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Suicide Bomber and Carbomb Addon

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r5eugvt.jpg

 

Allahu Akbar my friends, i present you an Zeus|Achilles addon which your community will love if they survive.

This addon extends Achilles with 4 new modules all for the modern suicide bomber and terrorist.

 

Carbomb

Drop the module on a vehicle and make it a portable bomb, when you hear the mobile phone ringing its already too late.

 

Carbomb KI

Drop the module on a civilian and select the vehicle which the "terrorist" will sabotage.

 

Remote IED 

Drop the module on a civilian near a road and let him place a IED 

 

Suicide Bomber

Drop the module on a civilian to convert him to a portable IED, never forget they have maybe a deadman switch.

Spoiler

41974765_303906930402175_912317137663458

 

Requirements:

CBA_A3

ACE³

Achilles

 

Notes:

3den Attributes currently removed

Ace³ carbomb disarming will be included in a later update

various function name changes

 

Download:

 

Steam Workshop

Armaholic

 

Reuploads are not allowed exceptions:

Armaholic

 

Functions:

Spoiler

fox_suicide_bomber_fnc_setupBomber

Spoiler


/*
    Author: Skullfox

    Description:
    Setup suicide bomber

  0: OBJECT - unit
  1: ARRAY  - nearestObjects parameter

    Returns:
    Nothing
*/

 

wip

 

News,updates and more on my Discord.

 

 

 

 

For mission makers

Needs rework


 

 

 

 

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LOL. [sorry, post has been edited, self censoring]

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Ok, next release will contain more allahu akbars, gonna watch some jihadi videos now, for research purposes only  ;)

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Is this server sidet?

 

No, on client and server needed.

 

v0.2 fixed systemchat output.

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Update v0.3

Requires CBA

 

+ Editor placeable untit

 

Download link on top /\

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New mod v0.3 available at withSIX. Download now by clicking:

banner-420x120.png

Hey Shiragami , you can upload updates or new mods to withSIX yourself now!

Make your own promo page, get the power to release your work at your own point of choosing.

To learn more, follow this guide.

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Changelog for the next release, planned on friday:

 

Changelog:
#0.4
+ optional configs( requires CBA !!!) available for Vanilla civilians and EricJ Talibans( http://steamcommunity.com/sharedfiles/filedetails/?id=668919514 )
+ Sample mission
* now cba`less again  :803:
* fixed hint at mission start
* AresArchilles delay set to 60s, until the initialization is fixed,
- removed civilian config
 
Request can be made until Wednesday evening  :ph34r:

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Thanks for your work !

 

Could you add a car bomb function ? I think the best way to do it is to just have to put the bomber in a vehicles, in this way you could use vehicles from addons, but I don't know if it's possible. A CUP optional config would be nice too.

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Zeus,3den:

drag & drop the suicider into a vehicle, it works,

Script:

_suicider = createVehicle "suiciderclass"......
[ _suicider ] call fox_suicide_bomber_fnc_prepare;
_suicider moveindriver _mycar;

In both cases, the suicider will search for targets and drive into it.

 

I added a static carbomb function, if you start the engine you will hear a beep sound 2-3s and booooom.

 

Carbomb function:

/*

Description:
Adds a carbomb to a vehicle,
  use getVariable "fox_hasStaticBomb" to check if bomb is attached


Parameter(s):
0: OBJECT - vehicle


Returns:
Nothing
*/

_car = param [0, objNull];

if( !local _car )exitWith{};
if( isNull _car )exitWith { hint 'No object selected' };
if( _car getVariable["fox_hasStaticBomb",false] )exitWith { hint 'Car has static bomb' };
if( !(_car isKindOf "Car") )exitWith { hint 'Object is not kind of "Car"' };

  _ehId = _car addEventHandler ["Engine",{

    [(_this select 0),(_this select 1)] spawn {

      _vehicle = _this select 0;
      _engineStatus = _this select 1; // on == true

      _vehicle setVariable ["fox_hasStaticBomb",true,true];

      if(_engineStatus)then{

        [_vehicle,"suicide_bomber"] remoteExec ["say3D"];
        sleep 4;
        _explosion = "HelicopterExploSmall" createVehicle position _vehicle;

      };

    };
  }];

  _vehicle setVariable ["fox_staticBombId",_ehId,true];
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Anyway to convert this to a script and not an addon? Anyway to make this server side only?

 

Thanks for the consideration.

 

Reed

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Anyway to convert this to a script and not an addon? Anyway to make this server side only?

 

Thanks for the consideration.

 

Reed

 

mhh there will be no sounds if i convert the addon to server side only and i need to change some lines.

 

 

 

 

Script version only suicide bomber:

 

Without sound,

 

[this] execVM "fn_prepare.sqf";

 

fn_prepare.sqf

_bomber = param [0, objNull];
_params = param [1, [WEST,["LandVehicle","Man"],20 ] ];

if( !local _bomber )exitWith{};
if( isNull _bomber )exitWith { hint 'No object selected' };
if( _bomber getVariable["fox_hasSuicideAction",false] )exitWith { hint 'Unit is already a suicide bomber' };
if( !(_bomber isKindOf "Man") )exitWith { hint 'Object is not kind of "Man"' };

_bomber playAction "TakeFlag";
_bomber playAction "civil";

_bomber setVariable ["fox_hasSuicideAction",true,true];

[_bomber, _params] spawn {

  _bomber = param [0, objNull];

  _params = _this select 1;

  _side = _params select 0;
  _objectsAsTarget = _params select 1;
  _scanAreaRadius = _params select 2;

  _targetFound = false;

  while {alive _bomber AND !_targetFound } do {
  _playerList = [];
  //we need to scan for opfer ;)
      _manArray = nearestObjects [position _bomber, _objectsAsTarget, _scanAreaRadius];

      {
        if(  (side _x == _side) ) then{
        _playerList pushBack _x;
        };
      } forEach _manArray;

      if( count _playerList >= 1)then{
        _target = selectRandom _playerList;
        if( alive _target )exitWith { _targetFound = true; [_target,_bomber] call fox_suicide_bomber_fnc_action };
      };
      sleep 2;
  };

};

fn_action.sqf

_target = _this select 0;
_bomber = _this select 1;

_expl2 = "DemoCharge_Remote_Ammo" createVehicle position _bomber;
_expl2 attachTo [_bomber, [0, 0.15, 0.15], "Pelvis"];
_expl2 setVectorDirAndUp [ [1, 0, 0], [0, 1, 0] ];

_dummy = "Land_HelipadEmpty_F" createVehicle position _bomber;
_dummy attachTo [_bomber, [0, 0, 0] ];

_bomber setVariable["fox_suicide_dummy",_dummy,true];

_bomber addEventHandler ["Killed",{
  _dummy = (_this select 0) getVariable["fox_suicide_dummy",objNull];
  deleteVehicle _dummy;
}];




while {alive _bomber} do {

    [_bomber] spawn{

      _c = 0;
      while { alive (_this select 0) } do {

          if(_c isEqualTo 12)exitWith{
             _explosion = "HelicopterExploSmall" createVehicle position (_this select 0);
          };

          sleep 1;
          _c = _c + 1;
      };

    };

    _bomber doMove (position _target);
    sleep 3;

    if(_target distance _bomber < 15)then  {

      _explosion = "HelicopterExploSmall" createVehicle position _bomber;

    };

  };


  sleep 1;
  _deadManSwitch = floor (random 20);
  if(_deadManSwitch > 15)then{

    //DeadmanSwitch
    _explosion = "HelicopterExploSmall" createVehicle position _bomber;

  };

  deleteVehicle _expl2;

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Dev build for only Server side version, not tested, no access to my server atm.

 DO NOT REUPLOAD !!! ONLY FOR TESTING

  [_bomber] remoteExec ["fox_suicide_bomber_fnc_prepare", 2];

*removed sound

*replaced hint with diag_log

*minor changes

*no ares support, only call function

 

https://drive.google.com/open?id=0B_1uewp6gdVUbDBUOTllYzZQYWM

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Status update:

 

Skipped the release of #0.4

 

Next will be #0.5

  • Sample Mission success.png
  • Tutorial video(unlocked at release https://youtu.be/wdLTiVxsViU )success.png
  • Optional config pbo for Zeus civilians(Req. CBA) success.png
  • Optional config pbo for Zeus Ericj Talibans(Req. CBA)success.png
  • Fixed hint at startsuccess.png
  • Static car bomb, engine on, boooom success.png
  • CBA`lesssuccess.png
  • Changed Ares delay to 60s(until its fixed) and check for hasInterfacesuccess.png
  • Eden support for civilians success.png
  • Server only support:  image-missing.png, needs more testing

Wfw2Ez7.png

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Shiragami,
in case some clients have the mod and some not I can still use suicide bombers right? Only difference will be by the clients who has no mod and they will not hear any sound like other clients (who has mod) do right?

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If you use the "server only" checkbox the function will be executed on the server with a additional param telling the function to disable the soundpart.

Even if some players had the addon, nobody will hear the "Allahu Akbar" cause the server skipped it.

 

But i think i can fix that in the next release.

 

Planned is also subtitles for the clients, server only version.

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