zooloo75 834 Posted July 17, 2013 (edited) This script will allow units to place an explosive charge on a vehicle and allow them to touch them off. Spent about an hour on this as a response to this feature being "axed" by the devs. How to use: 1. Equip the unit with an Explosive Charge. 2. Have the unit get close to a vehicle. 3. Have the unit attach the explosive to the vehicle via action menu. 4. Either have the unit set a timer on the explosive, or perform a touch-off. This script works with both AI and players. I have tested it with AI and you are able to tell them to attach the explosive and set it off, etc as you would with any action they have available via commanding. -=Changelog=- 7/20/2013: Added Satchel Charges to the script. Added functions to allow separate explosion classnames for different explosives. Edited August 16, 2013 by zooloo75 Share this post Link to post Share on other sites
scorch_052 127 Posted July 17, 2013 Excellent! I'm going to try this out and if all works well add it to my mission. Many thanks. Share this post Link to post Share on other sites
zooloo75 834 Posted July 17, 2013 Added timer function to the explosive. Share this post Link to post Share on other sites
bad benson 1733 Posted July 17, 2013 very nice. works like a charm and looks good too. top notch! Share this post Link to post Share on other sites
sturmfalkerda 8 Posted July 17, 2013 Yay! Was wondering why you placed everything on the ground, THIS SOLVES EEEET! Share this post Link to post Share on other sites
mantls 2 Posted July 17, 2013 Oh nice! was just about to write this myself, guess theres no need anymore :D. Share this post Link to post Share on other sites
Smurf 12 Posted July 18, 2013 Gonna test it tomorrow, seems good. It works with any vehicle? The explosives appears attached to the vehicle? Share this post Link to post Share on other sites
zooloo75 834 Posted July 18, 2013 Gonna test it tomorrow, seems good. It works with any vehicle? The explosives appears attached to the vehicle? Correct. Share this post Link to post Share on other sites
kahna 13 Posted July 18, 2013 Gonna test it tomorrow, seems good. It works with any vehicle? The explosives appears attached to the vehicle? Yes, though I've noticed some of the vehicles only give the option if you're in a certain area (the HEMMT's seem to give the option only from the sides, etc). Share this post Link to post Share on other sites
CSLALUKI 30 Posted July 18, 2013 Nice work ! I'll go do it now test :) Share this post Link to post Share on other sites
simon1279 53 Posted July 18, 2013 This is what i was waiting for thank you very much zooloo Share this post Link to post Share on other sites
rocksy 11 Posted July 18, 2013 Attach to patrol boat and SDV hulls... GENIUS. Is there a way to adjust the timer beyond 40 seconds? Share this post Link to post Share on other sites
Guest Posted July 18, 2013 Thanks for sending us the release :cool: Release frontpaged on the Armaholic homepage. Explosive To Vehicle [bETA] =================================================== We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
HorbeySpector 164 Posted July 18, 2013 Nice! 2 questions: -can you attach them from underwater too? -could you make an addon-version of this? :) Share this post Link to post Share on other sites
rocksy 11 Posted July 18, 2013 Yes they work underwater. Be warned, the blast radius is not attenuated by water. Share this post Link to post Share on other sites
petek 62 Posted July 18, 2013 Fantastic - thank you !!!!!!! Share this post Link to post Share on other sites
petek 62 Posted July 18, 2013 Loving it. Question re the script - does it set the damage to "destroyed" (is it set damage 1?) or does it use whatever the damage of the specified explosive is? (ie could the script include satchels?) Also any tips on getting the ai to attach them? I'm not having much luck (I assume the option will show when close enough to vehicle? So far I've managed to have AI accidentally attach to me - Great fun! Again thanks so much for this - having a blast with it - literally! Share this post Link to post Share on other sites
zooloo75 834 Posted July 18, 2013 Loving it. Question re the script - does it set the damage to "destroyed" (is it set damage 1?) or does it use whatever the damage of the specified explosive is? (ie could the script include satchels?)Also any tips on getting the ai to attach them? I'm not having much luck (I assume the option will show when close enough to vehicle? So far I've managed to have AI accidentally attach to me - Great fun! Again thanks so much for this - having a blast with it - literally! It spawns an explosion then deletes the explosive charge (setDamage 1 on the explosive charge does nothing). It can include any explosive. I just haven't coded the other ones in, but the system is ready to add more in with ease. It works like any other AI commanding for actions. The only problem is that the pathfinding is horrible and AI never go exactly where I want them - more of an engine limitation :\. A work-around would be to increase the area that the script checks for vehicles. Currently it's set at 5 meters. Thanks! :) Share this post Link to post Share on other sites
Qosmius 10 Posted July 18, 2013 very nice :) can this be used in any server you log into? or do you have to include it in your own missions? :) Share this post Link to post Share on other sites
zooloo75 834 Posted July 18, 2013 very nice :) can this be used in any server you log into? or do you have to include it in your own missions? :) This is a script - mission devs will have to add it into their mission. Contact the developer(s) of your favorite mission and see if they would like to implement this. Share this post Link to post Share on other sites
petek 62 Posted July 18, 2013 It spawns an explosion then deletes the explosive charge (setDamage 1 on the explosive charge does nothing). It can include any explosive. I just haven't coded the other ones in, but the system is ready to add more in with ease. It works like any other AI commanding for actions. The only problem is that the pathfinding is horrible and AI never go exactly where I want them - more of an engine limitation :\. A work-around would be to increase the area that the script checks for vehicles. Currently it's set at 5 meters. Thanks! :) Thanks for the info mate. ...and again top stuff Share this post Link to post Share on other sites
zooloo75 834 Posted July 18, 2013 I was thinking of making an addon/script package that "un-axes" a lot of "axed" features. It's disappointing that we saw and were promised a lot of wanted features only to have them removed or canceled. Share this post Link to post Share on other sites
HorbeySpector 164 Posted July 19, 2013 That would be very nice! What 'other' axed features where you thinking about? Share this post Link to post Share on other sites
petek 62 Posted July 19, 2013 I was thinking of making an addon/script package that "un-axes" a lot of "axed" features. It's disappointing that we saw and were promised a lot of wanted features only to have them removed or canceled. Un-axe away my friend! Share this post Link to post Share on other sites
zooloo75 834 Posted July 19, 2013 That would be very nice! What 'other' axed features where you thinking about? Fast roping for one. Share this post Link to post Share on other sites