malakdecaen 3 Posted March 12, 2013 (edited) Sabotage Script by malak-14 Description: Scipt For Sabote a boat . I create this script for put a charge underwater , because is not possible yet . Installation: Just put the file in you mission and add this line to the INIT of a Boat ... this addAction ["Put a charge","sabotage.sqf"]; Features: Add a Bomb to a Boat Add a timer countdown Have fun underwater !!! New version : 1.5 work for all vehicle Don't need to add a nameof vehicle . Thanks to Keine to ameliorate the script !!! http://www.mediafire.com/?v6hyvzjd3asftez Edited March 18, 2013 by kakarot Share this post Link to post Share on other sites
Twin2Win 1 Posted March 12, 2013 I love you for this, this adds a new approach to a certain part of my mission I'm making! I'll test it out! Thanks again! **EDIT** Might want to use forums link option :) Share this post Link to post Share on other sites
malakdecaen 3 Posted March 12, 2013 You'r welcome.;) Share this post Link to post Share on other sites
Twin2Win 1 Posted March 12, 2013 Already have it implemented into my mission now just waiting for someone to help me fix the tasks and I'll release my mission and everyone can try your script out :P Share this post Link to post Share on other sites
malakdecaen 3 Posted March 12, 2013 Do you test the script ? i'm happy to help you with this script Share this post Link to post Share on other sites
Twin2Win 1 Posted March 12, 2013 (edited) I'll Test it right now and let you know if its working. **EDIT** The animation works but the explosion part doesn't. I grab charges and swim underneath a bout i have the init line in, place the charge and swim away, nothing happens after the countdown. Edited March 12, 2013 by Twin2Win Share this post Link to post Share on other sites
malakdecaen 3 Posted March 12, 2013 (edited) you test it in COOP or SP ? I know why , you need to put Bis_ship name's boat !! try again with this name . Edited March 12, 2013 by kakarot Share this post Link to post Share on other sites
Twin2Win 1 Posted March 12, 2013 In the mission editor. Share this post Link to post Share on other sites
malakdecaen 3 Posted March 12, 2013 put the name Bis_ship for you'r boat and it work Share this post Link to post Share on other sites
Twin2Win 1 Posted March 12, 2013 What about for multiple ships? just name them like Bis_ship, Bis_ship1, Bis_ship2, and so on? Or is their not a variable for that? Share this post Link to post Share on other sites
malakdecaen 3 Posted March 12, 2013 for multiple ship i think you need to put in a same group . Share this post Link to post Share on other sites
Twin2Win 1 Posted March 12, 2013 ok I'll test it out in a bit, I have to test something on my mission before I get to that. I'll get back to you and this topic in a bit. Share this post Link to post Share on other sites
Guest Posted March 12, 2013 (edited) Release frontpaged on the Armaholic homepage. [ALPHA] Sabotage Script v1.5 Edited March 18, 2013 by Guest mirror updated Share this post Link to post Share on other sites
Raafatah64 0 Posted March 12, 2013 kakarot thank you for this lovely script it worked u just also need to add at the name bis_ship and the explosion should work Share this post Link to post Share on other sites
hundredyears 1 Posted March 12, 2013 Isn't there a way to attach a bomb onto object? Using the attachto command. I think this way it would solve a lot of problem and provide a new way to kill the enemy. "Oh you're driving off with my truck? CLICK CLICK boom" You don't mind if I modified this for my own usage right? Share this post Link to post Share on other sites
Keine 10 Posted March 14, 2013 (edited) Just a suggestion to make your code more portable, addAction sends several parameters to the script, one of which is a reference to the object called by the script (the object you have added the action to). http://community.bistudio.com/wiki/addAction You can use _this select 0; to get the object the script is assigned to. Try _object = _this select 0; // Rest of your code here "M_Mo_82mm_AT" createvehicle getpos _object; {_x setdamage 1} foreach crew _object + [_object]; Untested, not sure if you've tried this already, but it should help make your code much more portable- you can call this script on any ship, not just an editor named one. You may also want to remove the action from the object when you run the script, otherwise you may have unexpected behavior if someone uses the action more than once. http://community.bistudio.com/wiki/removeAction You can get the ID for the action that calls your script with _this select 2; Edited March 14, 2013 by Keine Share this post Link to post Share on other sites
malakdecaen 3 Posted March 18, 2013 thanks a lot Keine that work much better , i update the script in the first post !!! Share this post Link to post Share on other sites
creasedjff 1 Posted March 18, 2013 :) I'll try it out. ;) Share this post Link to post Share on other sites
Vigil Vindex 64 Posted March 18, 2013 This is pretty cool! Thanks! A few things that could be cool to add: an option to activate and deactivate the placed explosive, as well as an option to remove the explosive. And perhaps a duration timer for attaching/removing and activating/deactivating the explosive so it takes a few seconds to do the actions. Share this post Link to post Share on other sites
Dakost 1 Posted March 23, 2013 Hi Sorry for my bad english, i'm french Good idea :cool: It's possible with trigger for sabotage all car in this zone? Share this post Link to post Share on other sites
Keine 10 Posted March 26, 2013 HiSorry for my bad english, i'm french Good idea :cool: It's possible with trigger for sabotage all car in this zone? Do you mean, Adding the action to sabotage on all vehicles in a trigger's zone, allowing the player to activate the sabotage action themselves? or Calling the sabotage script on all vehicles in a trigger's zone, starting the countdown and blowing up the vehicles automatically? Share this post Link to post Share on other sites
Dakost 1 Posted March 26, 2013 Adding the action to sabotage on all vehicles in a trigger's zone, allowing the player to activate the sabotage action themselves Share this post Link to post Share on other sites
manzilla 1 Posted May 12, 2013 This is a great script but I was wondering if there was a way to make it be denoted by the player and not a timer. I'm trying to make the objective be blow up 3 boats so I'd like to be able to place each bomb then blow them up at the end all together. Is there away to do that with this script? Share this post Link to post Share on other sites
becario 1 Posted June 30, 2013 Thanks for this script! I was looking for a way to sabotage a boat and destroy it with divers. I am definitely using it in my mission. Share this post Link to post Share on other sites
rtek 10 Posted June 30, 2013 OP says to put the file into the mission. What file is he talking about? I put the script into the boat's init but it didnt work. sabatoge.sqf? Share this post Link to post Share on other sites