hcpookie 3770 Posted November 8, 2012 (edited) This addon adds concrete penetrator runway denial bombs BetAB-500U and BLU-107/B. Aircraft equipped with anti-runway bombs for default BIS factions are added in the editor. The penetrator bombs spawn an area of craters upon impact that impedes vehicle movement and is recognized by AI. Use over runways to impede enemy airfield activity! Built with multiplayer use in mind - these can keep the other team from using their runways/tarmacs until the craters are removed. Can also be used on bridges, main roads, etc to impede vehicle activity. Tanks and some APCs can still navigate over the craters. Also adds vehicle resupply ammoboxes. "Boxes" are built to resemble resupply depots and look more suitable for aircraft resupply situations. The cratered area is scripted via the Ammo class. Figured out the rockets! Bombs now rocket correctly. New penetrator rocket motor effects, explosion effects, and new crater 3D model. Rocket motor scripts fire when bombs fall to 150m above terrain. Different rocket behavior for the different bombs. Bombs released under 150m will still cause runway damage. Download link: Look for pook_runway_v1.1.zip here: https://skydrive.live.com/?cid=5b54fc51a7917265!cid=5B54FC51A7917265#cid=5B54FC51A7917265&id=5B54FC51A7917265%212541 To simulate clean-up of craters, a clean-up script that deletes all crater objects (see readme for classnames) within a specific radius could be triggered every XX hours of game time to simulate runway cleanup crew activity. Or that bulldozer mod :) ============== CHANGELOG: ============== v1.1: 4/4/2013 FIX - Dependency Fix (for the intermitent SU34 pop-up error) FIX - AV8 (BLU) magazine config NEW - New crater 3D model and explosion sound NEW - Scripted behavior based on real-life video footage (scripts called via Fired EH on vehicle) NEW - Sample missions to observe rocket behavior NEW - New ammo crates found under Empty > Ammo ====================== CLASSNAMES : ====================== New crater "object": pook_runway_crater New weapons / magazines: pook_BLU107_BombLauncher - pook_2Rnd_BLU107 - pook_4Rnd_BLU107 pook_BLU107_BombLauncher_6 - pook_2Rnd_BLU107 - pook_4Rnd_BLU107 - pook_6Rnd_BLU107 pook_BetAB_BombLauncher - pook_4Rnd_BetAB500 - pook_2Rnd_BetAB500 pook_BetAB_BombLauncher_6 - pook_6Rnd_BetAB500 - pook_4Rnd_BetAB500 - pook_2Rnd_BetAB500 New aircraft variants: A-10 (BLU): pook_runway_A10, pook_runway_A10_US_EP1 AV8B (BLU): pook_runway_AV8B2 AV8B (BLU-H) >> dedicated BLU-107 loadout: pook_runway_AV8B Su-39 (BetAB): pook_runway_Su39 // RU - East Su-25 (BetAB): pook_runway_Su25_CDF // CDF - West Su-25 (BetAB): pook_runway_Su25_CDF_IND // CDF - Independent Su-25 (BetAB): pook_runway_Su25_Ins // INS - East Su-25 (BetAB): pook_runway_Su25_TK_EP1 // TAK - East Su-34 (BetAB): pook_runway_Su34 // RU - East Edited April 5, 2013 by hcpookie Share this post Link to post Share on other sites
scarecrow398 43 Posted November 8, 2012 Cool, if only we had terrain damage in arma, i guess the mounds/craters are enough to piss off any would be pilots though :D Share this post Link to post Share on other sites
Spartan 163 0 Posted November 8, 2012 Looks cool. Will test this out. Now we need to set it up so the runways can be repaired(but with lots of time). Share this post Link to post Share on other sites
hcpookie 3770 Posted November 8, 2012 Thanks! I am trying to determine the best way to make them "repairable". They are Vehicle class objects and have an armor value. It may be as simple as changing their destruction type from "none" to "building". However if you do that, you could simply bomb them to "destroy" the vehicles which just isn't right :) I might be able to add a script to the crater vehicle's INIT to add an action to remove them. I haven't tried that with a "NonStrategic" vehicle class. If that clas works like any other vehicle class, that could be the solution. Add an INIT-scripted user action that requires player intervention to do the work. THAT would be cool. The script could be simple - just find the "nearestobject" and remove it. But what would be a good amount of time to simulate the repair vs. time for gameplay? 2 minutes? 5 minutes? 10 minutes? Share this post Link to post Share on other sites
R0adki11 3949 Posted November 8, 2012 Thanks! I am trying to determine the best way to make them "repairable". They are Vehicle class objects and have an armor value. It may be as simple as changing their destruction type from "none" to "building". However if you do that, you could simply bomb them to "destroy" the vehicles which just isn't right :) I might be able to add a script to the crater vehicle's INIT to add an action to remove them. I haven't tried that with a "NonStrategic" vehicle class. If that clas works like any other vehicle class, that could be the solution. Add an INIT-scripted user action that requires player intervention to do the work. THAT would be cool. The script could be simple - just find the "nearestobject" and remove it. But what would be a good amount of time to simulate the repair vs. time for gameplay? 2 minutes? 5 minutes? 10 minutes? It would be good if we had an armoured bulldozer or such vehicle which could do the repairs :) Share this post Link to post Share on other sites
Guest Posted November 8, 2012 (edited) Release frontpaged on the Armaholic homepage. Runway Denial Bombs BLU-107 and BetAB-500 v1.0 ** mirror updated with updated archive (readme) Edited November 9, 2012 by Guest updated mirror Share this post Link to post Share on other sites
hcpookie 3770 Posted November 8, 2012 (edited) It would be good if we had an armoured bulldozer or such vehicle which could do the repairs :) You mean like THIS????? http://forums.bistudio.com/showthread.php?95481-Caterpillar-D7-Series Foxhound thanks for the mirror! ETA - just realized I didn't finish the readme template I copy/paste all the time... so the readme and the readme in the addon have both been updated... I had a "duh" moment! Edited November 8, 2012 by hcpookie Share this post Link to post Share on other sites
khaki 10 Posted November 8, 2012 Is it possible to make these bombs compatible with the ACE EASA Module? I'd assume ACE would have to do some work, rather than yourself (Pookie) but worth a shot. Share this post Link to post Share on other sites
darkxess 60 Posted November 9, 2012 This could be doing with added to the GLT Missile Box :) Link: http://www.armaholic.com/page.php?id=6071 Thanks for this anyways. Share this post Link to post Share on other sites
hcpookie 3770 Posted April 5, 2013 Updated! Figured out the rocket motors. Adjusted their behavior based on video footage from Youtube and elsewhere. Really happy to have nailed these down! :) Details and update in the first post. Also changed the inheritance for the "BLU" and "BetAB" vehicles that should eliminate the occasional pop-up errors at mission start. DarkXess I'd be glad to have them added into whatever missile packs people are using! :) Share this post Link to post Share on other sites
Guest Posted April 5, 2013 Is it possible to make these bombs compatible with the ACE EASA Module? I'd assume ACE would have to do some work, rather than yourself (Pookie) but worth a shot. We have our own BLU-107 Durandal and crater system. Share this post Link to post Share on other sites
Guest Posted April 5, 2013 (edited) New version frontpaged on the Armaholic homepage. Runway Denial Bombs BLU-107 and BetAB-500 v1.1 Edited April 5, 2013 by Guest Share this post Link to post Share on other sites