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TechnoTerrorist303

Takko's nuclear bomb [a1 port]

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Hi all

I take no credit for the work in making this explode as this is a direct port of an a1 addon by Takko and team. Before you ask, I do have his permission to provide this.

You will need the Community Base Addons mod running in order for this to work.

Walk up to the device and switch the power on, choose safe implosion or detonation.

Enjoy

http://www.4shared.com/file/130141919/a46713da/arma2basicnuke.html

oh yeah, test mission on Utes included.

---------- Post added at 02:10 PM ---------- Previous post was at 01:35 PM ----------

also available on armaholic

ArmA2 Nuke

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Its interesting that you also ported the Gecko ATV, any screens? Otherwise I'll do them

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Lol did I ? :) Wasn't even paying attention to that bit! No screens sry, if you're able to do them in the next few hours then please do, I'm not anywhere near my arma2 rig atm

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Is it possible to get an AI to operate this thing? I've been trying all day to make a mission where an NPC turns on the bomb after a set amount of time (say 10minutes pass in the mission). I can get them to walk up to it and all around it but so far nothing else?

Any one able to help? :(

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If you want the bomb to go off. Simply trigger "Bomb setDamage 1". It goes off nicely. Sadly theres not to much info on how actions for this(nuke :) pwr_on(?)) work with AI.

I myself am interested if theres a way to go into the Ground Zero without beeing harmed by the RAD.

Edited by cat_black
incomplete

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Well basically I'm trying to get the bomb to activate after a random amount of time from mission start. My mission has the player and a buddy trying to reach a location before the bomb (kill the NPC so the arming waypoint can't be triggered) can be armed and if it does get armed they have to make it to an extraction zone.

My plan was to use an NPC with waypoints and a variable time but oh well. I'll keep messing around thanks :)

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I guess what you could do is set a name for your NPC, say "bob". Create a trigger around the nuke to state when "bob" is detected. I think then you can set a 'min', 'mid' and 'max' range in seconds before you want to nuke to go off, by using your script in the init field.....i think.....

EDIT-Don't forget to make the trigger small so it looks realistic!!!

EDIT- Ol so I tried with a simple explosion. I used a car with a trigger with bomb = "R_57mm_HE" createvehicle GetPos bomb; bomb setdamage 1; in the trigger init field.

I set the timeout to ten seconds and made my guy, with no name, run to the car and back. After ten seconds the car blew up.

So could this be used to detonate your nuke after say 15 minutes, for example?

Unfortunately you can't set activation by blufor for some reason so you'd have to make sure the activation was ANYBODY and just get one NPC to walk up to it after a certain time. If that guy gets killed, its game won because he can't activate the bomb.....just don't walk into the trigger area!!!! lol

Maybe there's another way around it.... this is probably the dirtiest method.

Edited by halleyelec
afterthought

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When using this addon I get a message before ArmA 2 loads: Addon Extended_EventHandlers requires version 1.08 of application. When I hit ok Arma 2 loads and the nuke still works. I replaced the file with the one from CBA and I don't get the message anymore and it still works.

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@halleyelec

Thanks, it pretty much allowed me to do what I wanted to do. I set up two triggers, one that goes off when opfor get around the bomb (sends a text msg that the bomb is being armed) and then the 2nd one that goes off when they have been there for a few minutes (and dmgs the bomb enough to start the explosion). Makes it frantic having to push them back out away from the bomb with out blowing it up.

Cheers and thanks :)

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When using this addon I get a message before ArmA 2 loads: Addon Extended_EventHandlers requires version 1.08 of application. When I hit ok Arma 2 loads and the nuke still works. I replaced the file with the one from CBA and I don't get the message anymore and it still works.

Do you have a link to that file? I'm also getting the error.

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As yet it is not clear whether or not permission has been given to port GIG_scud to arma2.

We can assume not as it hasn't been uploaded yet.

Shanawa: The Gecko does not work.

Edited by doktajimmy

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We can assume not as it hasn't been uploaded yet.

Well, it was uploaded by sgtskywalker but then the thread was locked by forum mods due to permission being unclear. I don't think we've had notification either way.

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Yeh. It shouldn't be an issue as I saw Gigan complementing the guy doing the A2 nuke pack (with SCUD) on his work and was going to make something to give to him.

So we can probably guess from this that it is in final stages.

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Been playing around with the nuke and came up with this to set it off :

Uraniuminstable = 1;

This will make it explode instantly. Just put it in a trigger and duck and cover :) ...will set off all nukes in the mission though...

"nukeName" setDamage 1;

this also works but you have to wait 2 x 10 sec and you get some hints popping up. Use setDamage 0.9 if you want the nuke (not nude) model to be visible till the end.

As I said, just playing around but might be useful to someone :b:

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I'm trying to find the nuke in the editor. Where is it at so I can put it down? Also, my selections under 'side' don't show game logic or empty. Why is that? Normally it does, but sometimes it doesn't and I can't figure it out.

Edit: I figured out how to get the game logic and empty. I had to place down a playable unit first, which allowed me to find the nuke, disregard.

Edited by mtuckner

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Where is the nuke? I cant find it in all USMC, CDF, Rusia, Inusrgent an Independent factions. :/

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This thread has been dead for so long I can't even remember myself. I know that you need to place a playable unit on the map first before you can find it ( I think).

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Ohh sorry. I found it out. I just downloaded Gig's Nuclear SCUD.

But thanks for the reply :)

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