Casio91Fin 31 Posted January 24, 2023 it is possible add Angle of CAS plane before a drop bomb and reset that? is very fun see when bomb is flying over you and it not hit the target (100% skip the target) this is script what i'm use _alt = 1000; _BombDist1 = round random 300; _BombDist2 = round random 1200; _BombDir1 = round random 360; _BombDir2 = round random 360; _BombDropZone1 = Flag_0 getRelPos [_BombDist1, _BombDir1]; _BombDropZone2 = Flag_0 getRelPos [_BombDist2, _BombDir2]; _target1 = createvehicle ["Land_HelipadEmpty_F", _BombDropZone1, [], 0, "none"]; _target2 = createvehicle ["Land_HelipadEmpty_F", _BombDropZone2, [], 0, "none"]; _SpawnAircraft = Flag_0 getPos [4000, random 360]; _dir = [_SpawnAircraft, _BombDropZone1] call BIS_fnc_dirTo; _Aircraft = [_SpawnAircraft, _dir, "vn_o_air_mig19_bmb", east] call BIS_fnc_spawnVehicle; _alarm = [] spawn SP_fnc_AirRaidSirens; _AirPlane = _Aircraft select 0; _AirPlane setPosATL [getPosATL _AirPlane select 0, getPosATL _AirPlane select 1, _alt]; _Aircraftcrew = _Aircraft select 1; _AircraftGroup = _Aircraft select 2; _AirPlane setVehicleLock "LOCKEDPLAYER"; _AirPlane limitSpeed 400 + (floor random 100); _AirPlane engineOn true; _AirPlane flyInHeight 210 + (random 150); _AirPlane setUnloadInCombat [false, false]; nul = [_AirPlane] execVM "MissionFile\VehicleMarkerV2.sqf"; { //_x setCaptive true; _x allowFleeing 0; _x setSkill 1; _x disableAI "AUTOTARGET"; _x disableAI "TARGET"; //_x allowDamage false; } forEach units _AircraftGroup; _wp1 = _AircraftGroup addWaypoint [_target1, 10]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "FULL"; _wp1 setWaypointBehaviour "CARELESS"; _wp1 setWaypointCombatMode "BLUE"; _wp1 setWaypointStatements ["true", "this forceWeaponFire ['vn_bomb_fab250_he_launcher','mode2'];"]; _wp1 setWaypointCompletionRadius 550; _wp2 = _AircraftGroup addWaypoint [_SpawnAircraft, 10]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointSpeed "FULL"; _wp2 setWaypointBehaviour "CARELESS"; _wp2 setWaypointCombatMode "BLUE"; _wp2 setWaypointStatements ["true", ""]; _wp2 setWaypointCompletionRadius 100; _wp2 = _AircraftGroup addWaypoint [_target2, 10]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointSpeed "FULL"; _wp2 setWaypointBehaviour "CARELESS"; _wp2 setWaypointCombatMode "BLUE"; _wp2 setWaypointStatements ["true", "this forceWeaponFire ['vn_bomb_fab250_he_launcher','mode2'];"]; _wp2 setWaypointCompletionRadius 550; _wp3 = _AircraftGroup addWaypoint [_SpawnAircraft, 10]; _wp3 setWaypointType "MOVE"; _wp3 setWaypointSpeed "FULL"; _wp3 setWaypointBehaviour "CARELESS"; _wp3 setWaypointCombatMode "BLUE"; _wp3 setWaypointStatements ["true", "{deleteVehicle _x} forEach crew (vehicle this) + [vehicle this]; deleteVehicle _target1; deleteVehicle _target2;"]; _wp3 setWaypointCompletionRadius 100 ; Share this post Link to post Share on other sites