meatball 25 Posted November 15, 2013 (edited) I've been trying to figure out the damage power of the explosive charge and the satchel and not getting very far and just leading me to more questions. 1) I can't seem to see much of a difference in the power of satchels vs. charges. For example the wind turbines on Altis take 3-4 satchels or charges to come down. 2) Does anyone know if placement of the explosives has any bearing on what it does to an object? 3) Does anyone know if there's any type of force multiplier for multiple charges at once vs. single charges multiple times? As in, if you blow up two at once, will it deliver the same as one by itself, and then another one by itself? 4) Damage has definitely been dropped on them or object damage soaking has gone up. You used to be able to knock down radio towers with 1-2 charges, now they take 3-5. Edited November 15, 2013 by Meatball Share this post Link to post Share on other sites
Von Quest 1163 Posted November 15, 2013 And a FYI, Bridges take 2 Satchel Charges to bring down. Share this post Link to post Share on other sites
meatball 25 Posted November 16, 2013 And a FYI, Bridges take 2 Satchel Charges to bring down. Takes 3 plain explosive charges to do the same. Share this post Link to post Share on other sites
Von Quest 1163 Posted November 16, 2013 UPDATE: Just got done playing 'Friday Ops'. Had a Bridge Demo Mission. NOW 2 Satchel charges did NOT work. Bummer. Wonder if this just changed? Was 2 Satchels for several weeks. Hmmm. Game keeps-a-changin'... :crazy: Share this post Link to post Share on other sites
ceeeb 147 Posted November 16, 2013 Satchel does 2000, explosive 1250. Explosive charge: http://browser.six-projects.net/cfg_ammos/DemoCharge_Remote_Ammo/config?version=72 Satchel charge: http://browser.six-projects.net/cfg_ammos/SatchelCharge_Remote_Ammo/config?version=72 Share this post Link to post Share on other sites
iceman77 19 Posted November 16, 2013 Idk if it's useful to you guys, but, compliments of 2nd ranger: //this addeventhandler ["handledamage",{_this call TAG_handleDamage}]; TAG_handleDamage = { _veh = _this select 0; _damage = _this select 2; _ammo = _this select 4; if (_ammo == "satchelCharge_remote_ammo") then { //--- Increase damage _damage = _damage * 3; } else { _damage = _damage; }; _damage }; Share this post Link to post Share on other sites
bvrettski 10 Posted November 16, 2013 I have been trying to find a way to harden a target..like small bunker and make it take X number of satchels to blow it up completely. Any methid for doing this? I know its a little off subject but its kinda , sorta related. Share this post Link to post Share on other sites
meatball 25 Posted November 16, 2013 Satchel does 2000, explosive 1250. You would think a satchel would do at least double or triple what a plain charge does. I have been trying to find a way to harden a target..like small bunker and make it take X number of satchels to blow it up completely.Any methid for doing this? I know its a little off subject but its kinda , sorta related. I can think of a kludgey way to do it. Figure out how many satchels would normally blow it up. You can set up a game logic near the bunker object using nearestObject to give that specific building an object name. Then set up a trigger to watch the damage on that object and when it gets to a certain point, reset the object to full health with setDamage. So, let's say for example you have a building that can take 8000 damage (4 satchels) and you want it to hold up until 12000 damage (6 satchels) are used. After you have the game logic set up to assign the building an object name, set up a trigger to watch for "(damage objectname)>= 0.5", and on it's actions have it do a "objectname setDamage 0;" What should happen is as soon as the object hits 4000 damage (2 satchels worth), the trigger will reset it back up to 8000 and it will need 4 more to blow it up. Just takes a bit of experimenting to get things right. Share this post Link to post Share on other sites
NavarreDR 10 Posted November 17, 2013 Thank you Iceman77 (& 2nd Ranger)! I have a couple of missions that are broken since BI lessened the effectiveness of Satchel Charges. Thanks to your suggestion, I now have a working solution to blow up a tank (or tower) w/ a single satchel - In this case a ZSU-39 TIGRIS named "TANK1" in Init.sqf add: TAG_handleDamage = { _veh = _this select 0; _damage = _this select 2; _ammo = _this select 4; if (_ammo == "satchelCharge_remote_ammo") then { //--- Increase damage _damage = _damage * 3; } else { _damage = _damage; }; _damage }; TANK1 Initialization: this addeventhandler ["handledamage",{_this call TAG_handleDamage}]; And, just to be sure (though I could probably just increase the multiplier in the above code) Add Trigger with Axis A/B of 0: Condition: damage TANK1 > 0.1 On Activation: TANK1 setDamage 1; bomb = "M_Mo_82mm_AT_LG" createVehicle (getPos TANK1); Share this post Link to post Share on other sites
bvrettski 10 Posted November 19, 2013 You would think a satchel would do at least double or triple what a plain charge does.I can think of a kludgey way to do it. Figure out how many satchels would normally blow it up. You can set up a game logic near the bunker object using nearestObject to give that specific building an object name. Then set up a trigger to watch the damage on that object and when it gets to a certain point, reset the object to full health with setDamage. So, let's say for example you have a building that can take 8000 damage (4 satchels) and you want it to hold up until 12000 damage (6 satchels) are used. After you have the game logic set up to assign the building an object name, set up a trigger to watch for "(damage objectname)>= 0.5", and on it's actions have it do a "objectname setDamage 0;" What should happen is as soon as the object hits 4000 damage (2 satchels worth), the trigger will reset it back up to 8000 and it will need 4 more to blow it up. Just takes a bit of experimenting to get things right. I tried this on the small cement bunker but sould never blow the thing up..LOL Share this post Link to post Share on other sites
meatshield 13 Posted December 5, 2013 in Init.sqf add: TAG_handleDamage = { _veh = _this select 0; _damage = _this select 2; _ammo = _this select 4; if (_ammo == "satchelCharge_remote_ammo") then { //--- Increase damage _damage = _damage * 3; } else { _damage = _damage; }; _damage }; TANK1 Initialization: this addeventhandler ["handledamage",{_this call TAG_handleDamage}]; For some reason this just isnt working for me, i can put 2 satchels behind the t100 and it'll do naff all damage to the tank ... but it'll level the building near it?? :confused: Share this post Link to post Share on other sites
ceeeb 147 Posted December 5, 2013 You could try using the new Explosion event handler instead? Share this post Link to post Share on other sites