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Cluster Bomb by DoktaJimmy

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I have made scripts for cluster bombs

http://www.armaholic.com/page.php?id=7401

You will get 3 clusters dropped from A10 by AI on mapclick and 2 clusters to be dropped by player.

ATM no textures so used barrel for bomb.

I am trying to make an ammo vehicle rearm the plane instead of radio trigger (which even on demo is ugly). If you use this and sort this out before me can you let me know please.

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Cool! I'll have to have a go at this!!!

Its a shame you can't get a cluster bomb to destroy a runway! I've always been fond of those types of cluster bomb!

Edit: I believe its called the BLU-107 Durandal. Takes me way back to TFX and EF2000!

Edited by halleyelec

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Yeh, Durandal, they are pretty savage to runways. A JP233 would be even better! Back to the oldskool Tornado.

I nuked the runway with Takkos nuke and it remained intact!!!! So me thinks I can't destroy runway. But I have another idea which would in effect render the runway useless. I'll let you know how it pans out.

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if I were Mr Burns, I'd say "excellent." I suppose one way of destroying a runway would be to make it an addon, much like a building. I don't know.........

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just create a lot of after-explosion debris on the runway, which will render the runway useless. Maybe look into the bis function that creates debris when a plane crashes into the ground.

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Good so far. I have found that my A10 drops the cluster bombs at strange angles (ie off to the side). You may need to look into flight characteristics of the bombs !

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I was thinking of using trenches placed on runway to simulate craters.

I'm wondering if the barrel is hitting the plane when it is released and knocking it off askew. I will have a look when I get back home later.

Edited by doktajimmy

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Yes the dirt kicked up after aircrafts crash could maybe be spawned after the impacts? That would make it impossible/very hard to launch aircrafts from that runway. :)

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Here is a prototype runway disabling cluster. Spawns earth trenches around where cluster impacted. ATM there are 101 projectiles and 25 trenches spawn.

http://www.filefront.com/14523759/runway3.sqs

Trigger On Act [<startpos>,<burst height>] exec "runway3.sqs";

The targetting is via HUD, so, aim at target before you call trigger.

Edited by doktajimmy

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I must be doing something wrong here.....

I'm adding the sqs to a mission folder. Creating a trigger with [<startpos>,<burst height>] exec runway3.sqs; in the activation field but nothing is happening.

Am I to input the <startpos> and <burstheight> based on my own settings for my player? im confused but then again, don't really mess with sqs's yet.:o

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Ah, ok.

<startpos> would be an object...I use game logic. <burstheight> would be the alt at which the cluster airbursts.

So, assuming we have a logic called START and want it to burst at 80 we would enter:

[sTART, 80] exec "runway3.sqs";

Also, remember that with the screenToWorld, buildings are NOT detected so, imagine a straight line from Crosshair THROUGH building, and to have target selected before you call trigger.

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Yeh, my bad. I forgot to mention a couple of things. Gimmie about 30 minutes and I'll add some more craters.

Bear in mind this is just to test the ideas and is prototype only.

---------- Post added at 03:55 PM ---------- Previous post was at 03:20 PM ----------

Here's my test mission folder.

http://www.filefront.com/14524591/RunwayTesting.utes.rar

Extract into .......\documents\arma2\missions\

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Very cool! Nicely done mate. :)

It lags quite heavily here and there. When bringing up the radio for example. But i guess that can be made better later.

A suggestion though. Is it possible to spread the clusters more spherical? Its a long line right now (ofcourse to nail the whole runway sideways), but more in front and behind the blast would be nice as well. More spread so to speak so it makes more craters along the runway.

Anyway - this is a great thing your working on. Will definatelly get good use for some missions.

EDIT: I take that back about lagging... For some reason Win7 messes with my game when i have any website open in the background. When sites refresh it lags heavily in the game. Sorry about that. I have no lag at all - from these scripts.

EDIT2: The first drop will create the low craters (trench models) and the big ones (dirt humps), but the second and onwards will leave only the small. Or is it randomized maybe?

Alex

Edited by Alex72

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The AI are not very good at bombing in the correct place. They are always off the mark.

Any way to correct that ?

When they do 'luckily' hit the runway they do put it out of action with the craters.

Good job.

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To me he is on the mark everytime mate. Sounds weird.

Maybe too often its too little craters made though. Too many times i manage to take off (tested with aircraft).

However i think it would be cool to retexture some debris/humps etc to the runway textures with mixed in dirt. That would be cool. :) Gotta look into that.

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Yeh, I noticed that the Large craters can be destroyed by the bombs!!!! I will need to allowdamage false for a while I think.

I also want to make the clusters spread more evenly....ATM there is a Asterix style spread of the larger munitions with a narrow spread of smaller munitions. There are 101 bomblets and only 50 of them will spawn a crater so, that will get upped to 101. This should form a more even spread.

Another weapon to join the cluster pack like this I've started working on should nail the spread issue tho.....as long as you can fly straight!!

The AI drop the bomb at a set distance from the target so they may miss depending on speed etc. My maths isn't that good so I am experimenting with different speeds and drop distances so I can try an make a crude correction. eg _dropdistance = 200 +(something related to speed etc)...I know it's vague but as I said my maths is pretty rubbish.

I guess I have used this so much I just offset my target....not ideal!!

The texture also need changing as Alex72 said. If anyone has the id of the "skidmarks" left when a plane crashes that will help me.

EDIT

Found it...craterlong

Edited by doktajimmy

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Latest version is dope! :)

Exactly the cluster bomb needs to be more irregular impact pattern. The perfect X right now is a bit too ...perfect hehe. And maybe bit more spread - bigger impact area. Height might take care of that thinking about it though. Its set to 80m so it should maybe not be that big affected area. Will test some more. But make the impacts more irregular pattern if you can.

And thanks for the work. ;) Very cool.

EDIT: Future version could have in the action menu when inside the aircraft as pilot - burst height. choose from 5 different values like 100, 200, 300, 400, 500m. Or something that makes sense. Just an example.

Alex

Edited by Alex72

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Aw only just had time to check it out! I've 'susptected' piggy flu :( too many bacon butties I think. Anyway, It's well good mate!

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Nice one guys.

I was looking into the dispertion of bomblets after last cluster and got kinda carried away....ended up making a JP233 simulator.

@Alex72....I was thinking about making the burst height more dynamic for the pilot, good idea.

I keep modifying my other clusters, eventually I aim to get some textures in there and PBO the whole thing up. So thanks for the suggestions.

Can you beleive that places stopped selling bacon!!!!

Here's the link to the updated JP233

http://www.armaholic.com/page.php?id=7441

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Indeed. It should be called ManBirdPig Flu....probably originated from Al Gores family!

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As much as I would love to discuss how I got 'suspected' swine flu, not to mention actually being in a vaccine facility which is using inactivated H1N1 swine flu virus to produce a vaccine for the U.S, I think we should stick to the topic. We don't want the grumpy mods to have to mention something :)

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