Prospero 1 Posted October 29, 2002 Hi all, At the moment, when I want to create an explosion at any location (including - crucially - in mid-air), I camCreate one shell73 at the desired location, and then immediately camCreate another shell73 on top of it to detonate it (I read of this method in these forums). Whether one gets an explosion of twice the power of one shell73 by this method, I'm not sure. Anyone know? Is anyone aware of a method to camCreate a satchel-type charge and detonate it in a similar fashion? - and note - I need something that works in mid-air as well as on the ground. Or any other ideas for creating mid-air explosions of different scales? Additionally, is anyone aware of how to camCreate a working grenade which one can then use setVelocity to "throw"? Prospero Share this post Link to post Share on other sites
Doolittle 0 Posted October 29, 2002 _pos = getPos this _obj = "grenade" camCreate [_pos select 0, _pos select 1, 3] Â ;3 is a guess..just anything higher than player or whatever is at origin ; game obj at degree 0 is north, counting clockwise ; cos/sin angles at deg 0 is east, counting counter-clockwise _dir = -(getDir this) + 90 _scalar = 5 _vx = _scalar * cos _dir _vz = _scalar * sin _dir _vy = _scalar * tan 45Â ;I have no idea, however much umph you want to give it _obj setVelocity [_vx, _vz, _vy] I think that is right (not tested). Â ACTUALLY NOW THAT I THINK ABOUT IT THIS IS ALL WRONG. Â But I'm going to bed & don't want to think anymore. Doolittle Share this post Link to post Share on other sites
beno_83au 1369 Posted October 29, 2002 Make 2 triggers (call them createMine and explodeMine) and make a marker (call it minePos). For the marker's type make it empty so it can't be seen in the briefing map and place the marker where you want the explosion to be. Ok, now..... In the init field of the trigger createMine type: mine = "Mine" camCreate[getmarkerpos "minePos" select 0, getmarkerpos "minePos" select 1, 150]; 150 is the height, change that to suit yourself. Have the activation as whatever you want for the the trigger to make the mine and use the same activation the trigger to explode the mine. Now, to explode the mine, in the trigger explodeMine type: mine setDammage 1; MABYE this will work, I havent tested it but give me yell if it doesn't and if not what errors u get. This will also only work once, unless you make lots and lots of trigger, and I'm guessing you want to make an exploding flak type of effect? So mabye a script would be best. Anyways, good luck. Share this post Link to post Share on other sites
Prospero 1 Posted October 29, 2002 I'm pretty sure that neither of these methods will work for mid-air stuff. I've been through this. Regardless of the height at which you set the charge, it goes off at height 0. Why do people post code that they haven't tried out? Prospero Share this post Link to post Share on other sites
dinger 1 Posted October 29, 2002 Well, if I know the code will solve the problem, but might have some syntax errors, I'll post it. The answer prospero is, yes, you will generate twice the explosive power. Also, if you're using shells that have a good deal of velocity (like a falling artillery shell), you're liable to have the falling shell detonate, and the other drop to the ground and explode. How I get around this is by colliding the shell with a non-explosive object. My favorite is to camcreate a particle generated by an explosion (e.g., FxExploGround1), since I figure with all that crap flying around, nobody's going to notice an extra speck of dirt. Â For a working example of how this works, check out the "multifuzeburst.sqs" script over in my artillery suite at OFPEC. Or, just appreciate this untested pseudocode: Shell = "Shell73" camcreate [x, y, z] Fuze = "FxExploGround1" camcreate getpos shell as far as camcreating a working grenade, what's the problem? Â Shouldn't it work just fine if you don't camcreate it in contact with anything? And a satchel-type charge. Â No, satchels can't be detonated that way. Â You can make a config.cpp mod that has all the characteristics of a satchel (explosion sound, fx) but uses the shotshell simulation. You might get some dust effects on the ground. That's a relic of the game engine. Share this post Link to post Share on other sites
Doolittle 0 Posted October 29, 2002 Prospero, I posted the code off of the top of my head. Am I going to go take the time to test it out and then get back to you?! I'd rather not answer posts then. I think it's better to have something then nothing. By the way, I was trying to answer your grenade throwing question, not your first question. Doolittle Share this post Link to post Share on other sites
Prospero 1 Posted October 29, 2002 Doolittle, I did not intend any offence! Perhaps I worded my last message a little wrongly. I am just a little frustrated as I've tried many things over the past couple of weeks;) Re: the grenades, I have tried to camCreate grenades in various ways and never been able to. I've tried in the air, on the ground etc... The only way I was ever able to manipulate them was by throwing one myself (manually), using nearestObject to "catch" its identity, and then setPos'ing it to the desired location. This works, but the grenade explodes instantly after being setPos'ed, and always at zero altitude. Edit: I have not tried setVelocity with this method yet. Prob is, I still can't camCreate the grenade in the first place. Prospero Share this post Link to post Share on other sites
Chronicles 0 Posted October 30, 2002 The code from Dinger works like a charm Without scripts, just create a GAMELOGIC or an invisibleH Then in its initialization line put this to have an explosion at 20 meters up </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">BOOOM = "Shell73" camcreate [(getpos this select 0), (getpos this select 1), (getpos this select 2)+20]; Fuze = "FxExploGround1" camcreate getpos BOOOM<span id='postcolor'> Thanks for the code Dinger, i had no idea how to make an air explosion too Share this post Link to post Share on other sites
-STO- BaddBlood 0 Posted November 3, 2002 You guys are great - I've been trying to create a flack script and have been pulling my hair out all week. I could not make mid-air explosions, thought I tried just about everything. I will be sure to give you credit within my scripts. Thanks!!! Share this post Link to post Share on other sites
Guest jacobaby Posted December 13, 2002 for the best flak attack collide a Flare and shell73 at the height u want, just use camcreate in the same place and voila. mail me for working script boanerges AT clara.co.uk Share this post Link to post Share on other sites
Bren the ruler 0 Posted December 21, 2002 i just made a script </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ; flak.sqs ; by brendan _explosion = _this select 0 _unit = _this select 1 _time1 = _this select 2 _time2 = _this select 3 _yn = _this select 4 _rounds = _this select 5 #loop1 ? _yn == 1 : goto "loop1" goto "timer" #timer _i = 0 ~_time1 goto "loop" #loop _i = _i + 1 _bang = _explosion camcreate  getpos _unit ~_time2 Fuze = "FxExploGround1" camcreate getpos _bang ? _i == _rounds : goto "timer" ? _yn == 1 : goto "end1" ? not alive( _unit) : goto "end1" goto "loop" #end EXIT<span id='postcolor'> its a bit messy so i got some explaining to do _explosion = choose your explosion _unit = wich unit the flaks directed at _time1 = time between rounds _time2 = time it takes to explode _yn = 0 to make it work 1 to stop _rounds = how many rounds per go example in units init field or activtion box ["shell73",a10,5,0.4,0,5]hope this helps and works,works fine with me , i only just started scripting andits so much easier and betterbrendan Share this post Link to post Share on other sites
Harnu 0 Posted December 21, 2002 I'd camcreate a shell and a small object on eachother. When the shell explodes, move the small object away. And so on and so on. Share this post Link to post Share on other sites