Jump to content

Recommended Posts

I am trying to make a very large IED explosion but the biggest i could find was this and it does not even damahe a vehicle ? , it does make a mess of a player

M_Mo_82mm_AT_LG

Anyomne else have a LArge Explosion Class name i could try as

Bo_GBU12_LGB_MI10,
M_RPG32_AA_F ,
M_Mo_120mm_AT_LG

-

all the same effect :(

Share this post


Link to post
Share on other sites

I use this script that i've found in a youtube video:

_area = ["area1","area2"]; //name of the marker

_ammo = [

"Bo_GBU12_LGB_MI10",

"Sh_120_HE",

"HelicopterExploBig",

"Bo_GBU12_LGB",

"Bo_Mk82",

"HelicopterExploBig",

"Bo_Mk82",

"Bo_Mk82",

"Bo_GBU12_LGB_MI10",

"Sh_120_HE",

"HelicopterExploBig",

"Bo_GBU12_LGB"

];

_count = 0;

for "_i" from 0 to (count _ammo) do {

for "_j" from 0 to 1 do {

switch (_j) do

{ case 0: {if (random 1 == 1) then {_xVel = -1*_xVel }};

case 1: {if (random 1 == 1) then {_yVel = -1*_yVel }};

};

}; _chosen = (_ammo select _i);

{ _xVel = random 10;

_yVel = random 10;

_zVel = random 20;

_xCoord = random 15;

_yCoord = random 15;

_zCoord = random 5;

_bomb = _chosen createVehicle getMarkerPos _x;

_bomb setPos [(getPos _bomb select 0)+_xCoord,(getPos _bomb select 1)+_yCoord, _zCoord*_i];

_bomb setVelocity [_xVel,_yVel,_zVel-50];

} forEach _area; sleep 1;

};

//destroying target

{_x setdamage 1; } foreach nearestObjects [getMarkerPos "area1", [],100];

And call it back with a trigger, you need too put markers in you map, in this script the markers are called "area1" and "area2"

Share this post


Link to post
Share on other sites

I think these explosions are the biggest in the Vanilla game... Personally, i would put a trigger with a radius of 20 per exemple, and put "SpecificUnitName setDammage 1" if there's not a lot of units, or select "Activation by Blufor" etc if there's a lot of units.

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

×