Ambraz 0 Posted June 16, 2007 It also nukes all the FPS at the same time.. Yeah, I've often got a hugh drop in fps (from 50 to 2.. 3 fps) for a second or so..especially when the shockwave has to destroy many things at once. And I refused to lower some settings When I don't capture it, the lag is smaller and more 'acceptable'.. Share this post Link to post Share on other sites
Marines 0 Posted June 18, 2007 Another quick video... I wasn't too pleased with the first one. http://youtube.com/watch?v=YKW8RncRgo4 Share this post Link to post Share on other sites
Gigan 1 Posted June 18, 2007 I'm very impressed, great work! Â ..my cpu is 'less' happy when a massive shockwave flies around a clip with some detonations I've made.. Nice long vid in various situations. Another quick video...I wasn't too pleased with the first one. http://youtube.com/watch?v=YKW8RncRgo4 Nice vid. Luminescence strengthens(00:39) is wonderful. Â Share this post Link to post Share on other sites
joe556 0 Posted June 18, 2007 Only thing I dont like about the nuke is that it's a bit small for a nuclear weapon, I reckon it should be able to destroy at least the whole of Paraiso in one go, I know it's probably really hard to do without raping a PC further, but just my opinion. Share this post Link to post Share on other sites
mcnools 62 Posted June 18, 2007 I think the strenght is pretty much good, I was able to destroy Paraiso with one nuke :/ some houses were left, but not many, and everything in the valley died. What I'd like to see is a bigger "smoke-shockwave" (in other words, smoke that travels abit slower along the ground in a circle around the explosion, so you can hide in some sort of shelter and watch it come closer, like a sandstorm or something, and that the smoke after the explosion lasts muuuuuuch longer, the smoke doesn't seem to cause lag for me at all so, it would be nice, Share this post Link to post Share on other sites
Nikoo 0 Posted June 18, 2007 Hi ! Congrats for the addon ! I've done several tests, and from what I've noticed, it seems that there's a differential resistance among the types of building. The blast doesn't affect few structures, and VERY surprisingly, I found a town immune to the bomb : Dolores (especially East Dolores) Pretty strange... Share this post Link to post Share on other sites
Mr Opteron 0 Posted June 19, 2007 Can somebody please post a script example I can paste in the init box so the scud fires from east coast to a west coast city at a particular time would love to start off a misson where a city is nuked 5 mins into the game. Fantastic addon with V8 patch I'm a happy man with ArmA at last. Share this post Link to post Share on other sites
Chip360 0 Posted June 19, 2007 Can somebody please post a script example I can paste in the init box so the scud fires from east coast to a west coast city at a particular time would love to start off a misson where a city is nuked 5 mins into the game.Fantastic addon with V8 patch I'm a happy man with ArmA at last. I dont think Ai can launch it by themselves... Share this post Link to post Share on other sites
jackass888 0 Posted June 19, 2007 all in the readme to simulate a launch *Stand missile. [this] exec "\GIG_Scud\stand.sqs" *Laid missile. [this] exec "\GIG_Scud\laid.sqs" *Launch mssile. [this] exec "\GIG_Scud\launch.sqs" *Reammo missile. [this] exec "\GIG_Scud\reammo.sqs" *Fall missile to specified position. [X-Pos,Y-Pos] [2500,3000] exec "\GIG_Scud\fall.sqs" *Nuclear explosion to specified position. [X-Pos,Y-Pos] [2500,3000] exec "\GIG_Scud\exp.sqs" *Nuclear explosion(Only visual effect) to specified position. [X-Pos,Y-Pos] [2500,3000] exec "\GIG_Scud\expnod.sqs" Share this post Link to post Share on other sites
Mr Opteron 0 Posted June 19, 2007 Ok I got it just got to work out how to get the x and y numbers. Share this post Link to post Share on other sites
Ubi 0 Posted June 19, 2007 Alright folks, need some help. I've been playing OFP since it came out and now have moved to ArmA and this kind of addon is amazing to enhance gameplay. But... Not all of us are naturals at "scripts" and such. I've scoured the forums and docs by Merciless Creations, Syniper, etc and I cannot find HOW you return the [x,y] coordinates to designate the location of detonation. To those of you to whom all scripting and programing comes easy I ask for your mercy and a couple of lines on HOW IN THE WORLD you do that. Thanks! Share this post Link to post Share on other sites
Daniel 0 Posted June 19, 2007 Till someone who actually knows answers, fire a scud at a your target manually, and write down the co-ords. Just incase you're desperate. Share this post Link to post Share on other sites
Ubi 0 Posted June 19, 2007 Did that, firing manually and using the scripts work fine its just finding the x,y coordinates that's frustrating. Share this post Link to post Share on other sites
HulkingUnicorn 0 Posted June 19, 2007 Ubi: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">coords = [((getPos player) select 0),((getPos player) select 1)]; Substitute player with name of an object/unit. Have fun nuking Share this post Link to post Share on other sites
Scrub 0 Posted June 19, 2007 Wow. This would create an instant 'Twilight 2000' setting, niiiiice. Share this post Link to post Share on other sites
Ubi 0 Posted June 19, 2007 Thanks HulkingUnicorn, that's exactly what I needed. I tried a variation of that found earlier in these posts that just didn't work. Scrub-- Twilight 2000! Now there's a blast from the past (pun intended.) Share this post Link to post Share on other sites
dob 0 Posted June 19, 2007 Did that, firing manually and using the scripts work fine its just finding the x,y coordinates that's frustrating.    an other way to find coordinate : creat a mission and build a marker where u want, when u creat a marker you need writing a name, save your mission and open in you mission folder the "mission.sqm" file whith your favorite texte editor, and use this shot cut "ctrl+F" to open the finder and write again your marker name, in this class u'll seen "some thing like that "position[]={6764.800293,111.896637,6284.799805};" for the position 6764.800293 = x 111.896637 = z 6284.799805 = y i hope that help you and sory for my frenglish  Share this post Link to post Share on other sites
Mad Dog 7.62 0 Posted June 23, 2007 Awesome!! The blasts seem to get more powerful each time....the first few I was fairly close and did not get killed by the blast, and the town I was targeting was only partly destroyed. After a few times, I had to move a lot further away to keep from getting fried, and the town was leveled. Cool add on though, I can see building a mission where you have to get to the Scud and destroy it before the bad guys have time to launch it. Thanks for the work on it!!! MD Share this post Link to post Share on other sites
imutep 0 Posted June 23, 2007 Realy nice....now i got a new idea for my next SF-mission Thanks a lot Share this post Link to post Share on other sites
xira 0 Posted June 23, 2007 guys i added the scud but it didnt work for somereason. what would the problem be Share this post Link to post Share on other sites
Gigan 1 Posted June 24, 2007 Sitting on the driver's sheet of SCUD, then please execute "Launch Operation" from the command menu. Share this post Link to post Share on other sites
The Corinthian 0 Posted June 29, 2007 Has anybody managed to get this working on MP so the explosion created shows on all clients? Is it a case of getting the server to execute the script instead of the clients or instructing all the clients to run the script when the server instructs? Share this post Link to post Share on other sites
NoRailgunner 0 Posted June 29, 2007 Gigan will you make SCUDs armed with conventional high-explosive warhead and bomblets? Share this post Link to post Share on other sites
Gigan 1 Posted June 30, 2007 TODO to improve SCUD is the following now. *)Target specification by grid code. Because I do not know whether the script command that treats the grid code exists, it is necessary to investigate this. If it doesn't exist, I will have to make the lexical analysis processing by the script. *)Launching instruction to AI SCUD by radio command I do not understand whether to achieve it until it starts making. *)Two or more warheads There are three kinds of scheduled warheads. Conventional warhead to which power is weak. Present nuclear warhead. Nuclear warhead whose power is stronger than present warhead. *)Change in explosion processing To cancel the frieze when exploding, I might greatly change the explosion method. It is a method of causing a big explosion in the ground zero now. The method being examined by me is a method of expanding a small explosion from the ground zero to surroundings. If it is the method, the frieze might be able to be canceled because it seems to be able to distribute the timing of the fall of a building. *)Launching operation by Dialog Interface I will change to do the launching operation from the control room at the center of the body in the future though the launching operation is done from the driver seat now. In that case, the target specification and the launching button pressing, etc. can be done from the Dialog Interface. *)It certainly uses it with MP. Is there a person who tested this mission that gL33k made? http://rapidshare.com/files/37487118/nuked.Sara.pbo.html I seem to make for that if there is no problem in operation by MP and there not to be changed necessity. *)Flexible change in range of explosion and mushroom cloud size according to coefficient It seems to take time to do this until completing because it seems to have to repeat the correction and the test. Priority is low. *)The damage part of the body is accurately set. Because it is a rough setting now. *)Making of damage texture Because it is not now. *)Reform of model and texture Finally, I aim at the quality equal with ArmA default vehicles. Share this post Link to post Share on other sites
Nikoo 0 Posted June 30, 2007 TODO to improve SCUD is the following now. *)Target specification by grid code. Because I do not know whether the script command that treats the grid code exists, it is necessary to investigate this. If it doesn't exist, I will have to make the lexical analysis processing by the script. *)Launching instruction to AI SCUD by radio command I do not understand whether to achieve it until it starts making. *)Two or more warheads There are three kinds of scheduled warheads. Conventional warhead to which power is weak. Present nuclear warhead. Nuclear warhead whose power is stronger than present warhead. *)Change in explosion processing To cancel the frieze when exploding, I might greatly change the explosion method. It is a method of causing a big explosion in the ground zero now. The method being examined by me is a method of expanding a small explosion from the ground zero to surroundings. If it is the method, the frieze might be able to be canceled because it seems to be able to distribute the timing of the fall of a building. *)Launching operation by Dialog Interface I will change to do the launching operation from the control room at the center of the body in the future though the launching operation is done from the driver seat now. In that case, the target specification and the launching button pressing, etc. can be done from the Dialog Interface. *)It certainly uses it with MP. Is there a person who tested this mission that gL33k made? http://rapidshare.com/files/37487118/nuked.Sara.pbo.html I seem to make for that if there is no problem in operation by MP and there not to be changed necessity. *)Flexible change in range of explosion and mushroom cloud size according to coefficient It seems to take time to do this until completing because it seems to have to repeat the correction and the test. Priority is low. *)The damage part of the body is accurately set. Because it is a rough setting now. *)Making of damage texture Because it is not now. *)Reform of model and texture Finally, I aim at the quality equal with ArmA default vehicles. @Gigan, It seems that you forgot one thing that might be interesting too : introducing radioactivity injuries for a moment in the area (dunno, like 15 or 20 minutes, but not centuries like in real life). Just a thought. Share this post Link to post Share on other sites