BLQQD 10 Posted October 17, 2013 I downloaded this script (Would put spoiler to hide but idk how) ; Improvised Explosive Device Script ; By Jeevz ; v1.2 12/13/06 ; This script will create an explosion of a ; selected size on any object when called ; The arguments are [objectName, explosionPower] ; Explosion Power will be 1 of 4 choices ; Small - Good for Anti-Personnel use ; Medium - Will usually disable a Humvee without killing the occupants ; Large - Will usually destroy a passing humvee and kill or severly injure all occupants, will disable the tracks and possibly engine on M1A1 ; Huge - Nothing will survive, I mean... it's HUGE :-) ; Example script call --> [theCar, "Small"] exec "IED.sqs" ;start script _theObject = _this select 0 _theExplosion = _this select 1 ;locate the Object to be blown up _bombLoc = GetPos _theObject _bombLocX = _bombLoc select 0 _bombLocY = _bombLoc select 1 _bombLocZ = _bombLoc select 2 ; Deterimine the ordinance used to create the explosion ? (_theExplosion == "Small") : _ammoType = "R_57mm_HE" ? (_theExplosion == "Medium") : _ammoType = "M_Sidewinder_AA" ? (_theExplosion == "Large") : _ammoType = "M_Sidewinder_AA" ? (_theExplosion == "Huge") : _ammoType = "Bo_GBU12_LGB" civvy1 globalchat _ammoType ; Get the explosion size and blow the object up ? (_theExplosion == "Small") : goto "SMALL" ? (_theExplosion == "Medium") : goto "MEDIUM" ? (_theExplosion == "Large") : goto "LARGE" ? (_theExplosion == "Huge") : goto "HUGE" #SMALL _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _theObject setdammage 1 civvy1 globalchat "Small" exit #MEDIUM _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _theObject setdammage 1 civvy1 globalchat "Medium" exit #LARGE _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _theObject setdammage 1 civvy1 globalchat "Large" exit #HUGE _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _theObject setdammage 1 civvy1 globalchat "Huge" exit I figured out how to make it work but I have a problem with the medium and large settings. Occasionally instead of blowing up at the objects position, it fires a rocket out the side of the object. Ideas anyone? Share this post Link to post Share on other sites
Deathcon5 10 Posted March 25, 2014 (edited) Old post but I saw it and thought I'd reply.. ; Deterimine the ordinance used to create the explosion? (_theExplosion == "Small") : _ammoType = "R_57mm_HE" ? (_theExplosion == "Medium") : _ammoType = "M_Sidewinder_AA" ? (_theExplosion == "Large") : _ammoType = "M_Sidewinder_AA" ? (_theExplosion == "Huge") : _ammoType = "Bo_GBU12_LGB" I would use shells or bombs vs missiles. The sidewinders are probably launching instead of exploding. I've seen this before. Change to: ; Deterimine the ordinance used to create the explosion ? (_theExplosion == "Small") : _ammoType = "R_57mm_HE" ? (_theExplosion == "Medium") : _ammoType = "Sh_85_HE" ? (_theExplosion == "Large") : _ammoType = "Sh_122_HE" ? (_theExplosion == "Huge") : _ammoType = "Bo_GBU12_LGB" Also, Why are there 12 createvehicles under large? you should only need 1. ---------- Post added at 02:29 AM ---------- Previous post was at 12:46 AM ---------- I like this script by Jeevz but I saw some ways to make it better, at least for my needs. I used more reliable ammo types and added the ability to delete the IED object to simulate it being blown to tiny bits in the explosion. I also disabled the global chat function as it is not desired outside of testing. I also commented out the setDamage 1 command as I don't see a need for it since the explosion will fully damage most vehicles that would be used as an IED. Try this... ; Improvised Explosive Device Script ; By Jeevz, modified by Deathcon5 (Thanks Jeevz!) ; v1.2.1 3/25/14 ; This script will create an explosion of a ; selected size on any object when called ; The arguments are [objectName, explosionPower, DeleteObject?] ; Explosion Power will be 1 of 4 choices ; Small - Good for Anti-Personnel use and will disable light vehicles ; Medium - Will usually disable a Humvee and may kill the occupants ; Large - Will usually destroy a passing humvee and kill or severly injure all occupants, might disable the tracks and possibly engine on M1A1 ; Huge - Nothing will survive, I mean... it's HUGE :-) ; For best appearance I suggest deleting objects with ("Yes") that would be ; destroyed in the blast such as a suicide bomber or a car with a "Large" or "Huge" size explosion ; Example script call --> [theCar, "Large", "Yes"] exec "IED.sqs" ; start script _theObject = _this select 0 _theExplosion = _this select 1 _deleteOrNot = _this select 2 ;locate the Object to be blown up _bombLoc = GetPos _theObject _bombLocX = _bombLoc select 0 _bombLocY = _bombLoc select 1 _bombLocZ = _bombLoc select 2 ; Deterimine the ordinance used to create the explosion ? (_theExplosion == "Small") : _ammoType = "R_57mm_HE" ? (_theExplosion == "Medium") : _ammoType = "Sh_85_HE" ? (_theExplosion == "Large") : _ammoType = "Sh_122_HE" ? (_theExplosion == "Huge") : _ammoType = "Bo_GBU12_LGB" ;civvy1 globalchat _ammoType ; Get the explosion size and blow the object up ? (_theExplosion == "Small") : goto "SMALL" ? (_theExplosion == "Medium") : goto "MEDIUM" ? (_theExplosion == "Large") : goto "LARGE" ? (_theExplosion == "Huge") : goto "HUGE" #SMALL _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] ;_theObject setdammage 1 if (_deleteOrNot == "Yes") then {deleteVehicle _theObject} ;civvy1 globalchat "Small" exit #MEDIUM _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] ;_theObject setdammage 1 if (_deleteOrNot == "Yes") then {deleteVehicle _theObject} ;civvy1 globalchat "Medium" exit #LARGE _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] ;_theObject setdammage 1 if (_deleteOrNot == "Yes") then {deleteVehicle _theObject} ;civvy1 globalchat "Large" exit #HUGE _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] ;_theObject setdammage 1 if (_deleteOrNot == "Yes") then {deleteVehicle _theObject} ;civvy1 globalchat "Huge" exit Edited March 25, 2014 by Deathcon5 Share this post Link to post Share on other sites