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Make AV-8B (GBU) drop bomb with script?

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Can you make a gbu bomber drop a bomb when it hits a trigger? How? Thanks help.gif

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Create a trigger, and in the CONDITION field

write your condition, then in the ON ACTIVATION one write:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[namefplane,"nameofordonance"] exec "dropbomb.sqs"

now create the script:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

_plane = _this select 0

_ord = _this select 1

_posX = ((position _plane) select 0)

_posZ = ((position _plane) select 1)

_posY = ((position _plane) select 2)

~0.2

_bomb = _ord camcreate [_posX,_posZ,_posY]

exit

Use as Ordonance "shell125" or "shell75" or the type of ammo used by tanks

wink_o.gif

Linker Split

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put in a waypoint or trigger av8 fire "bomblauncher" . if you want more bombs just put more waypoints with it

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hi there

I have tried the script and i get the following message "srcipt not found"

I have copied the code and put in a text file and then saved it as bomb.sqs and placed in the my missions folder next to the mission. sqm file.

Have i saved it wrong? as i noticed that on my pc when i saved it it saves as a text file.

Sorry i am very new to this and i understand that the file should looke like a note pad file. i am using windows xp if that helps, could someone point me in the right direction?

thanks in advance

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Thanks for the reply Linker_Split

I have done that and still i find i cant get it to work

I have done the following

Man = P1 has a waypoint to get in to Harrier J1

then has wapoints to bomb site in the waypoint over the site

i have added the following [J1,"Bo_GBU12_LGB"] exec "dropbomb.sqs"

please can you point me in the right direction

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Ok, so:

Make a trigger exactly where the waypoint is (where the plane must go),set the activation by WEST (or east, just your SIDE) and now, in the "CONDITION" field, write:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">J1 in thislist

then in the "ON ACTIVATION" field

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[J1,"Bo_GBU12_LGB"] exec "dropbomb.sqs"

then, save the script as "dropbomb.sqs" in the mission directory wink_o.gif

It will surely work!

-----LITTLE UPDATE-----

To simulate the velocity of the bomb, write this script instead of the one i gave you:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

_plane = _this select 0

_ord = _this select 1

_posX = ((position _plane) select 0)

_posZ = ((position _plane) select 1)

_posY = ((position _plane) select 2)

_velX = ((velocity _plane) select 0)

_velZ = ((velocity _plane) select 1)

~0.2

_bomb = _ord camcreate [_posX,_posZ,_posY]

_bomb setvelocity [_velX,_velZ,0]

exit

Try it now...

Linker Split smile_o.gif

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hi mate ..  try using this ... demo included ..

airstrike at ofpec

I'm missing something. I go to your post at OFPEC forums via your link, but don't find any downloadable file oranything other than the actual post. D'you have to be a member there to see downloadable files or something?

@Linker Split

I tried your script and trigger in the editor now. Harrier makes an attack run but still doesn't drop any ordinance on the targets. Does the trigger need to be a certain distance from the target or the Harrier flying above a certain altitude for the drop to work?

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dont know how ordance type is affecting things

i have in script

veh2 fire "BombLauncher"

veh2 (harrier) hits the trigger fires its bombs

works everytime for me ..

you will have to position trigger and waypoints for harrier to youre own specifications ..

try the demo .. then adjust youre triggers ,startpoint and fire point accordingly ..

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Linker I tried your suggestion regarding using different ordinance, but still getting nowhere. Also tried moving the waypoint and trigger to various places ranging from right over the target to a position about 1km away.

Can you think of anything else I might be missing or not doing right? I'm pretty new to the mission editor so there could be something really basic I've overlooked.

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dont know how ordance type is affecting things

i have in script

veh2 fire "BombLauncher"

veh2 (harrier) hits the trigger fires its bombs

works everytime for me ..

you will have to position trigger and waypoints for harrier to youre own specifications ..

try the demo ..  then adjust youre triggers ,startpoint and fire point accordingly ..

Have you got a link to the demo?

I don't see it in the post on the OFPEC forums you posted a link to earlier.

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change camcreate for createvehicle in the sqs

camcreate wont work in arma now . for creating objects and vehicles etc.

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No, the link is fine - that's not the problem.

@Jester_UK: You have to be logged in to download from the forum at OFPEC.

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hi there all

Thanks for the replys

@sharkattack

thanks for the file i see how you have done it very nice, however it wont fit with what i am trying to do

@linkersplit

I have tried all afternoon to get the script working

i dont what it is that i am doing wrong

Like i said before what i have is the following

p1 is the pilot who then boards the harrier [j1]

then follows the waypoints to the bombing area and then follows some waypoints home and lands and then exits the plane

my waypoints are as follows

getin

move

move

destroy

move - tells p1 to land

move - stops aircraft and p1 gets out

end

I really appreciate the help that everyone has given me and hopefully i can make it back to you chaps some day, like i said i am totally new to this

any further help would be much appericated thanks in advance

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No, the link is fine - that's not the problem.  

@Jester_UK: You have to be logged in to download from the forum at OFPEC.

Thanks mate, that'd explain it.

I'm not a member over there.

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@linkersplit

I have tried all afternoon to get the script working

i dont what it is that i am doing wrong

Like i said before what i have is the following

p1 is the pilot who then boards the harrier [j1]

then follows the waypoints to the bombing area and then follows some waypoints home and lands and then exits the plane

my waypoints are as follows

getin

move

move

destroy

move - tells p1 to land

move - stops aircraft and p1 gets out

end

I really appreciate the help that everyone has given me and hopefully i can make it back to you chaps some day, like i said i am totally new to this

any further help would be much appericated thanks in advance

well, did you put the trigger where you want the waipoint?

Set the trigger area to 100x100, and make sure you set the activation by your SIDE...

it's so strange cause I used it for OFP and it worked...

Shit I'm having a look at the ArmA Command reference

wink_o.gif

Anyway, don't worry, always here to serve the community

linker Split

#EDIT

Also to be sure that nobody of your side will activate the trigger, in the "CONDITION" field write

Quote[/b] ]nameofplane in thislist

ohh... shit... what type of ordonance are you using???

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Hi i am kinda new at this this is what I have so far what am i doing worng?

plane = _this select 0

_ord = _this select 1

_posX = ((2373.054199) select 0)

_posZ = ((0.494455) select 1)

_posY = ((1634.137573) select 2)

_velX = ((velocity _plane) select 0)

_velZ = ((velocity _plane) select 1)

~0.2

_bomb ="Shell105" _ord createvehicle [2540.078369,13.860000,2660.120117]

_bomb setvelocity [_velX,_velZ,1]

exit

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@Linker, I finally got your script working.

It wasn't only the ordinance selected that was the problem. I also had to change the selected air unit from the AV8B(GBU) to the plain AV8B.

If you want a slightly bigger bang you can use the 122mm shell (Sh_122_HE) instead of the 105. That also works fine with the plain AV8B.

@Shark-Attack. Signed up and got your demo from OFPEC. Many thanks. Works great.

Is there anything specific I need to watch out for if I want to try and adapt that demo around an existing AI unit rather than having the Harrier spawn when the airstrike is called?

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Ok ive been trying to get this particular little script to work for me as well and I think Im having the same problem, the plane makes a successful bombing run however nothing goes boom :P

Im positive the script runs as I've tested the trigger and it works.

Another issue as well is it seems that the plane has ummm for lack of a better word guidance problems every now and then, it takes off but does not make a successful run over the waypoint. Its totally random though as I just restart the mission and it will work again, when it does bugger up it seems the plane misses the mark by a few hundred meters or so but it does not come back and try again (ie it has flagged the waypoint as done)

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Gentlemen

Thanks for the responses however this is still doing my nut in

@ Jester

Could you please explain to me step by step on how you got the script to work

@ all

I really appreciate the assistance and like i said before i am totally new to this editing thing and have been trying to read and learn as much as i can. So please forgive me at the end of the day i am a thick squaddie.

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@ Jester

Could you please explain to me step by step on how you got the script to work

1) click on the Harrier to bring up it's Edit unit screen. Click on the box that says "AV8B(GBU) to activate the drop down list. Change the unit type to "AV8B" (the two options are right next to each other).

2) In the trigger's script line, find "Bo_GBU12_LGB" (or something like that .... can't open the mission myself now to check). Change that to "Sh_122_HE." (won't make as big a bang but this works for me).

3)Have the Harrier's waypoint very close to the target and the trigger almost directly on top of the waypoint. I set the waypoint to "Destroy" but I'm not sure if that did anything.

Offhand that's about all I can remember. If you still can't get it sorted, PM me with your e-mail address and I'll send you the test mission I've got the script running in. Then you can compare that to the one you have there.

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