manzilla 1 Posted January 27, 2008 Any news about MP and different warheads Thank God someone decided to remind him to post the info on all the updates he has done since his last post in August. I bet he forgot. Share this post Link to post Share on other sites
wld427 1705 Posted February 16, 2008 Any news about MP and different warheads Thank God someone decided to remind him to post the info on all the updates he has done since his last post in August. I bet he forgot. good point....... has anybody else tried to mod the warheads for the scud? Share this post Link to post Share on other sites
Soohy 0 Posted April 1, 2008 If someone misses falling trees and walls, place an object called "jebut" near the explosion point and fire this script 1 second before the nuke explosion: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_array1 = (nearestObjects [jebut,[], 350]) - ((getPos jebut) nearObjects 350) ~1.5 {_x setdammage (1.0)} forEach _array1 exit That 1s delay is for preparing array. If it happened at the same time as the nuke goes boom, there would be an extreme fps dropdown. Right now I have about 0.4s slowdown before the nuke and then it all goes rather smooth. Share this post Link to post Share on other sites
kuIoodporny 45 Posted April 1, 2008 Add deletevehicle _x under some circumstances to it after some time and save CPU power! Do anybody know how to access map details (walls, trees, rubbish etc.) via object seeking? Share this post Link to post Share on other sites
Soohy 0 Posted April 2, 2008 Like in my post above, it selects map objects without ClassNames like trees, etc. Share this post Link to post Share on other sites
kuIoodporny 45 Posted April 2, 2008 So maybe code like this one will do it's best? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_v200 = (nearestObjects [jebut,[], 200]) - ((getPos jebut) nearObjects 200) ~0.5 {deletevehicle _x} forEach _v200 ~0.5 _d350 = (nearestObjects [jebut,[], 350]) - ((getPos jebut) nearObjects 350) ~0.5 {_x setdammage (1.0)} forEach _d350 exit ...rewritten to SQF and precompiled while SCUD is loaded. I'll check it out soon. EDIT: I'm blind. Pls forget about it... Share this post Link to post Share on other sites
Gigan 1 Posted August 22, 2008 Hello, Updated SCUD Launcher version 1.25. scud125_01 scud125_02 Â Â Â Â Â scud125_03 Â Â Â Â Â scud125_04 Â Â Â Â Â scud125_05 Â What's New - Reformed 3D model. New SCUD model by Vilas. - Added launch operation call to AI. - Removed radioactivity screen effect. - Added different explosion method that trees and walls collapse. (same ver1.0 method) Can use method from fall2.sqs, exp2.sqs. - Corrected Thing, StaticWeapon, Ship objects not damaged. - Corrected target map marker display bug. - Corrected bullet doesn't penetrate through window. Download (5.9MB) Mirror Download Armaholic Mirror Download ArmedAssault.info Mirror Download ePrison.de Mirror Download BIS.4Players If you are using Extended eventhandlers, please download and replace. XEH compatible Please refer to Readme.txt for more information. Have fun. Share this post Link to post Share on other sites
modemmaik 53 Posted August 22, 2008 Gigan and Vilas Looking very good thanks, mike Share this post Link to post Share on other sites
big 0 Posted August 22, 2008 Armaholic mirror updated: - SCUD - Nuclear Explosion v1.25 Share this post Link to post Share on other sites
Deadeye 1 Posted August 22, 2008 ArmedAssault.info Mirror updated too : http://www.armedassault.info/download.php?cat=addons&id=117 Now excuse me...I have to nuke Sahrani Share this post Link to post Share on other sites
Stavanger 0 Posted August 22, 2008 Mirror updated from ePrison.de SCUD - Nuclear Explosion v1.25 by Gigan good job and Regards, Stavanger Share this post Link to post Share on other sites
supergruntsb78 67 Posted August 22, 2008 now finding the way to let the AI use the nukes on a timer just like it could in good old ofp (i am a scripting retard so its a no go for me ) Share this post Link to post Share on other sites
Gigan 1 Posted August 22, 2008 @Big @ofpdeadeye @Stavanger Thank you for mirroring. @supergruntsb78 A explosion can be caused by following descriptions. [X-Pos, Y-Pos] exec "\GIG_Scud\fall.sqs" or [X-Pos, Y-Pos] exec "\GIG_Scud\fall2.sqs" or [X-Pos, Y-Pos] exec "\GIG_Scud\exp.sqs" or [X-Pos, Y-Pos] exec "\GIG_Scud\exp2.sqs" I think that it can achieve it if the timer processing is described and it combines with the explosion. For instance, <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _timecnt = 60 #loop hint format["The remainder is %1 seconds", _timecnt] _timecnt = _timecnt - 1 ?(_timecnt == 0) : [getPos _target select 0, getPos _target select 1] exec "\GIG_Scud\exp.sqs" ~1.0 goto "loop" Share this post Link to post Share on other sites
wld427 1705 Posted August 22, 2008 Any luck on making the different types of warhead?....IE high explosive, chemical, and bio? Share this post Link to post Share on other sites
landdon 0 Posted August 22, 2008 Indeed! we really, really, really need different warheads for this model and it needs to be MP capable. Its a fab addon, and I would love to make some missions with this for my crew. Share this post Link to post Share on other sites
william1 0 Posted August 23, 2008 thanks for the update Share this post Link to post Share on other sites
imutep 0 Posted August 23, 2008 Thx for the new version Mirror from BIS.4Players SCUD - Nuclear Launcher V1.25 Regards Imutep Share this post Link to post Share on other sites
supergruntsb78 67 Posted August 23, 2008 @Big@ofpdeadeye @Stavanger Thank you for mirroring. @supergruntsb78 A explosion can be caused by following descriptions. [X-Pos, Y-Pos] exec "\GIG_Scud\fall.sqs" or [X-Pos, Y-Pos] exec "\GIG_Scud\fall2.sqs" or [X-Pos, Y-Pos] exec "\GIG_Scud\exp.sqs" or [X-Pos, Y-Pos] exec "\GIG_Scud\exp2.sqs" I think that it can achieve it if the timer processing is described and it combines with the explosion. For instance, <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _timecnt = 60 #loop hint format["The remainder is %1 seconds", _timecnt] _timecnt = _timecnt - 1 ?(_timecnt == 0) : [getPos _target select 0, getPos _target select 1] exec "\GIG_Scud\exp.sqs" ~1.0 goto "loop" offcourse i will try it but what i realy ment was in ofp the scud (addon not official) could be fired by the AI wich targeted a marker defined in the launch trigger Share this post Link to post Share on other sites
Gigan 1 Posted August 24, 2008 @Imutep Thanks for mirroring. @supergruntsb78 I do not understand the meaning that you say well. After ordering AI to make the target watch in the radio command by player, do you want to launch it? @Landdon Though it might be impossible, I will try so that Scud may operate completely by MP in the future. Share this post Link to post Share on other sites
vengeance1 50 Posted August 24, 2008 Excuse me if this has already been asked but the Visual Effects of the Bomb Explosion in MP are not visable to all clients on Dedicated Server? What do I need to do to fix this? Thanks Vengeance Share this post Link to post Share on other sites
wipman 1 Posted August 24, 2008 Hi, a Scud launcher painted in RACS camo will be very handy and also will expand the possible missions range that could be made for use this addon, it'll also fit well into Opteryx's Avgani... so we'll more (or better) reasons to send the Jonn's SF's units into the town to enlight the Scuds and don't risk the (suposed) local population's life launching a mayor attack or just sending standard units that may get late to the targets before that they launch the missiles. But anyways... very pimp addon, i hope that it be MP compatible soon. Let's C ya Share this post Link to post Share on other sites
supergruntsb78 67 Posted August 25, 2008 @supergruntsb78I do not understand the meaning that you say well. After ordering AI to make the target watch in the radio command by player, do you want to launch it? in ofp we also had a scud wich could be fired by the AI just the same way as the player firing but the marker was supposed to be set so all that was realy needed was a trigger whom contained a small piece of code something like <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> scud [60,markername,exec scriptname.sqs] scud was the unitname 60 was something about the time the scud whould launch markername was the targets marker everything could be desired by the player to his wishes by only putting in the code in the trigger the AI would launch the scud after the disired time on to the target yuou could watch the launch being done from the beginning till the end and then watch the nuke destroy a target area Share this post Link to post Share on other sites
Gigan 1 Posted August 25, 2008 @vengeance1 As for present Scud, visual effect doesn't operate normally on MP. It might not be able to be operated normally only by Mission Editing. I will add the correction to Scud so that it may operate normally. I began working for Ver1.25 two weeks ago, though I required one year for the release of Ver1.25. My addon editing knowledge is the same as one year ago. To test many times, I am preparing ArmA for second PC. @wipman RACS Scud is very interesting. I will work on it as long as working hours permits. Of course, the most immediate priority is assumed to be MP compatible. @supergruntsb78 @supergruntsb78I do not understand the meaning that you say well. After ordering AI to make the target watch in the radio command by player, do you want to launch it? in ofp we also had a scud wich could be fired by the AI just the same way as the player firing but the marker was supposed to be set so all that was realy needed was a trigger whom contained a small piece of code something like <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> scud [60,markername,exec scriptname.sqs] scud was the unitname 60 was something about the time the scud whould launch markername was the targets marker everything could be desired by the player to his wishes by only putting in the code in the trigger the AI would launch the scud after the disired time on to the target  yuou could watch the launch being done from the beginning till the end and then watch the nuke destroy a target area Cannot you hope about following description? ailaunch.sqs ------------------------------------------------------------------- _scud = _this select 0 _waittime = _this select 1 _target = _this select 2 ~(_waittime) [_scud] exec "\GIG_Scud\stand.sqs" ~15 [_scud] exec "\GIG_Scud\launch.sqs" ~10 [getpos _target select 0, getpos _target select 1] exec "\GIG_Scud\fall.sqs" ------------------------------------------------------------------- in trigger description [scud1, 60, targetmarker1] exec "ailaunch.sqs" Share this post Link to post Share on other sites
icebreakr 3156 Posted August 25, 2008 Is it possible to make a non-nuclear scud, maybe with cooperation of "deadly gas" script makers? It would fit well into MP missions. We don't use it in our MP session because of that "everyone-can-fire-a-nuke-but-only-one-local-client-sees-it". Share this post Link to post Share on other sites
Gigan 1 Posted August 25, 2008 My present work is all clients make it see the mushroom cloud on MP. I will refer to it if the "deadly gas" script often works on MP. Moreover, it is also possible to add a new warhead to Scud if the author's permission is obtained. I will try the "deadly gas" script for the time being. Share this post Link to post Share on other sites