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Khalashnikovf

Nuclear Explosion - Physics Improved

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Energy like blast, radiation use functions that varies by radius^(-3).

Some other aspects like size of fireball vary by yield^(1/5). Just FYI.

Yeah, I readed Wiki too.

And its working within these functions.

But they are much more complicated when you have no idea what power of nuke it is made.

So you just have to believe its like that when you look at one of those graphs where is Overpressure visible.

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I don't bother with wikipedia.

"The Effects of Nuclear Weapons" by Glasstone and Dolan - plenty of details if you can convert the numbers to metric.

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And have you realised, that some thing are just not working in that game?

You think that everything is just fine and working there like in some book?

For example: I had to completely remade physical properties of Man class units, because within their actual properties, they were killed by even 5 km away of blast of poor 1kT bomb.

So, not everything has to be like you would like to.

Anyway, Im downloading this book already so I can look at it.

---------- Post added at 03:08 PM ---------- Previous post was at 02:06 PM ----------

Well, I found some new info and data, so I can rework some stuff again. But If Im going to make something like this, I will need new and better view of Nuke. Because honestly I dont like this original blast by BI.

So Im looking for someone (Evil Echo) who can help me with Effect of Nuke.

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This looks really cool.

Okay I have a question:

May I use this allready for a mission of mine?

If so, How do I get rid of the timer and the dots on the map?

I just want the explotion.

I want the have a nuclear explotion on a point at the map when the player actived a trigger...

Can you help me?

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This looks really cool.

Okay I have a question:

May I use this allready for a mission of mine?

If so, How do I get rid of the timer and the dots on the map?

I just want the explotion.

I want the have a nuclear explotion on a point at the map when the player actived a trigger...

Can you help me?

Countdown can be disabled by setting it on Zero.

Points on map should be possible to disable too.

You can use it in your mission for sure, then add it here, Im curious what did you make :)

Im kinda busy right now and cant spend time with it to finish it. But once I have some time... I promise :)

EDIT: Search in nuke.sqf for:

nul = [_pos,_kT,_playersInvicibility,windAngle,true] execVM "lk\nuke\fallout_cloud.sqf";

The last one true is for dots, so if you type false, it will still do fallout cloud but without dots.

Edited by Khalashnikovf

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Thanks,

But cannot get rid off the countdown. when I set it to 0 in the trigger.

from:

nul = [nuke3,5,true,35] execvm "lk\nuke\nuke_countdown.sqf";

to:

nul = [nuke3,5,true,0] execvm "lk\nuke\nuke_countdown.sqf";

It does not activate.

The dots are gone: thanks

And Another question:

How do I get rid of the meters on the right of the screen?

This bomb looks really cool. But when the nukes landed. There's a long blackscreen. Does it not need to be white, like a flash?

I want this to use for my campaign: Operation Dutch. I'm bussy making a new build. And want to use this, because it's the only one looking this good.

You are making this communitie proud :D

Edit:

If the distance is to far you see no smoke or fire? only white circles and a shockwave...

Edited by Thats_Life 2.0

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Countdown shouldnt be visible if you setup it properly.

Oooooh,I know. Its because of you have set up Nuke like missile.

Well, I did not take care about this (will do in time).

That flash thing, Im plannig to make some color Corrections based on Nuke power and distance from it. But it will be lot of work.

About those any Hint... just search in shockpush.sqf for some not // hints and there you go :)

Edit comment: Its one bad thing I was already asking of community. But nobody answered how to make particles visible from any distance. Only that you would knew :)

Edited by Khalashnikovf

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Countdown shouldnt be visible if you setup it properly.

Oooooh,I know. Its because of you have set up Nuke like missile.

? there are four bombs right? Can you explain more?

About those any Hint... just search in shockpush.sqf for some not // hints and there you go :)

Try that when I'm back home.

Edit comment: Its one bad thing I was already asking of community. But nobody answered how to make particles visible from any distance. Only that you would knew :)

Well can't help with that. To dumb ;)

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I added at very end of first message guide how to setup your wanted Nuke :)

I will have got a little extra time this evening, so I will try somehow that Countdown thing resolve.

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I added at very end of first message guide how to setup your wanted Nuke :)

I will have got a little extra time this evening, so I will try somehow that Countdown thing resolve.

That would by great..

Okay I added nul = [nukePos,1,true,480,false,true,20] execvm "lk\nuke\nuke_countdown.sqf"; in the trigger.

set it to bluefor.

Have a H(invisible) with the name nukePos.

And I have the 3 modules in the editor.

Files are in the mission folder.

But now the timer will run, but theres no bomb.

Tryed different thinks, like other names. true to false ect..

The old way worked. this way doesn't?

Edit: In some way my old map doesn't work anymore. So I made a new test map and now it works again.

Also the meters on the right are gone.

Hope you can get the time and timehint away.

And one question: Were is the big boem? When the bomb hit the ground you only hear a rush and a bang from the vehicles...

Edited by Thats_Life 2.0

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There some Arma sound Issue with playing sounds, dont know why.

I guess that I cant spoil command like playSound :)

I have been watching for that countdown, and it works properly already. I will upload newest version tonight. But first: I will try to improve somehow a few things.

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looking forward to it...

Ojah, before I tried your script. It tried Iknuke. And there the viewdistance indeed the same. wierd it can't be larger. So I need to make the damage smaller.

But hè this is cool to have in a mission :p

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Dont be fool.

It is said that I used base of lucilk nuke script and its also visible in mission folder.

The only diference is that I massivle reworked it to image of my own :)

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Yeah I know, just wanne let you know there is no difference haha

I'm curious what the changes are ;)

Edit: Just weird. Again when I change:

nul = [nuke3,2,true,10,false,true,10] execvm "lk\nuke\nuke_countdown.sqf";

in de trigger, nothing happens anymore. Also when I change it back.

Did you have the same problem. This is the second time for me.

Hopefully it's gone with the next update...

Edited by Thats_Life 2.0

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Okay some feedback.

Bomb only explode when missile is false.

Timer only works with 10 sec or higher?

If I set it to 0 in trigger it doesn't work and it doesn't work if it is lower then 9.

And finally I still cannot find a way to delete the hintbox from the timer. Can you give me the script where I need to look at?

What I want is: When I enter a trigger the bomb goes boem. But without the timer en hint boxes.

Thanks for the new release, looks good...

Edit: Oooooh,I know. Its because of you have set up Nuke like missile. (from post 33)

What did you mean by Nuke like? What is the other way then?

Edit2: Last question. I have some teammates that may not die after the explosion. For the player you can say that by say false in the triggerdescription.

I found this:

this setVariable ["gethit",[0,0,0,0,0],false];this addEventHandler ["HandleDamage",{_unit=_this select 0;_selection=_this select 1;_damage=_this select 2;_gethit=_unit getVariable "gethit";switch (_selection) do {case "": {_gethit set [0,_damage];_unit setVariable ["gethit",_gethit,false]};case "head_hit": {_gethit set [1,_damage];_unit setVariable ["gethit",_gethit,false]};case "body": {_gethit set [2,_damage];_unit setVariable ["gethit",_gethit,false]};case "hands": {_gethit set [3,_damage];_unit setVariable ["gethit",_gethit,false]};case "legs": {_gethit set [4,_damage];_unit setVariable ["gethit",_gethit,false]}};_damage}]

But I putted it in the init from the units and they stay alive for 2 a 3 sec and then die. Because I think your script tels them to do so. Can I keep them alive or half alive ;)?

Edited by Thats_Life 2.0

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You can make a volcano erupting on a custom map with this script :)

Emmm, what? :)

__________________________________

If you want to completely disable countdown timer, you have to enter "nuke_countdown.sqf and find 55th line with

hintSilent parseText format ["<t color='#ff3300' size='2.0' shadow='1'....

and // it (also for sure line 74,95 and 97)

Then you have got no countdown anymore.

EIDT:

And those your teammates. If you want them to have alive, dont use my Nuke script :D

Send them into some building, lie down on the ground and hope for their survive also like yours (that "cheat" is only for testing purposes)

Edited by Khalashnikovf

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Haha that's weird, I'll did try that allready and didn't work.

And after another try it works. Me and scripting :D:rolleyes:

I have it to work like I wanted. Thanks verry much. This is great

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Haha that's weird, I'll did try that allready and didn't work.

And after another try it works. Me and scripting :D:rolleyes:

I have it to work like I wanted. Thanks verry much. This is great

You are quite velcome, dont forget to PM me message with mission where you made this stuff and Im looking forward to enjoy it ;)

I have also some plans with it. But its for long time now because of my time exhaustion :(

EDIT: Pls, make sure you study behavior of any units acting "weird" after shockwave,ok? :)

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Yeah I will do that.

I use it in mission at the beginning of the story from my campaign. It's a training mission, but with enough bluefor ;)

The only thing is, that some heli's just drop to the ground. (not all)

And a boat fly's for km's into the air. Weird looking thing. Also when he is a km away

If i find more i let you know...

Edited by Thats_Life 2.0

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And a boat fly's for km's into the air. Weird looking thing. Also when he is a km away

Actually I havent find a time to test a boats :D

Will do that some times ...

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