Shark111 0 Posted October 23, 2003 Hi. I need some HEAT to explode before they actually reach the target. Previously I camCreated them (with their variable names), but each attempt to make them detonate before hitting the ground was failure. How can I do this? Thx Share this post Link to post Share on other sites
edc 0 Posted October 23, 2003 THis works with LGBs, I'm not sure about shells, camcreate to of them at the same position at the same time. They will(alteast LGBs do) explode where ever they are then(even if it's in the air). Share this post Link to post Share on other sites
@cero 0 Posted October 23, 2003 Right, do you camcreate them and give them a setpos on something that is on the air? Lets say that you are doing it like that? Boom="laserguidedbomb"camcreate getpos whateveryoulike If so, you can put this in a trigger or through a script: Boom setdammage 1.0 then the laser guided bomb, or whatever you use should explode as soon is created or whenever. I never tryed, but it should work. Good luck. @CERO. Share this post Link to post Share on other sites
dinger 1 Posted October 24, 2003 "i never tried it so it should work" here's a piece of advice to all of you out there. Whenever someone says something like this, NEVER EVER believe them. It doesn't. what I use: _Fuze = "FXExploGround1" camcreate getpos _shell Share this post Link to post Share on other sites
whisperFFW06 0 Posted October 24, 2003 Does it works with createObject? (multiplayer issue) Share this post Link to post Share on other sites
dinger 1 Posted October 24, 2003 createvehicle the shell. camcreate the fuze object. This causes a collision on the machine that has the shell local. I use the FX since it times out and is a blast particle anyway. The airburst effect is visible and audible to all. Share this post Link to post Share on other sites
@cero 0 Posted October 24, 2003 "i never tried it so it should work"here's a piece of advice to all of you out there. Â Whenever someone says something like this, NEVER EVER believe them. It doesn't. what I use: _Fuze = "FXExploGround1" camcreate getpos _shell Nice. So I supose to be a liar or something like that, or is more like I just got it wrong? If you said something like: Sorry mate, but you got it wrong, it won't work like you sugested... Well, that would be much better Shark111, sorry mate, I just tryed and it won't work, the shell won't get affected by the setdammage comand. Share this post Link to post Share on other sites
whisperFFW06 0 Posted October 24, 2003 Thanks Dinger! Hehehe, proximity fuze on the way Share this post Link to post Share on other sites
whisperFFW06 0 Posted October 24, 2003 Dho... just re-thinking : script is launched on target's PC (a chopper, with incomingMissile EH, local test of chopper (local driver _helicopter) to implement a TWS), missile is launched by another player being SAM gunner, so (I guess) missile is not local to the PC playing the script. I need a proximity fuze as AA missile too often miss, and to add some smoke effect (see LOMAC explosions). Would camCreating an object not local to the missile detonate the missile? Share this post Link to post Share on other sites
dinger 1 Posted October 24, 2003 @cero -- sorry man, but that's the truth. I've also posted "I've never tried this" responses, and trust me, they're wrong too. OFP has a way of not behaving as expected. prox fuzing: you want all fuzing to be done on the machine local to the missile, otherwise you'll more likely miss than hit. That probably means catching it with a fired EH and attaching a nearestobject scan. REad the missile vector and run a nearestobject say 8 meters down the direction of travel. If the nearestobject is not the missile, fuze the missile. Share this post Link to post Share on other sites
Shark111 0 Posted October 24, 2003 As already specified the command SetDammage doesn't affect the shells (I had tried it weeks ago, maybe I should have advised you before... sorry). The idea to make 2 shells collide looks fine. I'll try it as soon as possible. See you. Share this post Link to post Share on other sites
whisperFFW06 0 Posted October 26, 2003 prox fuzing:you want all fuzing to be done on the machine local to the missile, otherwise you'll more likely miss than hit. That probably means catching it with a fired EH and attaching a nearestobject scan. Â REad the missile vector and run a nearestobject say 8 meters down the direction of travel. Â If the nearestobject is not the missile, fuze the missile. There I've got a big issue : nearestObject requires exact class name and do not work, AFAIK, with meta-classes. So I can't check for a nearestObject of class "helicopter" or "air". And I can't know the target of a "fired" event, so I can't get the exact class of the intended target. That's why I used incomingMissile. I've no clue how to scan for "Air" targets around an object or position. Share this post Link to post Share on other sites