FABfm 0 Posted August 1, 2008 Hello I searched on this Forum, but I haven't seen anything concrete on the subject. Is there a way to simulate a firing anti-aircraft cannon? I tried different ways, but none seems to work : - cameCreate ammo dosen't work - createVehicle ammo with setdamage dosen't work - createVehicle ammo with a collision object dosen't work With createVehicle ammo, the charges explode when they ground tombs, only. A solution would be welcome. Thank you for your interest Share this post Link to post Share on other sites
Toasted Duckie 0 Posted August 1, 2008 I'm not sure what you're trying to achieve here. Do you want a shilka firing in the sky? Then try the following. Create a invisible helipad and place it in the sky using the setPos command. Give it a name and have the shilka target the helipad through a trigger and give it the command to fire. Should achieve what you want that way. Good luck! Share this post Link to post Share on other sites
FABfm 0 Posted August 1, 2008 No, I do not want armoureds could fire on aircrafts, I would like to simulate a barrage of antiaircraft fire using a script but, thank you for your suggestion Share this post Link to post Share on other sites
Gargantua 0 Posted August 1, 2008 there're several flak scripts in ofp. in libmod for example. and i guess you're long enough to remember them. Did you tried those old solutions ? Share this post Link to post Share on other sites
FABfm 0 Posted August 1, 2008 there're several flak scripts in ofp. in libmod for example. and i guess you're long enough to remember them. Did you tried those old solutions ? Yes I know them, and No they do not work. Because camCreate command do not work. All these kinds of scripts, which were used for OFP, do not work for ArmA Share this post Link to post Share on other sites
Toasted Duckie 0 Posted August 1, 2008 No, I do not want armoureds could fire on aircrafts, I would like to simulate a barrage of antiaircraft fire using a scriptbut, thank you for your suggestion  Just to get it clear, what I suggested would have the shilka's or whatever AA you're using fire at a invisible object, basicly it fires at nothing, up in the sky. Not at actual aircraft Share this post Link to post Share on other sites
Gargantua 0 Posted August 1, 2008 create a vehicle instead of shell that explodes when destroyed. though i don't know how to adjust vehicle explosion Share this post Link to post Share on other sites
FABfm 0 Posted August 1, 2008 @Toasted Duckie Yes, I understand it, but I did not want a shilka (or something else), just a simulated shoot-off on a air raid. But if this is the only solution, I'll do as you tell me. create a vehicle instead of shell that explodes when destroyed. though i don't know how to adjust vehicle explosion The result of a vehicle's explosion isn't very successful, in comparison with any shell. But thank you for your idea Share this post Link to post Share on other sites
Gargantua 0 Posted August 1, 2008 Quote[/b] ]The result of a vehicle's explosion isn't very successful but i guess it's different for different vehicles, and depends on fuel/ammo iirc. thus you can tweak it to be powerfull Share this post Link to post Share on other sites
Toasted Duckie 0 Posted August 1, 2008 Oooh I'm silly, you want a effect of AA rounds exploding around your aircraft when in the air? I must be thinking slow today.. I'll blame the weather Quote[/b] ]But if this is the only solution, I'll do as you tell me. I'm sure there's a way to achieve the effect you want, I'm no expert I'm very new to all this, but if I look into it I can probably come up with a method to get it to work. Share this post Link to post Share on other sites
FABfm 0 Posted August 1, 2008 Quote[/b] ]The result of a vehicle's explosion isn't very successful but i guess it's different for different vehicles, and depends on fuel/ammo iirc. thus you can tweak it to be powerfull Yes, it's true But there is one thing that I do not understand => Why ammo is regarded as an object and that can be used in a script recovering its position (such as bulletCam script), and you can also allocate a setDamage on any object created (or existing), but it is impossible to allocate a setDamage on an ammo created with createVehicle command ? Share this post Link to post Share on other sites
canukausiuka 1 Posted August 1, 2008 Ammo is not configured as a vehicle, hence setDamage does nothing to it. What I did w/ OFP, and will probably work w/ ArmA, is to camCreate or createVehicle the shell at a given position, and also create some solid object at the same spot. The shell hits the object and explodes, then I delete the object. Of course, it's possible to see the object for a split-second unless you know how to make an invisible object in Oxygen (just make the fireGeo LOD and an empty Geo and 0.000) and code it. AFAIK, the only real solution is to have the shell "hit" something to get it to explode. Share this post Link to post Share on other sites
Q1184 0 Posted August 1, 2008 You can create GrenadeHandTimed class ammo and put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">explosiontime = 0.01;in its config. Then you can spawn this ammo around the target aircraft and it will blow up immediately. Should work and look pretty nice (apart from the lack of tracers). Share this post Link to post Share on other sites
FABfm 0 Posted August 1, 2008 Ammo is not configured as a vehicle, hence setDamage does nothing to it.What I did w/ OFP, and will probably work w/ ArmA, is to camCreate or createVehicle the shell at a given position, and also create some solid object at the same spot. The shell hits the object and explodes, then I delete the object. Of course, it's possible to see the object for a split-second unless you know how to make an invisible object in Oxygen (just make the fireGeo LOD and an empty Geo and 0.000) and code it. AFAIK, the only real solution is to have the shell "hit" something to get it to explode. As I said on my first post, camCreate command do not work, and create a shell with an object to "hit" do not work too (only after on the ground that the shell explodes, not in the air) To create a vehicle or an object, you use createVehicle command, and you can allocate a setDamage to it. And you must use the same command to create an ammo, but you can't allocate a setDamage to it. You can create GrenadeHandTimed class ammo and put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">explosiontime = 0.01;in its config. Then you can spawn this ammo around the target aircraft and it will blow up immediately. Should work and look pretty nice (apart from the lack of tracers).Do you mean that I must make an addon to simulate a shoot-off on a air raid? Share this post Link to post Share on other sites
SUPR3ME KILL3R 0 Posted August 1, 2008 You could try this. http://forum.armedassault.info/index.p....ry46293 I'm sure you wont lose any aircraft necessary to the mission while still getting what your looking for. Share this post Link to post Share on other sites
Folkmate 0 Posted August 1, 2008 Quote[/b] ]Do you mean that I must make an addon to simulate a shoot-off on a air raid? idea is great. just create time delayed ammo. with small delay. it will explode itself once created Share this post Link to post Share on other sites
FABfm 0 Posted August 1, 2008 @SUPR3ME KILL3R This is not exactly what I was looking for, but your script is very useful. Thank you Quote[/b] ]Do you mean that I must make an addon to simulate a shoot-off on a air raid? idea is great. just create time delayed ammo. with small delay. it will explode itself once created Sure, but I'm not an addon-Maker . I can only make scripts Share this post Link to post Share on other sites