Rejn 0 Posted April 29, 2007 Ok I can create bombs no problem... Im just having some difficulty spawning one 1500 meters up in the air.. position uses objects and it is problematic to try and setpos a bomb. In fact I get crashes if I try to do so.. I need to be able to have the bomb spawn at a set of coords which i have. Can anyone help me in this? thankyou. Share this post Link to post Share on other sites
Rejn 0 Posted April 29, 2007 Sorry i Found it.. I used the following: _harrier = "AV8B" createVehicle [0,0,0]; Share this post Link to post Share on other sites
Op4 BuhBye 0 Posted April 29, 2007 Set an empty marker where you want the bomb and use: bomb = "Bo_GBU12_LGB" CreateVehicle GetMarkerPos "MarkerName";bomb SetPos [GetMarkerPos "MarkerName" select 0,GetMarkerPos "MarkerName" select 1,1500] Then you dont need the coords. Share this post Link to post Share on other sites
ArmaVidz 0 Posted May 11, 2007 That works reliably, but is there anyway to chage the pitch of the missile? It looks like it was dropped straight down Share this post Link to post Share on other sites
fasad 1 Posted May 11, 2007 If by pitch you mean the orientation of the projectile, these commands can be used to do that: setVectorDir setVectorUp A warning, 3D vectors can be confusing. Good luck If you mean the initial velocity of projectile (so that it lands with some forward movement), use setVelocity. Share this post Link to post Share on other sites
charliereddog 9 Posted May 11, 2007 Quote[/b] ]A warning, 3D vectors can be confusing. and there's the truth of it.In OFP I had a relatively simple bomb script which took the direction from the plane "dropping" the bomb which I take it you don't have? As long as you give it forward movement, and a direction, I believe gravity will do the down movement still for you, but it's been a while. Share this post Link to post Share on other sites
Rejn 0 Posted May 11, 2007 In my mission the bomb drops at 1.5k up in the air... by the time it gets to the ground its pitch has tilted from horizontal flat to a sharp angle of 45 degrees perhaps even less. If you like you can check out my mission The Cause - Operation Pickpocket. Theres a bomb cam script in the intro.. you will have to wait through 3-5 mins of voice acted dialogue though :/ its in User missions under The Cause thread. Theres 4 missions there... choose the last one in first post. You may have to get it at www.armaholic.com under t section in downloads/scenarios/sp if rapidshare doesnt work for u. That invitation is extended to anyone... I could use some feedback on my missions Share this post Link to post Share on other sites
Op4 BuhBye 0 Posted May 11, 2007 What's the issue? That's how GBUs fall. Nose first. Share this post Link to post Share on other sites
Rejn 0 Posted May 11, 2007 Its not an issue. Its a response to armavidz statement that the bomb drops flat... which initially all bombs do. I was stateing that the bomb starts flat when dropped from 1.5k in arma and then ends up nose first... So its all good brudda Share this post Link to post Share on other sites
tj72 0 Posted May 11, 2007 How would we guide the created bomb in with a laser? Probably has to be dofired from a vehicle targeting the dot.... Share this post Link to post Share on other sites
ArmaVidz 0 Posted May 12, 2007 Thank you fasad for your reply. Thanks everyone for your replies. I'll give the vector thing a "go" this weekend. As I played with the distances the GBU's were dropped from it did affect the angle of the missile. 1.5Km's in my rig, via a trigger, it ended up straight down. When dropped from lower heights like 300M's and 100M's it was flat with no real forward movement. Also, the doFire didn't work, perhaps I was doin something wrong. I tried stringing codes together as well, like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">harr1 doTarget "deadtank1" getPOS deadtank1; harr1 doFire "bomblauncher", getPOS deadtank1 I also tried the ammo name "Bo_GBU12_LGB" with the doFire, Fire and commandFire commands with no success. It's depressing, I see an umpteen amount of replies to "How can I get the Harrier to drop a bomb on a tank" with a myriad of options on how to do it, and not one has worked for me. The only one I haven't tried is that Airstrike script/setup. This is the closest I've found to actually dropping a GBU, from what might appear to be a Harrier, with a reasonable effect. A couple questions: 1. The doFire command, what line must it be executed from? The init, onACT or via script? A trigger's onACT or a waypoint's onACT? 2. What about doCommand or doTarget? Where must you exec that from? (It's not in the WIKI/BIKI) 3. Why do think the Harrier can never hit a ground target while the A-10 can smoke every ground target? b5. Have you seen my latest vid? Â Â The Cayo Retalliation: Broken Arrow Share this post Link to post Share on other sites
Balschoiw 0 Posted May 12, 2007 Quote[/b] ]1. The doFire command, what line must it be executed from? The init, onACT or via script? A trigger's onACT or a waypoint's onACT? Doesn´t matter. Additionally you could use "knowsabout" and "doTarget" in combination with your desired target, so that your unit actually knows about the unit instantly and targets it. Quote[/b] ]2. What about doCommand or doTarget? Where must you exec that from? (It's not in the WIKI/BIKI) Wherever you like, just like the above. Biki Link Quote[/b] ]3. Why do think the Harrier can never hit a ground target while the A-10 can smoke every ground target? Because the Harrier is faster and therefore has sometimes problems in alligning itself perfect to the target while the A10 seem to be maneuvering more efficient because of it´s lower speed. Quote[/b] ]b5. Have you seen my latest vid? No. Share this post Link to post Share on other sites
fasad 1 Posted May 12, 2007 1. The doFire command, what line must it be executed from? The init, onACT or via script? A trigger's onACT or a waypoint's onACT? 2. What about doCommand or doTarget? Where must you exec that from? (It's not in the WIKI/BIKI) Anywhere. It does not matter where you execute script code, it will have the same effect. Magic variables (_this etc) will obviously have different meanings. Share this post Link to post Share on other sites
Op4 BuhBye 0 Posted May 12, 2007 That info isnt in the Wiki scripting command because they expect that you have read and understand this... http://community.bistudio.com/wiki/Category:ArmA:_Mission_Editing Share this post Link to post Share on other sites