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James_Thornton

Need help making objects explosive.

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Hey guys, I bought combined operations about a week ago so I'm still very new to this.

What I'm trying to do is place Ordnance Boxes and make them more explosive so that when I use a satchel charge to destroy the ordnance that the ordnance will help make the explosion bigger. Like when you destroy a bunch of vehicles there is the secondary explosions from the vehicles, except for ordnance boxes.

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Have a trigger that waits for the box to not be alive anymore and then spawns an explosive there after a few seconds maybe?

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Name your Ordinance box boombox and place two triggers:

First one:

Countdown

Min = 2, Mid = 3, Max = 4

Name = boom1

Condition = !alive boombox

onAct = boom = "R_57mm_HE" createvehicle getPos boombox;

Trigger 2:

Countdown

Min = 2, Mid = 3, Max = 4

Condition = triggerActivated boom1

onAct = boom = "Sh_105_HE" createvehicle getPos boombox;

Place your satchel, blow it up and enjoy the show! (From REALLY far away)

Edited by kylania
oops!

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Thanks so much kylania, and thanks for all of the other stuff you've posted on your website, i've basically been copying off of your work since I started mission editing lol.

---------- Post added at 01:41 AM ---------- Previous post was at 01:31 AM ----------

Bit of a premature victory dance. It didn't work! I don't know what I did wrong, I've triple checked it. I don't get any errors but the explosion is still just the satchel charge.

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getpos might be an issue, is there an object named b1

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change b1 in both triggers to boombox

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Hey I just placed a random object and called it b1 and when I exploded boombox a couple seconds later b1 exploded. Thanks guys, it wasn't quite as big as I was hoping for though, is there a way to make it bigger? With fire perhaps also?

---------- Post added at 01:48 AM ---------- Previous post was at 01:46 AM ----------

Update, and the secondary explosion just made dust and a boom sound, no true explosion or damage of any kind.

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Hah, sorry, yeah I was using b1 in my test, and left that in there. :)

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Exactly what I was looking for. Thank you both so much. Sorry for being such a noob.

---------- Post added at 02:04 AM ---------- Previous post was at 01:52 AM ----------

Hey sorry to bother you guys again. So are there any bigger explosions like if I was to say blow up a SCUD launcher? So like a HUGE explosion.

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I am still new to the scripting myself so don't take this as advise or anything :)

What I do for something similar, but then with multiple secondary explosions is placing a bunch of vehicle ammo crates just below ground around the (in your case) Ordinance box and let them all explode the moment the ordinance box explodes.

For example you could name the vehicle ammo B1, B2 and so on and then add to the trigger activation:

B1 Setdamage 1; B2 Setdamage 1;

and for placing the ammoboxes below ground you add in the init field:

this setpos [getPos this select 0, getPos this select 1, -2]

Then group the trigger to the ordinance box and set the trigger to not present.

All ammo boxes will explode at once now when the ordinance box explodes. And It will create a bigger explosion.

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you could do similar just using "empty" markers and use getmarkerpos, that way you dont have burning ammo boxes under ground. also dont know how big this explosion is but "ARTY_R_227mm_HE_Rocket" and also try "Bo_GBU12_LGB"

Edited by Ghost

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For huge explosion use the BQM-74 (targets) and place a bunch of those underground and set them off at the same time.

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Sorry ghost I don't know what you mean, and thanks bootsy the other guys showed me how to make a bigger explosion without that thanks though. What is the item name for the BQM-74?

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Sorry ghost I don't know what you mean, and thanks bootsy the other guys showed me how to make a bigger explosion without that thanks though. What is the item name for the BQM-74?

yeah no problem, just saying that my version works too :) And that was the name, you can find it in the sub category (unit dropdown) "targets". You should give the arti shell that Ghost suggested a go as well, that will give a big explosion too for sure.

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What I mean is yours is objects on the map, there's is something i past into the triggers I have and I was wondering what I could past into the trigger for the BQM 74

---------- Post added at 02:25 AM ---------- Previous post was at 02:23 AM ----------

Thanks for the help but by huge I meant something more along the lines of a nuke.

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{_x setdamage 1} foreach allunits; will kill all units :)

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