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panda123

gas and radioactive bomb

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Does someone have a script or an addon to create a gas bomb or a radioctive bomb ?

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thanks or your suicide bombeer script I'll try it later :)

---------- Post added at 05:47 PM ---------- Previous post was at 05:44 PM ----------

There are many scripts for nukes, just search. ;)

I've found a kind of gaz script for arma but I can't find out how it works on arma2.

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This is from Arma 1, dont know if it works in Arma 2, probably not.

; ****************************************************************
; Mission Makers Unit Script file
;   <gasdamage.sqs>
;
; U can use this script for your own use, as long as this header
; stays alive.
;
; Created by: Mission Makers Unit: <Odin>, 2008
; ****************************************************************
;
; Usage:
; Create an empty marker and name it "gas"
;
; Create a Trigger. 
; activate it by either side, condition or radio,
; type-none
; name- 
; condition-this
; activation- this exec "gasdamage.sqs"
; <this script will drop a chemical bomb that causes damage to any unit within its radius>
; ****************************************************************
#start
_array1 = []
_cnt = 0
_deg = deg (100.5)

;missile part
_shell = "Bo_GBU12_LGB" Createvehicle getMarkerPos "gas"

_shell setPosAsl [(getPos _shell select 0)+sin(_deg)*-123.5,(getPos _shell select 1)+cos(_deg)*-123.5,(getPos _shell select 2)+200 ]


#cinders
_PS4 = "#particlesource" createVehicleLocal getpos _shell

_PS4 setParticleCircle [0, [0, 0, 0]];
_PS4 setParticleRandom [0, [0.25, 0.25, 0], [0.175, 0.175, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];
_PS4 setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\FireAnim.p3d", 9, 2, 2], "", "Billboard", 1, 12.5, [0, 0, 0], [0, 0, 0.75], 0, 10, 7.9, 0.066, [1.2, 2, 4], [[1.99, 1.1, 1.1, 10], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]], [0.08], 1, 0, "", "", _shell];
_PS4 setDropInterval 0.02

#lightTrail
_traillight = "#lightpoint" createVehicleLocal getpos _shell
_traillight setLightColor [0,0.3,1];
_traillight setLightAmbient [0.1,3,1];
_traillight setLightBrightness 0.02;
_traillight LightAttachObject [_shell,[0,0,0]];
#trail1
_ps = "#particlesource" createVehicleLocal getpos _shell

_ps setParticleCircle [0, [0, 0, 0]];
_ps setParticleRandom [10, [0.25, 0.25, 0], [0.175, 0.175, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];
_ps setParticleParams [["\Ca\Data\missileSmoke", 8, 1, 8], "", "Billboard", 10, 12.5, [0, 0, 0], [0, 0, 0.75], 0, 10, 7.9, 0.075, [0.2, 2, 4], [[0.1, 0.1, 0.1, 1], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]], [10], 1, 0, "", "", _shell];
_ps setDropInterval 0.001;
~0.1
#trail1a
_ps1 = "#particlesource" createVehicleLocal getpos _shell

_ps1 setParticleCircle [0, [0, 0, 0]];
_ps1 setParticleRandom [10, [0.25, 0.25, 0], [0.175, 0.175, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];
_ps1 setParticleParams [["\Ca\Data\ParticleEffects\RocketSmoke\RocketSmoke.p3d", 8, 3, 8], "", "Billboard", 0.1, 12.5, [0, 0, 0], [0, 0, 0.75], 0, 10, 7.9, 0.075, [0.2, 2, 4], [[0.1, 0.1, 0.1, 0.1], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]], [0.08], 1, 0, "", "", _shell];
_ps1 setDropInterval 0.005;
~5.1
#trail2
_ps2 = "#particlesource" createVehicleLocal getpos _shell

_ps2 setParticleCircle [2, [-1, -1, -1]];
_ps2 setParticleRandom [0, [0.25, 0.25, 0], [0.175, 0.175, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];
_ps2 setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\FireAnim.p3d", 8, 1, 8], "", "Billboard", 1, 12.5, [0, 0, 0], [0, 0, 0.75], 0, 10, 7.9, 0.075, [1.2, 2, 4], [[0.5, 0.5, 0.1, 0.5], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]], [0.08], 1, 0, "", "", _shell];
_ps2 setDropInterval 0.05;

~9.5
; Delete Missile particle effects
deletevehicle _traillight
deletevehicle _ps
deletevehicle _ps1
deletevehicle _ps2

; Explosion part
_obj = "LOGIC" createVehicle position _shell;
~0.2

_posx = getpos _obj select 0
_posy = getpos _obj select 1
_posz = (getpos _obj select 2) - 2

drop ["\Ca\Data\kouleSvetlo.p3d","","Billboard",1,1.0,[_posx,_posy,_posz],[0,0,0],1,1.3,1.0,0.0,[50],[[1.0,0.7,0.4,0.8],[1.0,0.6,0.4,0.001]],[0],0.0,0.0,"","",""]
~0.1
#bomber=
_gas = "M_Maverick_AT" createVehicle position _obj;
deletevehicle _shell;
~0.5
;Destuction level
_seek = random 30
_xxpos = (getMarkerPos "gas" select 0)
_yypos = (getMarkerPos "gas" select 1)

_veharray = [_xxpos,_yypos,0] nearObjects ["Land", (10 + _seek)]
{_x setdammage ((getdammage _x) + 1)} forEach _veharray
_bldarray = [_xxpos,_yypos,0] nearObjects ["Static", (5 + _seek)]
{_x setdammage ((getdammage _x) + 1)} forEach _bldarray
~1
; Gas effects
#dimdaylight

_light = "#lightpoint" createVehicleLocal getpos _obj; 

_light setLightBrightness 0.2; 
_light setLightAmbient[0.1, 0.1, 0.1]; 
_light setLightColor[0.05, 0.05, 0.01]; 
_light lightAttachObject [_obj, [0,0,0]];
~0.5
#Gasemitter
_ps3 = "#particlesource" createVehicleLocal getMarkerPos "gas"

_ps3 setParticleCircle [2, [-1, -1, -1]];
_ps3 setParticleRandom [0, [0.25, 0.25, 0], [0.175, 0.175, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];
_ps3 setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\FireAnim.p3d", 8, 1, 8], "", "Billboard", 1, 12.5, [0, 0, 0], [0, 0, 0.75], 0, 10, 7.9, 0.075, [1.2, 2, 4], [[0.5, 0.5, 0.1, 0.5], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]], [0.08], 1, 0, "", "", "gas"];
_ps3 setDropInterval 0.05;
~0.5
#gasmist
_ps4 = "#particlesource" createVehicleLocal getMarkerPos "gas"

_ps4 setParticleCircle [7, [5, 6, 4]];
_ps4 setParticleRandom [2, [0.25, 0.25, 0], [0.175, 0.175, 1], 10, 5.25, [0, 0, 0, 0.1], 0, 0];
_ps4 setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\FireAnim.p3d", 8, 3, 8], "", "Billboard", 1, 79.5, [0, 0, 0], [0, 0, 0.75], 0, 12, 7.9, 0.175, [1.2, 0.9, 4], [[0.5, 0.5, 0.1, 0.7], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]], [0.05], 1, 1, "", "", "gas"];
_ps4 setDropInterval 0.05;
~5

; Begin Damage to units

;pinpoint markers position for Damage effects to start
#killemall
_xpos = (getMarkerPos "gas" select 0)
_ypos = (getMarkerPos "gas" select 1)

#loop

_posx = getpos _obj select 0
_posy = getpos _obj select 1
_posz = (getpos _obj select 2) - 2

drop ["\Ca\Data\kouleSvetlo.p3d","","Billboard",1,1.0,[_posx,_posy,_posz],[0,0,0],1,1.3,1.0,0.0,[50],[[1.0,0.7,0.4,0.8],[1.0,0.6,0.4,0.001]],[0],0.0,0.0,"","",""]
~0.1

; _cnt == "amount of times loop is run befor it ends"
?(_cnt == 40) : goto "end"

; _seeker = random "distance from markerPos"
_seeker = random 100

; Set Damage from markerPos
; Adjust the radius sizes: _array1 = [_xpos,_ypos,0] nearObjects ["AllVehicles", ("Your Radius" + _seeker)]
; Adjust Damage to unit: { {_x setdammage ((getdammage _x) + "anywhere from 0.001 to 0.9")} forEach (crew _x) } forEach _array1

_array1 = [_xpos,_ypos,0] nearObjects ["AllVehicles", (35 + _seeker)]
{ {_x setdammage ((getdammage _x) + 0.04)} forEach (crew _x) } forEach _array1;

;Disable AI commands within the array
{(_x disableAI "AUTOTARGET")} forEach _array1;
{(_x disableAI "TARGET")} forEach _array1;
{(_x setSpeedMode "FULL")} forEach _array1;
{(_x domove [(getPos _x select 0) + random 400 ,(getPos _x select 1) + random 400 ,(getPos _x select 2)])} forEach _array1;
{(_x setBehaviour "CARELESS")} forEach _array1;

~0.2
_array1 = [_xpos,_ypos,0] nearObjects ["AllVehicles", (45 + _seeker)]
{ {_x setdammage ((getdammage _x) + 0.03)} forEach (crew _x) } forEach _array1;

~0.2
_array1 = [_xpos,_ypos,0] nearObjects ["AllVehicles", (55 + _seeker)]
{ {_x setdammage ((getdammage _x) + 0.02)} forEach (crew _x) } forEach _array1;

~0.2
_array1 = [_xpos,_ypos,0] nearObjects ["AllVehicles", (75 + _seeker)]
{ {_x setdammage ((getdammage _x) + 0.01)} forEach (crew _x) } forEach _array1;

~0.2
_array1 = [_xpos,_ypos,0] nearObjects ["AllVehicles", (95 + _seeker)]
{ {_x setdammage ((getdammage _x) + 0.009)} forEach (crew _x) } forEach _array1;

~0.2
_array1 = [_xpos,_ypos,0] nearObjects ["AllVehicles", (125 + _seeker)]
{ {_x setdammage ((getdammage _x) + 0.008)} forEach (crew _x) } forEach _array1;

~0.2
_array1 = [_xpos,_ypos,0] nearObjects ["AllVehicles", (160 + _seeker)]
{ {_x setdammage ((getdammage _x) + 0.007)} forEach (crew _x) } forEach _array1;

~0.3
_array1 = [_xpos,_ypos,0] nearObjects ["AllVehicles", (200 + _seeker)]
{ {_x setdammage ((getdammage _x) + 0.003)} forEach (crew _x) } forEach _array1;
~0.1
;SFX and actions for AI and player based on current Damage or distance

{if ((damage _x >= 0.2) and (damage _x <= 0.5)) then {_x say "cough1"}} forEach _array1;
{if ((damage _x > 0.6) and (damage _x <= 0.7)) then {_x playmove "AinvPknlMstpSlayWrflDnon_healed"}} forEach _array1;
~0.5

{if ((damage _x >= 0.5) and (damage _x <= 0.6)) then {_x say "cough2"}} forEach _array1;
{if ((damage _x > 0.7) and (damage _x <= 0.8)) then {_x playmove "AmovPpneMstpSnonWnonDnon_AmovPpneMevaSnonWnonDl"}} forEach _array1
~0.5

{if ((damage _x >= 0.6) and (damage _x <= 0.9)) then {_x say "cough3"}} forEach _array1;
{if (damage _x > 0.8) then {_x playmove "AmovPpneMstpSnonWnonDnon_AmovPpneMevaSnonWnonDr"}} forEach _array1
~0.5

{if (damage _x > 0.9) then {_x playmove "AdthPpneMstpSnonWnonDnon_binocular"}} forEach _array1

?([_xpos,_ypos,0] distance player < (200 + _seeker)) : titleText ["", "WHITE IN"] 
; count 1 loop 
_cnt = _cnt + 1
~(0.9 + (random 0.2))
goto "loop"

#end
~2
;Delete Particle Effects
deletevehicle _light
deletevehicle _ps3
~2
deletevehicle _ps4
hint "Gas Emissions are at a safe level!"
; set AI back to normal
{(_x enableAI "AUTOTARGET")} forEach _array1;
{(_x enableAI "TARGET")} forEach _array1;

;Optional BodyRemoval
~3
{if (damage _x > 0.9) then {hidebody _x}} forEach _array1
;remove Array variables
_array1 = nil
~0.1
_array1 = []
deleteMarker "gas"
exit

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that what I founded 2 months ago but not working on arma 2. I prefer this kind of script rather than a nuke script.

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