nastros 0 Posted April 24, 2007 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 Share this post Link to post Share on other sites
HqPL 0 Posted April 24, 2007 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; Share this post Link to post Share on other sites
Op4 BuhBye 0 Posted April 24, 2007 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. Share this post Link to post Share on other sites
nastros 0 Posted April 25, 2007 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. Share this post Link to post Share on other sites
HqPL 0 Posted April 25, 2007 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); Share this post Link to post Share on other sites
Somerville 0 Posted April 25, 2007 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. Share this post Link to post Share on other sites
nastros 0 Posted April 25, 2007 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 Share this post Link to post Share on other sites