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Author Topic: new artillery strike  (Read 683 times)

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minimilo

  • Guest
new artillery strike
« on: 16 Aug 2004, 17:56:02 »
im thinking of a new idea for an artillery strike, but i need to know how 1 trigger can make 1 explosion, the size of the explosion im not bothered about, so it could be a hand grenade or a satchel charge, but i would prefer a smaller one, any help is appreciated, cheers

Offline Blanco

  • Former Staff
  • ****
Re:new artillery strike
« Reply #1 on: 16 Aug 2004, 18:44:25 »
Create the explosion a few meters underground.


« Last Edit: 16 Aug 2004, 18:44:37 by Blanco »
Search or search or search before you ask.

minimilo

  • Guest
Re:new artillery strike
« Reply #2 on: 16 Aug 2004, 19:13:38 »
i cud do that, but dont no how, can u tell me, thnx

Offline Mud_Spike

  • Contributing Member
  • **
Re:new artillery strike
« Reply #3 on: 16 Aug 2004, 20:13:33 »
"ammotype" camCreate <position>

I.e.,
"laserguidedbomb" camCreate GetMarkerPos "mrk_whoa"

Offline Mud_Spike

  • Contributing Member
  • **
Re:new artillery strike
« Reply #4 on: 16 Aug 2004, 20:31:54 »
I suggest you get one of the existing arty scripts (theres alot of them) and see how they did it, then take it from there.

Dubieman

  • Guest
Re:new artillery strike
« Reply #5 on: 16 Aug 2004, 21:56:44 »
Not sure if you want arty (lots of scripts for that) or one explosion, cause I made a script for that. Specify the object, ammo, height and there you go. 8) :P

minimilo

  • Guest
Re:new artillery strike
« Reply #6 on: 16 Aug 2004, 22:11:10 »
all i want is to have an explosion at a trigger, then copy the trigger (ctrl+c) then paste it (ctrl+v) then put a min and max time, so i can have a basic but easy artillery strike

Dubieman

  • Guest
Re:new artillery strike
« Reply #7 on: 16 Aug 2004, 22:17:54 »
Its up to you but there are two way to do it.

1.) the trigger way, I've never used that before
bomb1= "laserguidebomb" camcreate (getpos marker1)

2.) Use a script like mine ( I hate advertsing my own script :-[)

And use the triggers to call it multiple times and just use markers or something. Like a whole bunch of triggers calling the script and since mine is generic, you just put in the target, ammotype(prolly shell125), height (maybe some shells hit ground, others airburst?) and there you go but you'd need a bunch of "targets" like markers or something. :P

But its up to you unless someone has something else.. ::) :P ;)

minimilo

  • Guest
Re:new artillery strike
« Reply #8 on: 16 Aug 2004, 23:35:35 »
ill try them, but im sure ive heard that its possible to create a 'thrown' hand greande sum where, in fact ill av a quick look

Offline Mud_Spike

  • Contributing Member
  • **
Re:new artillery strike
« Reply #9 on: 16 Aug 2004, 23:37:53 »
Thats the effect of "ammotype" camCreate <pos>, it creates the explosion for a certain ammo at defined position.
(As well as creates any unit/object/whatnot available in the game)

minimilo

  • Guest
Re:new artillery strike
« Reply #10 on: 16 Aug 2004, 23:48:50 »
could u tell me wot to write in what box please, and maybe some variables in italics, im sorry, im just no gud at this crap

Dubieman

  • Guest
Re:new artillery strike
« Reply #11 on: 17 Aug 2004, 01:23:05 »
Well what are you doing?

Many triggers or something? :P

Trasher

  • Guest
Re:new artillery strike
« Reply #12 on: 17 Aug 2004, 11:59:23 »
you can make a script called like BOOM.sqs and write in it

_AmmoType = "Heat120"
_Unit = _this select 0

_Explosion = GetPos _Unit

_cx = _Explosion select 0
_cy = _Explosion select 1
_cz = _Explosion select 2

_tempObj = _AmmoType camCreate[_cx, _cy, _cz]
~0.01
_tempobj = objNull

exit

and in your trigger just write this exec "BOOM.sqs";

that should do the trick