player999 10 Posted August 15, 2011 hello, where can i find a nuclear bomb Share this post Link to post Share on other sites
Incubus 10 Posted August 15, 2011 hello, where can i find a nuclear bomb esp. here: http://operationflashpoint.filefront.com/file/Nuclear_Scud_Launcher;38315 but i suggest u this one: http://www.fileplanet.com/141014/140000/fileinfo/Operator's-Scud-B-Addon-V2.01 heres the readme ofp Operator's-Scud-B addon: Operator's Scud B Addon V2.01----------------------------- Resources used or modified to create this addon: Airblast textures,scripts,and sounds by Condor Scudmove script by Dutchboy Launch and alarm sound from Vikingo Author:Operator Email:opr@linuxcult.com Changes: Version 1.0-1.26 //-- Moved Dialog from sidechat to groupchat Removed useraction sub-class launchinterupted and it's associated variable "OPR_interupted" Changed useraction sub-class launchR17's position to "L svetlo" and radius to 1.41 Changed useraction sub-class launchR17's condition field (local this) to local (driver this) --// Version 1.26-1.49 //-- Added a little piece of script at the end of the launch scripts to wait till someone from the same group as the unit that initiated the launch gets in the launcher to complete the launch if the unit that initiated the launch died halfway through the launch sequence. This was to compensate for the removal of the OPR_interupted variable check. Added a local check on the scud launcher so the launch script won't run on all machines if using a initialization field or script to automate a launch. Set the blast radius of the nuke more exact to a mile in Airblast.sqs. Revised this readme --// version 1.49-1.63 //-- Fixed no explosion sound from scuds (HE) when loaded with the FDF Mod. "OPR_preptime" variable does not force players to wait in scudlaunchers anymore until the rocket is ready to launch. It'll launch immediately. The craters left by scuds (HE) are alot smaller now. Added "OPR_NoCEP" variable to disable realistic missile accuracy to allow dead on hits of targets. Scud rockets replicate more reliably now. Kegetys' Editor Addon not required anymore. Revised this readme --// version 1.63-1.66 //-- Fixed second scud appearing and dropping about 20 meters over the impact site after the scud hits the ground Revised this readme --// version 1.66-1.70 --// Added "MP_Airblast.sqs" and "MP_Wave.sqs" script so MP missions don't lag out as easily (uses emp triggers for tagging blast victums). Added "OPR_MPscript" variable to force the use of the (MP script/less laggy script). The piece of script for checking if unit is in the the same group before resuming launch is more reliable now. Fixed nuke scripts not removing the nukelight when script was finished Revised this readme //-- version 1.70-1.84 //-- Changed the plooms smoke color to look more ashy. Raised the height of the explosion to 300 meters. Revised this readme //-- version 1.84-1.85 //-- Added "_wavefront" and "_waveback" variables so units don't get killed once the wave have passed over them when a EMP trigger is set to be triggered repeatedly. Revised this readme //-- version 1.85-2.01 //-- This will be my very last public release of this addon. I give up. Sorry... Life goes on :) No more double craters at close range with scuds (HE) "MP_Wave.sqs" and "EMP.SQS" only handle units local to the machine they're running on. Removed "ABCAlarm" sound from version 1.0-1.49 because it didn't work in versions after version 1.49 to present.(Never found a good reason to re-implement it) Revised this readme //-- ============================================================================================= Description:This addon adds 2 units under a new vehicle class called OPR-Vehicles for the east side and comes with a example mission. Either type of unit is capable of launching a scud and hitting an area marked by the player. Each unit type uses a different warhead, either a HE or nuclear warhead. In the future I'll possibly add a chemical warhead to the mix. I've decided to stop working on this addon because I feel I've reached my greatest potential at improving it any further than it is. Plus, I see BAS has been inspired to release their own version of my scud addon idea which was the point I compiled this addon for anyway. Maybe BAS or another mod/addon team will take it much further. Sorry if I dissapointed anybody hoping see the chemical warhead, but woulda made it to complex for just anyone to use it. I tried to keep it as simple to use and still keep some customizable features for more advanced users as I possibly could. I'm back and updated my addon to work better in MP games. I also tweaked the nuke script to look better in the day time. Been a while and haven't heard any feed back or anyone needing help so there's only one bug fixed in the latest release. I would like to let any would be addon/mod maker or just curious person that it is ok to use any Ideas I express in this addon with out consent. ============================================================================================= UNITS ADDED: "R-17 'Scud B' TEL (HE)" - MAZ-543 P with a Scud B that is equiped with a HE warhead. Classname: OPR_R17HE "R-17 'Scud B' TEL (Nuke)" - MAZ-543 P with a Scud B that is equiped with a nuclear warhead. Classname: OPR_R17Nuke Installation:Copy ConNukeBullet.pbo and OPR_Scud_B.pbo to your res\addons folder. Place The Scud Demo.Noe folder under your Users\<Your player name>\missions folder. Reference: OPR_MPscript=true - This variable is used to force the use of the MP script in SP missions which is useful if you don't have a Ghz processor or the normal SP script is to laggy. Note: In order for the MP script to work you must add EMP triggers to you mission as described in the bellow section "Enabling EMP". OPR_noCEP=true - This variable is used to turn off realistic rocket accuracy for dead on hits of designated target positions. OPR_noEMP=true - This variable is used to disable the EMP effect and also gets rid of the message that pops up saying EMP is disabled. OPR_preptime=60 - This variable is used to set a custom rocket preparation time in Secs. OPR_West=[] - This variable Stores all the west units to be affected by the EMP wave. OPR_Rest=[] - This variable Stores all the restistance units to be affected by the EMP wave. OPR_East=[] - This variable Stores all the east units to be affected by the EMP wave. OPR_Civil=[] - This variable Stores all the civilian units to be affected by the EMP wave. Enabling EMP - Add a trigger that detects the presense of west units in your mission. Make the trigger the size of the map or at least the scope of the area of your mission. change ( this ) to ( true ) in the condition field and type ( OPR_west=thislist ) in the On Activation field of the trigger. Follow these steps for the next consecutive sides involved in your mission. NOTE:Adding the triggers for enabling EMP is required for MPmissions and when using the MPScript in SPmissions. Also, contrary to what I mentioned above for MPmissions leave the condition field as ( this ) not ( true ) and make sure the trigger is set to activate repeatedly not just once. Adding the optional target marker - Add a marker named OPR_Target to your mission and select empty as your icon type. To automate a launch use this syntax in a initialization/activation field or script: [<Target position>,<scud launcher>] exec "\OPR_Scud_B\OPR_Scripts\launch_HE.sqs" or [<Target position>,<scud launcher>] exec "\OPR_Scud_B\OPR_Scripts\launch_Nuke.sqs" ============================================================================================= Known Issues:SCUD Launch and SCUD Start User actions still apear in the action menu of the MAZ-543. Sometimes hear scud launch sound twice. Disclaimer:Uh? It's free! Credit:No more debt please. Amalfi's PBO Decryptor 1.5 and an fixed version of Condor's addon are included. heres my MP vid: nuke dropped to Skye airport Share this post Link to post Share on other sites
player999 10 Posted August 16, 2011 i have lots of scud launchers i mean a nuclear bomb like http://forums.bistudio.com/showthread.php?t=36144 Share this post Link to post Share on other sites
Incubus 10 Posted August 16, 2011 allright, but u can use scuds as bombs and nobody will know its from scud launched. i have a half made mission (stalkers part3) with this method. there the players push button to blow up nuclear bomb over Pripjaty to kill zombies. u see only the flash, mushroom and nuke ash. looks like bomb blowed up. Share this post Link to post Share on other sites
VBCI 1 Posted August 16, 2011 Atomic Bomb : http://ofp.gamepark.cz/index.php?showthis=6355 Share this post Link to post Share on other sites
nikiller 18 Posted August 16, 2011 hi, hello, where can i find a nuclear bomb It can be scripted you don't need any addons for that. But you should be more precise in your request. What do you want? A plane come and drop a nuke bomb? A nuke bomb coming from nowhere? Fired by a submarine? You have a lot of options. cya. Nikiller. Share this post Link to post Share on other sites
player999 10 Posted August 17, 2011 A plane come and drop a nuke bomb? A nuke bomb coming from nowhere? Fired by a submarine? You have a lot of options that would be awesome! thanks vbci Share this post Link to post Share on other sites
circassian 1 Posted April 11, 2013 hi,It can be scripted you don't need any addons for that. But you should be more precise in your request. What do you want? A plane come and drop a nuke bomb? A nuke bomb coming from nowhere? Fired by a submarine? You have a lot of options. cya. Nikiller. Hi Nikiller Can you script me a Nuk bomb carried by the B2 addon or can be carried by any plane? Share this post Link to post Share on other sites