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slatts

Are smoke rounds possible from AT?

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hey guys

this time im not asking you to fix my config cause thats not the problem :)

my question is, can the MAAWS / Carl gustav fire rockets that create smoke rather then exploding?

ive tried many different variations in the config like setting the base class to Smokeshell and simulation = "shotSmoke", but none produce the effect i want, sometimes he throws a grenade...but the rocket fires and the round sits on the ground making smoke, others...the rocket fires like any other round but doesnt produce smoke when impacting on the ground

any hints or ideas?

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ok i changed it so that the round now produces smoke yet he still places the rocket on his back rather then fire it from his shoulder

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ok i changed it so that the round now produces smoke yet he still places the rocket on his back rather then fire it from his shoulder

If you want units to fire it from the shoulder, you'll have to stick to simulation "shotrocket" or "shotmissile". Smoke effects can be assigned through the 'explosioneffects' entry. You'll have to look for a suitable smoke effects class that is already configured (maybe tank smoke grenades or arty smoke shell), or cook one up yourself.

There's also a scripted way - using fired EH follow the rocket until it impacts and createvehicle a smoke grenade kind of ammo at that position.

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ive changed the base class to a maaws rocket so he fires it from his shoulder, ive added explosioneffects to = "smokeShellWhite"

this gives me a small cloud of white smoke upon the warhead exploding. i can settle for a small explosion (like a grenade)which i think i can do, but how would i make the smoke cloud last longer?

ive looked at arty smoke rounds etc and there configs are almost the same to mine, yet somehow theyre smoke clouds last longer

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is there any such line on a config that can create a smoke shell upon impacts?

like ceateonimpact = "smokeshell"; or something?

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Old script I did for Operation flashpoint.. but it still works:

_gunner = _this select 0;

_ammo = _this select 4;

if (local _gunner) then

{

if ( _ammo == "SFP_GRG_SMOKE") then

{

_rocket = NearestObject [_gunner, "sfp_grg_smoke"];

_pos = [0,0,0];

while {alive _rocket} do

{

_pos = [getpos _rocket select 0, getpos _rocket select 1,getpos _rocket select 2];

sleep 0.01;

};

_smoke = "G_40mm_Smoke" createvehicle _pos;

};

if ( _ammo == "SFP_GRG_FLARE") then

{

_rocket = NearestObject [_gunner, "sfp_grg_flare"];

waituntil {_gunner distance _rocket > 645};

if (alive _rocket) then

{

_pos = [getpos _rocket select 0, getpos _rocket select 1,getpos _rocket select 2];

_vel = [velocity _rocket select 0, velocity _rocket select 1,-4];

sleep 0.01;

deletevehicle _rocket;

_illum = "F_40mm_White" createvehicle _pos;

};

};

};

A more modern way would probably be to fire, get the velocity of the at rocket, and replace with a smokeshell.

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would i have to make that into an SQF and use that in the eventhandlers?

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