Jump to content
Sign in to follow this  
Muzza

Making BIG mortar explosions.

Recommended Posts

_bomb = "M_Mo_120mm_AT" createvehicle getpos _x makes an explosion.

"M_Mo_120mm_AT" is the only ammoname i can use to create explosions, which is pathetic as it is very non-lethal. I have tried all of the others to no effect. I am sure that the normal HE round is "Sh_82mm_AMOS" but this doesnt seem to work in the context of createVehicle.

Anything I am doing wrong?

Share this post


Link to post
Share on other sites

You may be using the wrong classname variant for 82mm. There's usually a name for the object and a name for the magazine, or something like that. I always get them mixed up in A2.

Share this post


Link to post
Share on other sites

I have tried all that looked relevant in the SIX wiki, and i used the 'this addEventhandler ["fired",{hint format["%1",_this]}]' init on the mortar to find out what it fired.

Share this post


Link to post
Share on other sites

I'm thinking it might be much like the satchel charge, where it has a built in touch off feature. I can't seem to get it to work with the ammo type however the RPG / Nlaw explosion does work.

Share this post


Link to post
Share on other sites

I found the following to produce the biggest explosions of all the current munitions. I'm also including the code to simulate the effect of it having been fired.

//120mm arty
shell = "Sh_120mm_AMOS" createVehicle ((this) ModelToWorld [0,0,200]); shell setVelocity [0,5,-45];
//Cluster
shell = "Cluster_120mm_AMOS" createVehicle ((this) ModelToWorld [0,0,200]); shell setVelocity [0,5,-45];
//Bomb
bomb = "Bo_GBU12_LGB_MI10" createVehicle ((this) ModelToWorld [0,0,200]); bomb setVelocity [0,5,-45];

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×