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Author Topic: Anti-Personell Artyillery  (Read 622 times)

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Fishion

  • Guest
Anti-Personell Artyillery
« on: 12 Jan 2003, 12:13:34 »
Somewhere there's a script in Beta version out ther,
that uses Bullets to create a Claymore mine (or similar
devices, see www.mapfact.net for add.
information).

This looks simply cool, why not use the same technique
to create an artillery, which bursts a few meters off the
ground sending shrapel down on the soldiers (simulated
by those trace-bullets)

I would do it myself, but I have little to do with OFP
nowadays, and neither got the time

-Fishion

Offline Dinger

  • Contributing Member
  • **
  • where's the ultra-theoretical mega-scripting forum
Re:Anti-Personell Artyillery
« Reply #1 on: 12 Jan 2003, 22:51:28 »
Indeed, this is one of the things I've been planning on doing one of these days: proper ICM.  It's not that hard to do -- what's hard, as KriegerDaemon is finding, is getting it to work consistently and with minimal cpu impact.  When we built our claymores for CoC_Mines (which use the same principle that KD is using), the biggest time-consumer wasn't scripting the effect, but making it work reasonably smoothly.
With ICM, the problem is multiplied, since we're talking about far more projectiles, a bigger lethal effect, and salvos of 4 at a time.

Actually, I put my comments in a thread in one of the scripting forums here.
Dinger/Cfit

Fishion

  • Guest
Re:Anti-Personell Artyillery
« Reply #2 on: 14 Jan 2003, 12:45:16 »
Well, if the Visual effect aren't the problem, why not, kill every Men on the ground and just let the visuals play... :)