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nastros

Trigger Explosions

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Im trying to make triggered expolsions have searched the forums but didnt find anything. I have eods addon that puts all the explosive objects but how would i make these objects explode when blueforce enters a trigger

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Try looking little harder - because everything is on this forum.

I found 3 Topics about explosion.

Trigger when present

onactiv: ["R_Hydra_HE", op4Car] exec explode.sqs

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

; Destroying script by HqPL

; use [type of bomb, object to destroy] exec "explode.sqs";

; Prefered types :"R_Hydra_HE", "Bo_GBU12_LGB", "G_30mm_HE".

hint "Dont try this at home";

_type = _this select 0;

_object = _this select 1;

_type createvehicle (getPos _object);

exit;

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Or just make a trigger set it to what you want put this in the OnActivation field: ied = "Bo_GBU12_LGB" createVehicle getmarkerpos "ied_1"

And make an empty marker, name it "ied_1" and put the marker under the trigger flag.

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thats not really what i wanted to do i was going to have the bombs already created in the game what i wanted to know was there anthing that i could put in the on act of a trigger that would make the bomb explode without using a script.

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i dont know this mod, but you could try "thisBombName setDamage 1"

but probably you have to use createvehicle.

on acc :

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"R_Hydra_HE" createvehicle (getPos thisBombName);

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Hi,

So you've downloaded the IED pack, then? (At least, that's the impression I get from the first post...)

If that's the case, you can just give each 'unit' (in this case, each explosive) a name. I found that for a scriptless approach, you could just name each bomb 'b1', 'b2' and so forth.

Then, place a trigger to the size, angle and activation properties you want (E.g 10 x 5, angle 240, set to BLUFOR), and in the activation field put the following:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">b1 setdammage 1; b2 setdammage 1;

And obviously continue that for each bomb name you have. You're just telling ArmA that the objects called "b1" etc are to be destroyed.

If you wanted a scripted approach, then follow the 2nd approach. However, this approach works fine for singleplayer missions.

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Hi,

So you've downloaded the IED pack, then? (At least, that's the impression I get from the first post...)

If that's the case, you can just give each 'unit' (in this case, each explosive) a name. I found that for a scriptless approach, you could just name each bomb 'b1', 'b2' and so forth.

Then, place a trigger to the size, angle and activation properties you want (E.g 10 x 5, angle 240, set to BLUFOR), and in the activation field put the following:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">b1 setdammage 1; b2 setdammage 1;

And obviously continue that for each bomb name you have. You're just telling ArmA that the objects called "b1" etc are to be destroyed.

If you wanted a scripted approach, then follow the 2nd approach. However, this approach works fine for singleplayer missions.

ya this is exactly what i wanted thanks

thumbs-up.gif

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