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mandoble

Mid air explosion, how?

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This works nice in OFP (LaserGuidedBomb instead of Bo_GBU12_LGB), but I see no way to make it work in ArmA. Tested with different ammos and no luck. So, how to create an explosion in the air in Arma?

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

_dir = getDir player

_pos = [(getPos player select 0)+sin(_dir)*100,(getPos player select 1)+cos(_dir)*100, 100]

_b1 = "Bo_GBU12_LGB" createVehicle _pos

_b2 = "Bo_GBU12_LGB" createVehicle _pos

exit

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Create a solid object right where the bomb is. After explosion, you can delete the object again.

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I can create a T72, setpos it to the bomb's location but:

1 - The effect is obviously ugly.

2 - The bomb takes 1 or 2 secs to detect collision with the "flying" tank.

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Lol, this reminds of the good old OFP days where we were using M2 machineguns to create explosions.

Can you take a smaller solid object? Like telephone or radio...

What happens? No explosion at all?

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lol i have tried everything with this .

even tried setting one at 100 feet and 1 at 99 and have the one at 99 , setvelocity [0,0,10] so it will ram the other above it.

then i but a pallet below them both at 10 feet and sent it up to them,

guess what it works but the explosion effect happens 10 feet above the ground lol.

theres a way ,but i cant afford anymore time now..

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You can give ammo an explosiontime in the config so it will detinate after X amount of seconds, make that 0 (or very very low) and it will detinate as soon as it's created.

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Found a solution, the object named "Bomb" and any other ammo

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

_dir = getDir player

_pos = [(getPos player select 0)+sin(_dir)*200,(getPos player select 1)+cos(_dir)*200, 50]

_b2 = "Bomb" createVehicle _pos

_b2 setPos _pos

_b1 = "M_Ch29_AT" createVehicle _pos

~0.05

deleteVehicle _b2

exit

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