Muzza 0 Posted March 16, 2013 _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
maturin 12 Posted March 16, 2013 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
Muzza 0 Posted March 16, 2013 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
Camaris 3 Posted March 16, 2013 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
bakerman 247 Posted March 16, 2013 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
Muzza 0 Posted March 17, 2013 AWESOME. thanks bakerman! Share this post Link to post Share on other sites