zodd 14 Posted December 8, 2011 Gday all, I am looking at using createvehicle for some basic scripting within triggers. Initially was looking at a trip flare and IED (IED is easy using triggers and createvehicle - eg iedboom = "Bo_GBU12_LGB" createVehicle (getPos ied1pos); trip flare I found here - http://forums.bistudio.com/showthread.php?t=81693&highlight=trip+flare ) After an hour or so experimenting, one thing i have found is there is no way (that I can tell) that you can differentiate between a piece of ordinance that will just spawn and one that will explode... ie. "grenade" explodes but "handgrenade" just spawns a grenade? (off memory - its late and i cant find the list i had!) Does anyone know a link to a list of munitions that will function vs those that will spawn? (eg. for flares, smoke etc. as well?) Much appreciated! Share this post Link to post Share on other sites
zodd 14 Posted December 9, 2011 Whilst I have not found exactly what I am looking for (Spawning a bit of ordinance vs exploding one) http://www.ofpec.com/COMREF/index.php?action=read&id=210 and http://www.armaholic.com/page.php?id=246 (Quite good!) Both have the list of all ordinance. Using ammo classname, it seems as though anything explosive will detonate, nil effect for anything else Share this post Link to post Share on other sites
Tankbuster 1747 Posted December 9, 2011 (IED is easy using triggers and createvehicle - egiedboom = "Bo_GBU12_LGB" createVehicle (getPos ied1pos); I know this isn't what you asked, but you might find it useful anyway... You can create an LGB to make an explosion, but the problem is that you will see the bomb spawn in the air, fall to the ground and then explode. As you've already found, grenades handle slightly differently as they have a fuse time. I got around this by creating a custom addon, as detailed here. I modified a handgrenade so that it goes off immediately and made two different types, one approx twice the power of a grenade and another about 4/5 the power of an LGB. I'll be updating that addon soon, by the way, to include a third type of explosion and also, an inert IED object that looks the same as the BAF one. Share this post Link to post Share on other sites
Muzzleflash 111 Posted December 9, 2011 Explosive ammos explode. Explosive magazines do not. The grenade which does not explode is a magazine you can pick up and have in your inventory. When you throw it ingame, the magazine is removed, and a grenade "ammo" is thrown. The ammo explodes the magazines do not. I'm pretty sure that's how it works. Magazines: http://browser.dev-heaven.net/cfg_magazines/classlist Ammo: http://browser.dev-heaven.net/cfg_ammo/classlist In the magazines listing there is a column showing the ammo the magazine uses. Share this post Link to post Share on other sites
Tankbuster 1747 Posted December 9, 2011 And my addon removes the fuse time too, so that it explodes the moment it's created. Actually, that's not quite true - it goes off the moment it hits the ground, but unlike the LGB, it can be created at ground level so that (a) it isn't seen falling to earth and (b) it goes off immediately. Share this post Link to post Share on other sites
das attorney 858 Posted December 10, 2011 You could create the bomb underground, so you won't be able to see it spawn and there isn't a delay between triggering and firing. Example (just tested this in the editor): Put down a marker called target1 somewhere and paste this into a trigger iedboom = "Bo_GBU12_LGB" createVehicle ([getMarkerPos "target1" select 0, getMarkerPos "target1" select 1, -5]) ; Share this post Link to post Share on other sites
Tankbuster 1747 Posted December 10, 2011 That's cool. The ground doesn't attenuate the explosion at all? Share this post Link to post Share on other sites
das attorney 858 Posted December 10, 2011 Good question. Do you mean that because it's underground, the force of the explosion felt by surface dwellers will drop? If so, then I'm not sure. (I had to look up the word attenuate) :D Share this post Link to post Share on other sites
Muzzleflash 111 Posted December 10, 2011 You could also spawn it in the air and send it straight down with huge velocity. Share this post Link to post Share on other sites
Tankbuster 1747 Posted December 10, 2011 Good question. Do you mean that because it's underground, the force of the explosion felt by surface dwellers will drop? Yes. That should be tested, then. In my IED script/addon, I found that some objects attenuate he explosion. For example, if I spawn an LGB inside the rubbish pile object, there's a fair chance a player standing right next to it will survive. Share this post Link to post Share on other sites
f2k sel 164 Posted December 10, 2011 Bombs are hit and miss at the best of times, it's a good idea to spawn a trigger and set the damage to 1 to all items in the immediate area. Share this post Link to post Share on other sites
zodd 14 Posted December 10, 2011 hit and miss is good though - simulates the unpredictability of real war! (haha unless you NEED something to die i spose!) ---------- Post added at 04:24 AM ---------- Previous post was at 04:22 AM ---------- Also - getting back to initial point - is there any way to spawn a bomb without it exploding? (ie. lying on the ground) Share this post Link to post Share on other sites
Tankbuster 1747 Posted December 10, 2011 Hmm. Possibly. Will enableSimulation false do it? There is a bomb model which won't explode, it's just an object. Share this post Link to post Share on other sites
das attorney 858 Posted December 10, 2011 There's a really good link here that shows you how to do it :) http://forums.bistudio.com/showpost.php?p=1607472&postcount=9 Share this post Link to post Share on other sites