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malakdecaen

[ALPHA] Sabotage Script

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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 by kakarot

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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 :)

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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

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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 by Twin2Win

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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 by kakarot

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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?

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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.

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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

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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?

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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 by Keine

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thanks a lot Keine that work much better , i update the script in the first post !!!

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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.

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Hi

Sorry for my bad english, i'm french

Good idea :cool:

It's possible with trigger for sabotage all car in this zone?

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Hi

Sorry 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?

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Adding the action to sabotage on all vehicles in a trigger's zone, allowing the player to activate the sabotage action themselves

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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?

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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.

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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?

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