ACF 0 Posted March 10, 2007 In OFP I could create a nice, functional airburst with something like: {_burst = _x CamCreate [_x,_y,30]} ForEach ["HEAT120","GrenadeHand"] This took advantage of a useful property that ammo classes would detect each other and mutually detonate leaving no temporary objects that needed to be deleted. Unfortunately, the same does not seem to be true of ArmA ammo classes - two CreateVehicle'd shells will not set each other off - they both drop to the ground and detonate there. Is anyone aware of an object that could be used as a 'detonator' for a CreateVehicle'd projectile? Share this post Link to post Share on other sites
Balschoiw 0 Posted March 10, 2007 I haven´t specifically tested your issue, but what I have found from setpos empty objects there are not much that will stay in the air "static" and not drop to the ground. Maybe you test it with empty object "body". This is one of the objects that stay glued in the air. If you use a simple setpos, getpos on the empty objects in editor you maybe found some more that are not connected to the physics engine. Palettes and such don´t work anymore, but I haven´t tested all of them. Maybe a small object like the radio will work ? Edit: Ah, thx Ed. Haven´t seen that one. Share this post Link to post Share on other sites
Guest Posted March 10, 2007 hate that when you create a post, then some one else posts while your doing it lol Apparently the solution to the mid air explosion is at the last post in that topic. Share this post Link to post Share on other sites
ACF 0 Posted March 10, 2007 Thanks Ed & Mandoble - that is a solution. Planck at OFPEC had also suggested "Bomb" but that refused to work in the ForEach loop. Seems odd that it only works as linear code but at least it does most of the time. Ideally, I want some control over the power of the airburst without having to resort to an addon. I was worried that the use of class "Bomb" as a detonator would overpower anything else, but it seems OK. Cheers! Share this post Link to post Share on other sites
mandoble 1 Posted March 10, 2007 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{_burst = _x createVehicle [_x,_y,30]} ForEach ["HEAT120","GrenadeHand"] Are you really using that _x there? if so, it will fail all the time. Share this post Link to post Share on other sites
ACF 0 Posted March 10, 2007 Oops but, no, that wasn't the actual code I've been running. Well spotted! Share this post Link to post Share on other sites
Big Dawg KS 6 Posted March 11, 2007 The best way to detinate munitions is to collide them with objects (or other munitions) at high velocities so it's unnoticable/insantanious. For example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_pos = _this; _g1 = "Grenade" createvehicle _pos; _g2 = "Grenade" createvehicle [_pos select 0,_pos select 1,(_pos select 2)+0.2]; _g1 setvelocity [0,0,5]; _g2 setvelocity [0,0,-100]; Share this post Link to post Share on other sites
ACF 0 Posted March 20, 2007 Returning a few favours, the best detonator I've found so far is "WeaponHolder": it's invisible, stays where it's put and doesn't explode when damaged. When wholly damaged it does produce the same flame & smoke effect as "Bomb" so still needs to be deleted. I've changed Mandoble's technique to create the two objects apart then bring them together: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_burst = _ammotype createVehicle [0,0,200] _detonator = "WeaponHolder" createVehicle [0,0,100] _pos = [_posx, _posy, _height] ~0.01 {_x setPos _pos} ForEach [_det,_burst] ~0.1 DeleteVehicle _det Airburst height must be greater than twice the shell/rocket/missile's IndirectHitRange to avoid the groundburst effects (known from OFP and seems to hold true for ArmA). Shell class ammo types are all nearly identical in their [lack of] explosive effect and all sound the same. The most useful round, for me, is the "R_80mm_HE", its occasional tendency to miss the detonator and shoot off into the distance is outweighed by its 'just right' power. Share this post Link to post Share on other sites