Apocca 10 Posted July 9, 2009 (edited) I need some sort of artillery, or basically just big controlled/triggered explosions in my mission. I remember in ArmA, a simple script that spawned a bomb in mid air that dropped down and exploded when the player entered the triggering area. That would be perfect, but unfortunately i lost all my missions for ArmA1 and can't look up the script :( Anyone know how to do this? It was just a line of code in a trigger's activation field, where you could put in huge, big, medium and small types of bombs, depending on the explosion you wanted. And then ofcourse a script in the mission folder. Other methods are welcome too. Bonus Question: Unrelated to the thread, but another thing i never got a reply to: When spawning a unit with the below code, how do you set the skill of the spawned unit? Group1 = CreateGroup East; Group1 createUnit ["RU_Soldier_SL", [(getMarkerPos "Startingpoint") select 0,(getMarkerPos "Startingpoint") select 1,100], [], 0, "CAN_COLLIDE"]; Edited July 9, 2009 by Apocca Share this post Link to post Share on other sites
imutep 0 Posted July 9, 2009 (edited) I think you mean the Improvised Explosive Device Script (IED) from Jeevz. I don't know if this script works in ArmA2. Maybe change the bomb class names. Here is a link ; Improvised Explosive Device Script ; By Jeevz ; v1.2 12/13/06 ; This script will create an explosion of a ; selected size on any object when called ; The arguments are [objectName, explosionPower] ; Explosion Power will be 1 of 4 choices ; Small - Good for Anti-Personnel use ; Medium - Will usually disable a Humvee without killing the occupants ; Large - Will usually destroy a passing humvee and kill or severly injure all occupants, will disable the tracks and possibly engine on M1A1 ; Huge - Nothing will survive, I mean... it's HUGE :-) ; Example script call --> [theCar, "Small"] exec "IED.sqs" ;start script _theObject = _this select 0 _theExplosion = _this select 1 ;locate the Object to be blown up _bombLoc = GetPos _theObject _bombLocX = _bombLoc select 0 _bombLocY = _bombLoc select 1 _bombLocZ = _bombLoc select 2 ; Deterimine the ordinance used to create the explosion ? (_theExplosion == "Small") : _ammoType = "R_57mm_HE" ? (_theExplosion == "Medium") : _ammoType = "M_Sidewinder_AA" ? (_theExplosion == "Large") : _ammoType = "M_Sidewinder_AA" ? (_theExplosion == "Huge") : _ammoType = "Bo_GBU12_LGB" civvy1 globalchat _ammoType ; Get the explosion size and blow the object up ? (_theExplosion == "Small") : goto "SMALL" ? (_theExplosion == "Medium") : goto "MEDIUM" ? (_theExplosion == "Large") : goto "LARGE" ? (_theExplosion == "Huge") : goto "HUGE" #SMALL _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _theObject setdammage 1 civvy1 globalchat "Small" exit #MEDIUM _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _theObject setdammage 1 civvy1 globalchat "Medium" exit #LARGE _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _theObject setdammage 1 civvy1 globalchat "Large" exit #HUGE _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _theObject setdammage 1 civvy1 globalchat "Huge" exit Edit: For skill "RU_Soldier_SL" createUnit [ getMarkerPos "Startingpoint", group, init, skill, rank] ; Edited July 10, 2009 by Imutep Share this post Link to post Share on other sites
Apocca 10 Posted July 9, 2009 Ah yes, that is the one. Where can i look up the classnames for bombs/missiles and such? They ain't listed in the classnames thread as far as i can see. Share this post Link to post Share on other sites
imutep 0 Posted July 9, 2009 I search also for those class names. Maybe here? Share this post Link to post Share on other sites
SBS_Kerensky 10 Posted July 10, 2009 the bomb names in the original script seem to work fine in Arma 2 as far as I can tell. But same as you guys would be nice to have a full list as I'd like to tweak the explosion types a bit more. Share this post Link to post Share on other sites
Apocca 10 Posted July 10, 2009 Medium dosn't work, and small dosn't seem very small at all anymore. Don't think large worked either. Share this post Link to post Share on other sites
imutep 0 Posted July 10, 2009 I fixed my post with the code. Posted the wrong version of the script. Sorry! Share this post Link to post Share on other sites
nikodemus 10 Posted July 10, 2009 I've tried this and it's great, downloaded the latest version off that German website link. A question, is there a way to make the explosion delay, as it goes off immediately after mission starts? Thanks Share this post Link to post Share on other sites
f2k sel 164 Posted July 10, 2009 you need to place it in a trigger and set the conditions. Share this post Link to post Share on other sites
nikodemus 10 Posted July 10, 2009 (edited) Do I use the exact script line in the conditions box: [theCar, "Small"] exec "IED.sqs"? I tried it but it tells me "Type Nothing, expected Bool" EDIT: I have managed to set off the IED by setting the condition of the trigger 'true', and placing the above command on the activation box. However the bomb still goes off immediately after mission begins. How can I make it so the bomb only sets off once it passes through the trigger's radius? Edited July 10, 2009 by nikodemus Share this post Link to post Share on other sites
cobra4v320 27 Posted July 26, 2009 when you set true as the condition line of the trigger it is going to go off at the start of the mission. If you only want a certain vehicle to set it off then just group the trigger to the vehicle itself. Share this post Link to post Share on other sites