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ray243

How to make a suicide bomber?

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So what I wanted to make is a US army unit on patrol, and a civilian blows up.

Right now, I've searched on this forum for a similar topic, but most of the time its about a IED.

This is what I did:

bomb="48Rnd_40mm_MK19" createVehicle [(getPos car1 select 0),(getPos car1 select 1),0]

I added it to a trigger. I just copied this from the IED tutorial video. Do I attach to the person or what? How can I make him detonate when the soldier go reaches the trigger?

Also, will it work if I added c4s from ACE 2?

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You may want to check out this link from one of our experts http://www.kylania.com/ex/?p=92

In any event, I would detonate by trigger. Spawning a warhead is the easiest. Something like C4 requires a little more work, I don't remember the command off the top of my head.

Oh yeah, I found the touchoff method here: http://www.kylania.com/ex/?p=100

I don't know if that works with ACE2 C4, but as BAF IED's and satchel charges use it, possibly :)

Edited by AZCoder
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You may want to check out this link from one of our experts http://www.kylania.com/ex/?p=92

In any event, I would detonate by trigger. Spawning a warhead is the easiest. Something like C4 requires a little more work, I don't remember the command off the top of my head.

Oh yeah, I found the touchoff method here: http://www.kylania.com/ex/?p=100

I don't know if that works with ACE2 C4, but as BAF IED's and satchel charges use it, possibly :)

I have no idea of using scripts. Sorry.

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Here is another method for static, VBIED, or suicide bombers.

; Improvised Explosive Device Script
; By Jeevz
; v1.2 12/13/06


; This script will create an explosion of a
; selected size on any object when called
; The arguments are [objectName, explosionPower]
; Explosion Power will be 1 of 4 choices
; Small - Good for Anti-Personnel use
; Medium - Will usually disable a Humvee without killing the occupants
; Large - Will usually destroy a passing humvee and kill or severly injure all occupants, will disable the tracks and possibly engine on M1A1
; Huge - Nothing will survive, I mean... it's HUGE :-)


; Example script call --> [theCar, "Small"] exec "IED.sqs"

;start script

_theObject = _this select 0
_theExplosion = _this select 1

;locate the Object to be blown up
_bombLoc = GetPos _theObject
_bombLocX = _bombLoc select 0
_bombLocY = _bombLoc select 1
_bombLocZ = _bombLoc select 2


; Deterimine the ordinance used to create the explosion
? (_theExplosion == "Small") : _ammoType = "R_57mm_HE"
? (_theExplosion == "Medium") : _ammoType = "M_Sidewinder_AA"
? (_theExplosion == "Large") : _ammoType = "BO_MK82"
? (_theExplosion == "Huge") : _ammoType = "Bo_GBU12_LGB"

civvy1 globalchat _ammoType

; Get the explosion size and blow the object up

? (_theExplosion == "Small") : goto "SMALL"
? (_theExplosion == "Medium") : goto "MEDIUM"
? (_theExplosion == "Large") : goto "LARGE"
? (_theExplosion == "Huge") : goto "HUGE"


#SMALL
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_theObject setdammage 1
civvy1 globalchat "Small"
exit

#MEDIUM
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

_theObject setdammage 1
civvy1 globalchat "Medium"
exit

#LARGE
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_theObject setdammage 1
civvy1 globalchat "Large"
exit

#HUGE
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_theObject setdammage 1
civvy1 globalchat "Huge"
exit

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