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zonekiller

Micks Mad Napalm

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Micks Mad Napalm

NO ADDONS REQUIRED

Its simple to use just attach the script to any falling object

3 or 4 objects gives the best effect

If you get gaught in the flames RUN as fast as you can away and you may suvive, The AI know to do this as well.

It has Night Lighting Effects.

I Made this script for the new Support Pack V1.5 PvP

and found it a good stand alone script as well.

The Support Pack Scripts will be ready in less than a week by the way.

Works in SP or MP and Deticated Servers.

Tested in 1.08 and QG

New Napalm V1 With Sound  

Changes

Now has fire sounds and screaming sounds.

But you now have to add this line to the description.ext file

Code Sample  

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#include "Napalm\sounds\sounds.hpp"

also

In this Demo there are three Napalm drops

as soon as the smoke clears the next Napalm will drop

Download New Napalm V1 Demo With Sound Here

Napalm V1 --RAR--

Napalm V1 --PBO--

Screen Shots

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Hi Guys And Gals

Allot of work goes into some of the beta scripts

and it would be good to hear you ideas about the beta scripts.

and also tips on improving the code as most of us are

not experts but enjoy the learning curve.

and whether you like the script or mission or not

and whether you might find it useful in missions ect

We all like sharing our scripts so how about sharing your thoughts

Im don’t wish to come across like im putting pressure on anyone

Its just we would like to hear your thoughts and ideas.

Thanks Michael

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Hi All

The Napalm Script has been updated to Ver 1

pistols.gif

Download Demo Here

Napalm V1 --RAR--

Napalm V1 --PBO--

Changes

Now has fire sounds and screaming sounds.

I used some sounds out of ECP for OFP

But you now have to add this line to the description.ext file

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#include "Napalm\sounds\sounds.hpp"

also

In this Demo there are three Napalm drops

as soon as the smoke clears the next Napalm will drop

Have Fun.

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Hi

Firstly, brilliant script, but i need a little help with the following. I am trying to make it so that i can call in a napalm strike during a mission.

I am using this script

Code Sample

_pos = _this select 0

onMapSingleClick "";

artmissions = artmissions + 1

_markerobj = createMarker [format ["marker%1", artmissions],_pos]

_markerobj setMarkerType "Destroy"

format ["marker%1", artmissions] setMarkerText format["Napalm", artmissions]

HINT format ["Fire mission accepted."]

~15

_rounds = 0

HINT "Splash"

#art

busy = true

_shell = "Barrel4" createvehicle [0,0]

_shell setpos [((_pos select 0) + random 20),((_pos select 1) + random 15), 200 + random 10 ]

~1

_rounds = _rounds + 1

?(_rounds > 1) : goto "end"

goto "art"

#end

busy = false

However, i need to some how attach this command to the barrel that i spawn using the script to make it work

Code Sample

[this] execVM ""Napalm\Napalm.sqf""

Any ideas?

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i use a sqf file for my airstrike and i use these lines

step 1/

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_initCode = "";

_initCode = _initCode + "nil = [this] execVM ""supportV1\AirStrike\Napalm\Napalm.sqf"";";

step 2

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_bomb = "Barrel1" Createvehicle [0,0,0];

_bomb setpos [(getPos _vehicle select 0),(getPos _vehicle select 1),(getPos _vehicle select 2)-3];

_bomb setVehicleInit _initCode;

processInitCommands;

for a sqs file it may be as simple as

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_shell setVehicleInit [this] execVM "supportV1\AirStrike\Napalm\Napalm.sqf"

processInitCommands

i have not ever used setVehicleInit in a sqs file before tho

i hope that helps

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