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Author Topic: Explosion  (Read 725 times)

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Siber Fox

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Explosion
« on: 10 Jun 2003, 19:21:48 »
Is there a way to create an explosion after a certin unit dies with out a charge being planted.

Offline Tomb

  • Contributing Member
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  • in2 Metal? Go 2 my sig
Re:Explosion
« Reply #1 on: 10 Jun 2003, 19:23:02 »
yup! camCreate:

Mine="Maverick" CamCreate (getpos YourName) ...or Getpos NameOfTrigger.

If you want to camcreate a projectile, use the ammo name. So you'd better try:

"RPG"
"LAW"
"Ch29T"
"Zuni"
"Maverick"
"LaserGuidedBomb"

In your trigger, just put:
bomb="LaserGuidedBomb" CamCreate (Getpos T1)
Then name the trigger itself (or the unit) "T1" in the name field.

« Last Edit: 10 Jun 2003, 19:23:48 by Tomb »

Babalon

  • Guest
Re:Explosion
« Reply #2 on: 11 Jun 2003, 00:48:08 »
Yup, this is my personal favorite, usualy about 6-8 tank round going off will make a nice explosion.  And this is for a destroyed unit, correct?  Here, make the following into a .sqs file, and put it in your mission folder.  And put in the unit(s) that you want this to run on, in the initiation field,

this exec "thisscript.sqs";

Quote
@((getdammage _this) = 1)

_temp0  = "shell125"      createvehicle getpos _this
_temp1  = "heat125"      createvehicle getpos _this
_temp2  = "shell125"      createvehicle getpos _this
_temp3  = "heat125"      createvehicle getpos _this
_temp4  = "shell125"      createvehicle getpos _this
_temp5  = "heat125"      createvehicle getpos _this

exit

And if you want to make the vehicle fly, this explosion here really makes it go buh-bye.

Quote
@((getdammage _this) = 1)

_temp0  = "shell125"      createvehicle getpos _this
_temp1  = "heat125"      createvehicle getpos _this
~0.2
_temp2  = "shell125"      createvehicle getpos _this
_temp3  = "heat125"      createvehicle getpos _this
_temp4  = "shell125"      createvehicle getpos _this
_temp5  = "heat125"      createvehicle getpos _this
~0.2
_temp6  = "shell125"      createvehicle getpos _this
_temp7  = "heat125"      createvehicle getpos _this
_temp8  = "shell125"      createvehicle getpos _this
_temp9  = "heat125"      createvehicle getpos _this
_temp10  = "shell125"      createvehicle getpos _this
_temp11  = "heat125"      createvehicle getpos _this

exit

And hey, if this is to add effect to a vehicle when it dies, check out my script i just submited a few days ago in the editors depot.  It creates an extra explosion, a dust effect around the tank from the explosion, and has a enhanced burning/smoke script that looks beter than the wimpy default OFP smoke from destroyed vehicles.
« Last Edit: 11 Jun 2003, 00:50:47 by Babalon »