Grey Wolf 0 Posted January 18, 2007 Ok, i need help with this, i am trying to pull out what ever it is from the FDF mod that allows you to place satchel charges on vehicles and detonate them. I have been looking over the config.cpp file and cant find what it is that allows you to do that. So can some one help me and tell me what it is that allows you to attach satchel charges to vehicles? Share this post Link to post Share on other sites
Victor_S. 0 Posted January 18, 2007 Just some clever scripting. Â Not sure how but I am sure it wouldnt be too hard to do if you sat down and looked at it. Â Do you need to attach satches to cars or are you just trying to make a car bomb. Â If it is the latter use this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"laserguidedbomb" setpos[getpos car select 0,getpos car select 1] just sub in the name of the car for car in the code. EDIT: oh and put that in the activation feild of a trigger set to go off on radio alpha or whatever you want. Share this post Link to post Share on other sites
Grey Wolf 0 Posted January 18, 2007 well... i am trying to make a "mini mod" out of it. I want it to work exactly like it does in the FDF mod but with out all the other addons and changes. Share this post Link to post Share on other sites
Grey Wolf 0 Posted January 19, 2007 well i have narrowed it down to the cfg ammo area and here is what i think it is that allows you do attach satchles to vehicles but i still dont totally know what it is that does it... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class TimeBomb : Default { hit=700;indirectHit=700;indirectHitRange=7; minRange=0;minRangeProbab=0.95; midRange=5;midRangeProbab=0.90; maxRange=10;maxRangeProbab=0.00; model=satchel.p3d; cost=2000; simulation=shotTimeBomb; simulationStep=0.1; soundEngine[]={,0,1}; soundFly[]={"\finmod\Sounds\Guns\beep.wss",0.000050,1}; //FDF - Goeth 11.6.2004 soundHit1[]={"\finmod\Sounds\Impact\satchel_expl_1.wss",100.000008,1}; soundHit2[]={"\finmod\Sounds\Impact\satchel_expl_2.wss",100.000008,1}; soundHit3[]={"\finmod\Sounds\Impact\satchel_expl_3.wss",100.000008,1}; soundHitArmor1[]={"\finmod\Sounds\Impact\satchel_expl_3.wss",100.000008,1}; soundHitArmor2[]={"\finmod\Sounds\Impact\satchel_expl_2.wss",100.000008,1}; soundHitMan1[]={"\finmod\Sounds\Impact\satchel_expl_1.wss",100.000008,1}; soundHitMan2[]={"\finmod\Sounds\Impact\satchel_expl_2.wss",100.000008,1}; soundHitBuilding1[]={"\finmod\Sounds\Impact\satchel_expl_1.wss",100.000008,1}; soundHitBuilding2[]={"\finmod\Sounds\Impact\satchel_expl_2.wss",100.000008,1}; hitGround[]={soundHit1,0.33, soundHit2,0.33, soundHit3,0.33}; hitArmor[]={soundHitArmor1,0.5, soundHitArmor2,0.5}; hitMan[]={soundHitMan1,0.5, soundHitMan2,0.5}; hitBuilding[]={soundHitBuilding1,0.5, soundHitBuilding2,0.5}; visibleFire=0; // how much is visible when this weapon is fired audibleFire=0; visibleFireTime=0; // how long is it visible }; class PipeBomb : TimeBomb { simulation=shotPipeBomb; }; // FDF - Kegetys 23.4.2003 18:12 // Vehicle bomb class FDFPipeBomb : TimeBomb { simulation=shotShell; }; class FDFPipeBombSound : TimeBomb { hit=0;indirectHit=0;indirectHitRange=0; simulation=shotShell; }; I want to make a custom config.cpp file with just the attach satchle edit thing in it. I hope this cleared up about what i need help on... Share this post Link to post Share on other sites
chipper 0 Posted January 19, 2007 im trying to do i t. Share this post Link to post Share on other sites
Grey Wolf 0 Posted January 20, 2007 Thanks chipper, and i guess ill talk with ya this weekend. Share this post Link to post Share on other sites
Rebel Man 431 Posted January 20, 2007 i have script for Carbomb, if you want to use it talk me. Share this post Link to post Share on other sites
laborj456 0 Posted January 20, 2007 hei Rebl Man your kamikaze men don't boom boom Share this post Link to post Share on other sites
Rebel Man 431 Posted January 20, 2007 the script not in man bomb, carbomb , but i don't you will like it. Share this post Link to post Share on other sites
miles teg 1 Posted January 20, 2007 In the Lost Brothers Arab Insurgent/Civilian pack there is a working car bomb although it works differently then the FDF system of attaching satchels and requires no scripting on the part of the mission maker. Sadly to my knowledge, no mission maker has used this feature for realistic Middle East mission. In that pack there is a demo mission showing the car bomb being used by the way. On the FDF system, a mission maker has to do alot of scripting to get the AI to attach those satchels to a vehicle and to detonate them. For that reason, its easier to either make a car bomb like the LoBo version or to just use the simple script that was posted at the beginning of this thread. Regadless, the OFP community is seriously lacking in high quality realistic Middle East missions. That is more of a problem then the lack of addons or maps to make such missions. Chris G. aka-Miles Teg<GD> Lost Brothers Mod Team Leader Share this post Link to post Share on other sites
Rebel Man 431 Posted January 20, 2007 yes man, Miles Teg car bomb very nice, tray it . Share this post Link to post Share on other sites
-ZG-BUZZARD 0 Posted August 27, 2007 I'm sorry to dig up this old thread but I was wondering if it would be possible in any way to mate wizzywig's static timer-nuke to the DUKW? I wouldn't need the timer, just the atomic explosion with trigger detonation... Many thanks ahead for any help! Share this post Link to post Share on other sites