous FX, HEAT class rounds would be the best bet - big flash but minimal area effect.

Offline THobson

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Re:non hurting explosions??
« Reply #5 on: 24 Feb 2005, 15:30:31 »
Note also that if you camcreate a Shell120 you get a HEAT120, and I believe vice versa.

Offline ACF

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Re:non hurting explosions??
« Reply #6 on: 24 Feb 2005, 15:41:09 »
I'm pretty certain you'll get exactly what you camcreate, and that it's the tank ammo designations that are arse-about-face.  I need to dig about a bit, but I dimly recall there's a big clue in the stringtable but that's not in with the commented configs.

Offline RujiK

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Re:non hurting explosions??
« Reply #7 on: 24 Feb 2005, 16:45:18 »
Drop will be the only soloution in my knowledge.

Putting an explosion underground will not take away the dammage, however this could work if you are far away.
I like your approach, lets see your departure.
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Offline macguba

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Re:non hurting explosions??
« Reply #8 on: 24 Feb 2005, 16:49:54 »
Why not have a damaging explosion but with eventhandlers and setdammage 0 loops to repair the units?
Plenty of reviewed ArmA missions for you to play

Offline THobson

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Re:non hurting explosions??
« Reply #9 on: 24 Feb 2005, 16:55:46 »
Quote
I'm pretty certain you'll get exactly what you camcreate, and that it's the tank ammo designations that are arse-about-face.
You could well be right.  I based my comment on the arse about face designations you refer to, plus I thought the sound of a camcreated shell120 was very much like a HEAT.  I have done no real investigation into this.

Dubieman

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Re:non hurting explosions??
« Reply #10 on: 24 Feb 2005, 16:57:57 »
Thobson, your idea would explain why the shells & heats are screwed up. I always wondered why sabots are so damn explosive when created and heats are basically worthless for killing. Though I agree with ACF, they aren't mixed up, something is wrong and they have different values or something...somewhere. :P Wish I had proof. ::)

@Macguba, sabot tends to "throw" things, may look odd to see ppl/vehicles moving about and then going back to full health. :-\
« Last Edit: 24 Feb 2005, 16:58:53 by GuiltyRoachKillar »

Offline THobson

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Re:non hurting explosions??
« Reply #11 on: 24 Feb 2005, 17:15:49 »
Quote
they aren't mixed up
Well they are actually mixed up the quesiton is how much.  If you remove the mags from a tank and then addMagazine shell120 you will get a full loadout of HEATs, if you addMagazine Heats you get a full loadout of Sabots.  I had assumed that this arse about face assignment also carried over into camcreate as well, ACF says he thinks otherwise.  As my view was little more than a guess I am happy to go along with him.

There is certainly something different about the camcreated explosions I agree.  Camcreating a LAW or RPG at the location of a Bradley doesn't even cause it to pause for thought.  Hitting a Bradley with a real one killes the damn thing.
« Last Edit: 24 Feb 2005, 17:18:55 by THobson »

Dubieman

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Re:non hurting explosions??
« Reply #12 on: 24 Feb 2005, 17:34:08 »
Now that I think about it, yes they are mixed, I just...well zoned out for some posts. :o ;D

I'll take a look in the editor and see what happens. :P

And about the bradley and RPGs/LAWs being camcreated...
Maybe the speed of the rocket influences how much damage it can do. Penetration damage maybe.... :-\

Since simply detonating a RPG on a bradley armor wouldn't do too much compared to a flying rocket. :P

Offline ACF

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Re:non hurting explosions??
« Reply #13 on: 24 Feb 2005, 17:49:47 »
There is certainly something different about the camcreated explosions I agree.  Camcreating a LAW or RPG at the location of a Bradley doesn't even cause it to pause for thought.  Hitting a Bradley with a real one killes the d**n thing.
I think that's the [direct]Hit in action - if it's camcreated at the Bradley's position the ground takes the [direct]Hit and the paint gets scuffed by the feeble indirectHit. If you fire AT the Bradley, it takes the punch.

My earliest gripe with OFP was the 'sabot' available to BMPs - the 'gun' on a BMP is only a glorified RPG. Then to find that sabot rounds (pointy bits of solid metal in real life) had the effect of a mini-Hiroshima (depleted uranium just doesn't work like that) while HEAT (emphasis on the HE) merely irritated nearby infantry set me on a quest.  Looking into it exposed a bit of a nightmare.

I got as far as a config that uses simulation shotBullet for tank sabot rounds (for lovely tracers!) and shotShell for HEAT. The biggest problem was that shotBullet doesn't give the main gun flash, smoke and recoil and I was too dense to work out how to do it.  I then sunk in the quagmire of marrying up round damage v armour values.

HEAT should have a significant indirectHit effect both to kill soft targets and to simulate its 'less-reliable' performance (relative to sabot. The latter should pretty much kill what it hits and nowt else. But I'm going round in circles now.

If anyone's [still] interested, I think the damage is done by the bold bits:

   class Shell73 : Default
   {
      //--
      scopeWeapon = private;
      scopeMagazine = public;

      displayName = $STR_DN_SHELL;
      displayNameMagazine = $STR_MN_SHELL;
      shortNameMagazine = $STR_SN_SHELL;
      nameSound="shell";

      ammo=Shell73;
      count=15;
      initSpeed=700;

      reloadTime=16.0;
      sound[]={Weapons\gun73,db20,1};
      reloadSound[]={Weapons\reload,db-60,1};
      ffCount=1;
   };
   class Heat73: Shell73
   {
      //--
      ammo=Heat73;
      displayName = $STR_DN_HEAT;
      displayNameMagazine = $STR_MN_HEAT;
      shortNameMagazine = $STR_SN_HEAT;
      nameSound="heat";

   };

Can't wait to get home and check now!

supergruntsb78

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Re:non hurting explosions??
« Reply #14 on: 24 Feb 2005, 19:54:41 »
i can remember some mod having training grenades they didnt hurt anybody but i cant figure out wich mod it was  :-\