johnnyboy 3744 Posted May 10, 2016 Patch 1.56 broke this script by stopping physics on barrel objects when their damage =1. This resulted in burning barrels frozen in air. Download link in original post is updated with a fix. The workaround was to create a screwdriver object and attach the barrel to it, then launch the screwdriver with setvelocity. The effect is now fixed. See this script featured in my new mission Property of Mabunga: Share this post Link to post Share on other sites
Guest Posted May 11, 2016 Update frontpaged on the Armaholic homepage. JBOY Burning/Exploding Barrel script v3.0 Share this post Link to post Share on other sites
johnnyboy 3744 Posted May 11, 2016 I made the front page again!!! Woohoo! It's like being on the cover of the Rolling Stone. Thank you Foxhound, much appreciated. BTW, I just released a new mission Property of Mabunga that I'd love to see on Armaholic? ;) Thanks again sir. Share this post Link to post Share on other sites
jinker 19 Posted May 12, 2016 I don't have that problem with the barrels, mine works fine. // gastank.sqf by Jinker // this addEventHandler ["killed", {Null = _this execVM "gastank.sqf";}]; _item= _this select 0; _item removeAllEventHandlers "killed"; sleep 5 + random 5; _boomType = ["IEDUrbanBig_Remote_Ammo","R_TBG32V_F","SLAMDirectionalMine_Wire_Ammo","Bo_Mk82"];// M_NLAW_AT_F _boomer = selectRandom _boomType; _boom = _boomer createVehicle [getpos _item select 0, getpos _item select 1,(getpos _item select 2) +0.2];// _item setVelocity [5-random 10,5-random 10,15+random 10]; 3 Share this post Link to post Share on other sites
johnnyboy 3744 Posted May 12, 2016 I don't have that problem with the barrels, mine works fine. That's odd. We're doing the same thing essentially: barrel setvelocity ... For me it broke in patch 1.56: When the barrel's damage became 1, the barrel would no longer be affected by setvelocity and would freeze mid-air. Maybe that is fixed with patch 1.58. Cool video...love the chain reaction at then end. :) Share this post Link to post Share on other sites
lrishjake 13 Posted July 20, 2016 Here's a demo mission featuring my burning exploding barrel scripts. Thanks Johnnyboy! Im going to be using this to update my The ISIS Trail part 1 mission :) Share this post Link to post Share on other sites
johnnyboy 3744 Posted July 21, 2016 Glad to hear it Irish. That reminds me that I need to post an updated version of this script. Stay tuned. Share this post Link to post Share on other sites
dr death jm 117 Posted July 21, 2016 Glad to hear it Irish. That reminds me that I need to post an updated version of this script. Stay tuned. I'm glad someone is fixing a barrel explosions.. mine stopped working awhile back.. ( I miss it) .. Share this post Link to post Share on other sites
johnnyboy 3744 Posted July 22, 2016 The demo mission in Original Post is updated with latest fixes. A recent patch caused barrels on trucks to not launch after exploding. This version fixes that. Thanks Johnnyboy! Im going to be using this to update my The ISIS Trail part 1 mission :) Hi Irish... I recommend using this latest version. I'm glad someone is fixing a barrel explosions.. mine stopped working awhile back.. ( I miss it) .. Hey Dr. Death...try this latest version...I think you will enjoy it! :) 1 Share this post Link to post Share on other sites
Guest Posted July 23, 2016 Update frontpaged on the Armaholic homepage. JBOY Burning/Exploding Barrel script v4.0 Share this post Link to post Share on other sites
dr death jm 117 Posted July 23, 2016 I pm'ed you JB, awesome script .. Share this post Link to post Share on other sites
dr death jm 117 Posted July 23, 2016 new pm JB added a link Share this post Link to post Share on other sites
johnnyboy 3744 Posted August 8, 2016 SCRIPT UPDATED: Thanks to dr death jim, we've added the ability to respawn the barrels after a delay. This will be useful for Deathmatch and other missions where you want editor placed objects to be recreated after a delay. The example mission in drop box in original post contains this update. See instructions for barrel respawn in top post. Thanks Dr Death Jim for creating the barrel respawn script! :D Share this post Link to post Share on other sites
dr death jm 117 Posted August 9, 2016 Thanks Dr Death Jm Edited (the respawn to work with barrels) :D I'm No Scripter yet... :rolleyes: but thanks JB for the awesome comment and scripts you share... 1 Share this post Link to post Share on other sites
dr death jm 117 Posted August 9, 2016 I noticed there's a trigger, to edit and control barrels besides the barrels init... very nice... Share this post Link to post Share on other sites
Guest Posted August 9, 2016 Update frontpaged on the Armaholic homepage. JBOY Burning/Exploding Barrel script v5.0 Share this post Link to post Share on other sites
johnnyboy 3744 Posted August 9, 2016 Thanks Foxhound. Share this post Link to post Share on other sites
dr death jm 117 Posted September 18, 2016 found a typo in the script. JBOY_scream.sqf & JBOY_scream2.sqf line 16 in both scripts 16: _case = floor(random 11); was 10 explanation: 17: switch (_case) do { case 0: { sleep 1 + random 3; _man playmove "AmovPercMsprSnonWnonDf_AmovPpneMstpSnonWnonDnon"; sleep 1; _man playmove "AinjPpneMstpSnonWrflDnon_rolltoback"; sleep 1; _man setdamage 1; }; case 1: { sleep 1+random 3; _man switchmove "GetOutPara"; sleep .5; _man setdamage 1; }; case 2: { sleep 2+ random 4; _man switchmove "AmovPercMsprSnonWnonDf_AmovPpneMstpSnonWnonDnon"; sleep 1; _man switchmove "HaloFreeFall_non_HaloFreeFall_F"; sleep .3; _man switchmove "HaloFreeFall_non_HaloFreeFall_F"; sleep .5; _man setdamage 1; }; case 3: { _man playmove "AmovPercMevaSnonWnonDf"; sleep .5; _man playmove "AmovPercMevaSnonWnonDf"; sleep .5; _man playmove "AmovPercMevaSnonWnonDf"; sleep .5; _man playmove "AmovPercMevaSnonWnonDf"; sleep .5; _man playmove "AmovPercMsprSnonWnonDf_AmovPpneMstpSnonWnonDnon"; sleep .3; _man setdamage 1; }; case 4: { //_man setUnitPos "Middle"; sleep 2; _man playmove "AmovPercMsprSnonWnonDf_AmovPpneMstpSnonWnonDnon"; sleep .3; _man switchmove "unconscious"; sleep .3; _man switchmove "unconscious"; }; case 5: { //_man setUnitPos "Middle"; _man playmove "AmovPercMevaSnonWnonDf"; sleep .3; _man playmove "AmovPercMevaSnonWnonDf"; sleep .3; _man playmove "AmovPercMevaSnonWnonDf"; sleep .3; _man playmove "AmovPercMevaSnonWnonDf"; sleep .3; _man playmove "AmovPercMevaSnonWnonDf"; sleep .3; _man playmove "AmovPercMsprSnonWnonDf_AmovPpneMstpSnonWnonDnon"; sleep .5; _man setdamage 1; }; case 6: { //_man setUnitPos "Middle"; _man playmove "AmovPercMsprSnonWrflDf_AmovPpneMstpSnonWrflDnon"; sleep 1; _man playmove "AmovPpneMstpSrasWrflDnon_AmovPpneMevaSlowWrflDl"; sleep 1; _man playmove "AmovPpneMstpSrasWrflDnon_AmovPpneMevaSlowWrflDl"; sleep 1; _man playmove "AmovPpneMstpSrasWrflDnon_AmovPpneMevaSlowWrflDr"; sleep 1; _man playmove "AmovPpneMstpSrasWprflDnon_AmovPpneMevaSlowWrflDr"; detach _emitter; _emitter attachTo [G_OBJ_AWAY,[0,0,0]]; sleep 1; _man playmove "AmovPpneMstpSrasWrflDnon_AmovPpneMevaSlowWrflDl"; }; case 7: { //_man setUnitPos "Middle"; _man playmove "AmovPercMsprSnonWrflDf_AmovPpneMstpSnonWrflDnon"; sleep 1; _man playmove "AmovPpneMstpSrasWrflDnon_AmovPpneMevaSlowWrflDl"; sleep 1; _man playmove "AmovPpneMstpSrasWrflDnon_AmovPpneMevaSlowWrflDl"; sleep 1; _man playmove "AmovPpneMstpSrasWrflDnon_AmovPpneMevaSlowWrflDr"; sleep 1; _man playmove "AmovPpneMstpSrasWprflDnon_AmovPpneMevaSlowWrflDr"; detach _emitter; _emitter attachTo [G_OBJ_AWAY,[0,0,0]]; sleep 1; _man playmove "AmovPpneMstpSrasWrflDnon_AmovPpneMevaSlowWrflDl"; }; case 8: { sleep 2+ random 4; _man switchmove "AmovPercMsprSnonWnonDf_AmovPpneMstpSnonWnonDnon"; sleep 1; _man switchmove "HaloFreeFall_non_HaloFreeFall_F"; sleep .5; _man setdamage 1; }; case 9: { sleep 2+ random 3; _man setdamage 1; }; case 10: { sleep 2+ random 2; _man setdamage 1; }; }; case 10 would actually be 11. cases started from 0 Share this post Link to post Share on other sites
johnnyboy 3744 Posted November 15, 2016 found a typo in the script. JBOY_scream.sqf & JBOY_scream2.sqf case 10 would actually be 11. cases started from 0 Thanks for reporting that. I'll have to update the script! :) Share this post Link to post Share on other sites
Guest Posted November 15, 2016 I love your scripts. Details make the difference. And who never thought of exploding barrels in a full CSAT airport or make a jihad jeep out of exploding barrels. Share this post Link to post Share on other sites
hunne 1 Posted November 19, 2016 awesome! :D I only get a small error "undefined variable: _flatbed" in the load_barrels.sqf file (and something more before that but I can´t read it fast enough, most likely the _flatbed again)...other than that, I can blow up 200 barrels without having fps issues - oh the joy^^ I just copied everything into my mission folder, looked at the file too, but I am nowhere near understanding the problem :lol: Share this post Link to post Share on other sites
Persian MO 81 Posted November 20, 2016 You may need to set name for 2 truck vehicle( add them if your not) as flatbed1 and flatbed 2 or remove last lines in your init.sqf, check it out , you will find it. Share this post Link to post Share on other sites
hunne 1 Posted November 20, 2016 deleting the last few lines in the init.sqf produces yet another error, so that doesn´t work and I´m not really into this syntax, so me thinks I´ll wait before doctoring around edit: adding said two trucks fixed it Share this post Link to post Share on other sites
Devastator_cm 434 Posted March 5, 2017 is there a way to add this script to specific object? For example I have a cargo net barrels and I would like to have it explodable :) Share this post Link to post Share on other sites
johnnyboy 3744 Posted March 5, 2017 This script is put into the init of a barrel object, so it could be put in any object, but it might look weird when it blows up and launches. The fire is attached to the proper position for a normal metal barrel object. Are Cargo Net barrels single barrels or a group of barrels? If a group of barrels, then you may want to script some sleight of hand, where when barrel group takes damage you replace the group of barrels with individual barrels in same relative positions of group of barrels, and run the exploding barrel script on each individual barrel (and delete cargo net barrel object). Share this post Link to post Share on other sites