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GF Explosive Objects Script - Mod

by

GEORGE FLOROS [GR]

 

 

Description:

GF Explosive Objects Script - Mod , will spawn explosive objects , mainly indoors.
You are free to do anything but i would like to give me Credits for this!
Simple and easy to use and adapt .
Have Fun !


Installation / Usage:

For usage instructions and information of how to use the GF Explosive Objects Script - Mod please refer to the included documentation and/or example mission.
Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission .

https://community.bistudio.com/wiki/SQF_syntax
Don't try to open this with the simple notepad.
For everything that is with comment  //  in front  or between /*
means that it is disabled , so there is no need to delete the extra lines.

You can open this ex:
with notepad++
https://notepad-plus-plus.org/

and also use the extra pluggins
(this way will be better , it will give also some certain colors to be able to detect ex. problems )
http://www.armaholic.com/page.php?id=8680

or use any other program for editing .

For the Compilation List of my GF Scripts , you can search in:
https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/


Notes:

GF Explosive Objects Script - Mod , will spawn explosive objects , mainly indoors.
There are Blacklist Zones available , 5 from default and
a safe distanse from players , to prevent the spawn.
The objects will spawn also , at the spawned or placed in editor Buildings.
There is also included a mod version , posible to unpack and edit.


Credits and Thanks to :

Thanks to All script contributors
Thanks to everyone who tries to do the best for this game!
Thanks to BIS for such a great platform .
Thanks to BIS Community and BIS Community Forums .
Thanks to Armaholic Community and Forums .


Changelog:

v1.0

 

Forum topic:
- Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40411

 

Armaholic

GF Explosive Objects Script - Mod

 

 

21 hours ago, GEORGE FLOROS GR said:

To place manually the script to an item ,

you need to add in the end of the script these two lines , for each object  :

 

Name your object

ex: g1

 


g1 call GF_EXO_Hit;
g1 call GF_EXO_Explosion;

 

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Will we be able to whitelist specific objects, for example the wrecks of certain vehicles, Land_Wreck_MBT_04_F, Land_Wreck_LT_01_F, Land_Wreck_Ural_F, Land_Wreck_Heli_Attack_02_F, 
Land_Scrap_MRAP_01_F?

 

I have a helicopter range with several wrecks spread across it. It would be nice to have the ability for them to explode, as currently they do not take any damage, when a helicopter hits it.

 

Also, will you have the ability to change the size of the explosion, for example, "Bo_Mk82" "Bo_GBU12_LGB" "R_80mm_HE" M_Mo_120mm_AT" "M_Mo_120mm_AT_LG" "M_Mo_82mm_AT_LG" "R_60mm_HE"?

 

Thanks for the great scripts.

Reed

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Man, this is gonna be so much fun to use. :rthumb:

 

 

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Hello there Jnr4817 !

 

Thank you very much !

Off course , there are arrays for the objects and the ammo selected about the explosion.

There are included , 3 type of different range of explosion, small/ medium / large , that you can select through.

There are Blacklist zones and a safe distance spawn from the player.

There is also a Cleaner script included and you can enable this , in order to set a time , ex : every 4 hours, to delete all these objects and spawn new again.

 

It is working in SP/MP and Dedicated.

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Thank you very much EO !

 

I hope so , that this script will be fun and in case also of a survival mission , it will save some bullets , with a nice effect !

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Excellent,

I am using this, in the init, currently to make the explosion bigger for all of the none wrecked vehicles on the range.

this addEventhandler ["Killed",{ 
 params ["_car"]; 
 _bomb = "Bo_GBU12_LGB" createVehicle (getpos _car);  
 _bomb setPosATL getPosATL _car; 
 _bomb setDamage 1; 
}];

This is going to be a fun script.

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Will some of the smaller items, ie, the jerrycans be interactive, meaning can they be picked up like loot and added to players inventory?

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Probably yes,

since you can pick it up , if you use an item like this in the list , i think it will work !

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16 minutes ago, Jnr4817 said:

Will we be able to whitelist specific objects, for example the wrecks of certain vehicles,

 

For the vehicles that you mentioned ,

it is possible , but the current code , will spawn the objects in a building position.

This means that it needs some extra editing , to add a different position for the wrecks.

 

Since you told me, i'm going to check it and send you a copy in private.

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So you could go around a map and place items that are whitelisted and then they could become explosive, like a booby trap?

This is very exciting.

 

Ok, the wrecks are preplaced in the editor, instead of spawned. Not sure if this will be possible since you are spawning items.

Thanks for checking.

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Right now , the positions are random and i haven't add an option to add the script to an object manually.

It is possible though.

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Just now, GEORGE FLOROS GR said:

Right now , the positions are random and i haven't add an option to add the script to an object manually.

It is possible though.

Most excellent, this will get used a lot I believe for a manual add to any object.

Thanks

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15 minutes ago, Jnr4817 said:

manual add to any object.

 

I have send you a copy with the wrecks that you added above and a random spawn position.

Yours is the objects in the debug with the blue color.

 

I will check about the manual use.

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Maybe spawning also objects in a random position , would be good as an extra option.

Maybe to include also alternative positions , would be a ideal in the next update.

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26 minutes ago, Jnr4817 said:

manual add to any object.

 

To place manually the script to an item ,

you need to add in the end of the script these two lines , for each object  :

 

Name your object

ex: g1

 

g1 call GF_EXO_Hit;
g1 call GF_EXO_Explosion;

 

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I like it.

 

It would be nice to have 4 different ways of having EXO.

Random in buildings, random in world, manually added to any object, and a whitelist zone.

 

Thanks for the hard work.

 

Reed

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Your welcome and thanks also for the ideas ,

i think that you 're right and these options should be included. 

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1 hour ago, EO said:

Will some of the smaller items, ie, the jerrycans be interactive, meaning can they be picked up like loot and added to players inventory?

 

I missunderstand a little !

I didn't notice that much the whole question !

I thought that the question was , if it's working to the interactive items.

The answer for this , ( just tested is no ).

 

To create something like this,

maybe the easiest way is to add a script about interaction with objects , like the R3F script or ace if i remember right.

 

 

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I added a couple more ammo to the GF_EXO_Ammo arrays for testing.

HelicopterExploBig
//this is very big
FuelExplosionBig
//small but lots of smoke

I tested the manual add for now and it works great. Only issue is the editor placed vehicle wont respawn, even if using the editor respawn module. Not sure if can be solved.

 

If whitelistzones are added, can each zone have the ability to define each param (GF_EXO_Cleaner_Spawn_Enabled, GF_EXO_Cleaner_Spawn_Loop, GF_EXO_items_number)

For example, a shooting range, you'd want the targets (wrecked vehicles) to respawn after so many seconds (30-120), so the range can continue to be used.

 

Thanks

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2 hours ago, JohnKalo said:

Nice one ^^^^ :thumbsup:

 

Thank you very much John !

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Looks good George, will test it right away.

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22 minutes ago, Lucullus said:

Looks good George,

 

6 minutes ago, zagor64bz said:

Another

 

Thank you very much Lucullus and zagor !

Have fun !

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24 minutes ago, GEORGE FLOROS GR said:

Have fun !

 

I'm always having fun with your scripts!

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