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Gigan

SCUD - Nuclear Explosion

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Is there anything to edit in the v 1.25 because I can't see any tree collapsed after the explosion, just the buildings as before collapse ...

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@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.

best news ever ! notworthy.gif

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Gigan,

If you need help testing on a Dedicated Server let us know over at Global Alien and we would be happy to help test. We are currently using it in a MP Mission.

Vengeance

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I was also wondering about the non-nucler scud. The chance of SLA having a nuke is ... very unlikely. Even though I love the nuke special effects, it is hard to make realistic missions. Gigan, while you are looking into deadly gas version, could you possible make just a regular high-explosive warhead?

I also think that some extra, extra smoke that follows the missile after launch would look very realistic.

Thanks for updating this addon, as you see, it is still very much enjoyed by the community!

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@Flasher444

If "fall2.sqs" or "exp2.sqs" is not used, the explosion where the tree falls cannot be seen.

Because this warhead is not installed in Scud in the initial state, it is necessary to execute it by the exec command.

Moreover, the explosion is very heavy.

@vengeance1

Thanks, I wish to express my gratitude for your offer.

I will ask you when first testing on my local network, and succeeding. I am anxious most about the load when the explosion is caused on a global network.

@Bospor

It is easy to reduce the scale of the explosion. However, it might take time to reduce the visual effect of explosion in some measure.

I will have to do scratch from the start because there might be a sense of incompatibility only by simply downsizing the mushroom cloud.

I will increase smoketrail after launches. smile_o.gif

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I will increase smoketrail after launches.

yay.gif  yay.gif  yay.gif

This might be a stupid question, but is it possible in Arma to have a large crater after the explosion?

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Hi, is not possible to make it on the island's surface, but it'll be

possible to create 3D crater in the missile's impact point using a

custom crater model as the ECP 1.085 did with the OFP. That's

something that i miss alot not only from BIS, also from the Mad

Matt's ArmA Effects or the RED_Fix's a 3D crater that you could

use as cover when advancing into enemy possitions and much

more things. Let's C ya

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@Flasher444

If "fall2.sqs" or "exp2.sqs" is not used, the explosion where the tree falls cannot be seen.

Because this warhead is not installed in Scud in the initial state, it is necessary to execute it by the exec command.

Moreover, the explosion is very heavy.

How to execute them ?

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[getpos player select 0, getpos player select 1] exec "\GIG_Scud\fall2.sqs"

For instance, please input above description to player unit description column in mission editor. The warhead falls to overhead of player with roaring sound. smile_o.gif

Please use exp2.sqs when you want to cause the explosion immediately.

I hit on the method of switching the warhead installed in Scud. icon_rolleyes.gif

For instance, nuclear warhead is installed in Scud at the early stage, and when it want to switch to the normal warhead.

[scud1] exec "\GIG_Scud\setnormal.sqs"

Thus, it switches.

It will be able to be achieved by the next update.

Also, I will begin working aiming at MP compatble because the MP test environment was at last in order.

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@Flasher444

If "fall2.sqs" or "exp2.sqs" is not used, the explosion where the tree falls cannot be seen.

Because this warhead is not installed in Scud in the initial state, it is necessary to execute it by the exec command.

Moreover, the explosion is very heavy.

How to execute them ?

what gigan means is

[coord. x, coord y] exec "scriptname"

getpos "object" 0 report the first term of the out wich is coordX,coordY,coordZ

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OK I'll wait for the next update that should do it on its own   tounge2.gif

You might be waiting a while..  tounge2.gif

If I remember the discussion from earlier in the thread, there are two "warheads" in the package. The default one, which is the one loaded on the launcher, which doesn't knock down the trees and has a lighter load on the system, and the second warhead, which can be detonated by using the "fall2.sqs" or "exp2.sqs" scripts, which does knock down the trees, but is much heavier on the system.

I hope I got that right, Gigan..

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I've tried editing the pbo file renaming fall2.sqs in fall.sqs, but still no trees down ...

Before

capture1ys5.jpg<span style='color:red'>> 100kb</span>

While

capture2ys6.jpg<span style='color:red'>> 100kb</span>

After

capture4qr0.jpg<span style='color:red'>> 100kb</span>

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fall.sqs and fall2.sqs are file not referred to in launch operation of scud. It only is used by the exec command by the user and exists.

If you hope to change to tree falling warhead installed from start in Scud, please change the name of exp2.sqs to exp.sqs. Maybe, your target is achieved by it.

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Though some trees remain without falling, objects within range of the explosion is all influenced. icon_rolleyes.gif

FPS=0 continues for 5-6 seconds moment of the explosion.

fall2_1-small.jpgfall2_2-small.jpgfall2_3-small.jpg

Detail 01 02 03

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i hope soon to finish new SCUD model and Gigan will be able to update his addon :]

i hope Gigan you are still in community smile_o.gif

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@Vilas

Thank you sir. My PC occurred hard disk trouble. sad_o.gif  I am newly constructing the system again now.

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is ok to use the code for my Whiskey class submarine?

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is ok to use the code for my Whiskey class submarine?

Yes, use liking it. smile_o.gif

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is ok to use the code for my Whiskey class submarine?

Yes, use liking it. smile_o.gif

excellent smile_o.gif

Will do some work on animations and stuff, but atleast its working now smile_o.gif

Before it was just a sub without any purpose.. soon it will be great for insertions and nukes smile_o.gif

Image_2008-12-06_1228.51.296.jpg

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