Aculaud 0 Posted April 2, 2002 Can anyone comfirm this? If so, how is this possible? Share this post Link to post Share on other sites
Dawdler 0 Posted April 2, 2002 Yes you can spawn only an explosion... But you wont get sound or damage... I cant remember the exact command, but if you look in the config file (if you have a decoded) they are there, something like "explosion1" or something... I got one at least to work when testing a few month ago. Share this post Link to post Share on other sites
LauryThorn 0 Posted April 2, 2002 If you create a "grenade" or "Shell125" so that it is above the ground, it will then drop down and explode. And kill people. Share this post Link to post Share on other sites
RED 0 Posted April 2, 2002 If you want a BIG explosion then use : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _bigbang = "LaserGuidedBomb" camCreate [Getpos man1 select 0, getpos man1 select 1, 10] <span id='postcolor'> RED Share this post Link to post Share on other sites
Aculaud 0 Posted April 2, 2002 do i put this in the 'on activation' field of a trigger, or what? Also, give me some other weapon names. Like a satchel charge or something. A laser guided bomb will take out the whole base instead of just a wall section if ya know what i mean. Share this post Link to post Share on other sites
LauryThorn 0 Posted April 2, 2002 I think that Shell125 is pretty good for heavy explosions, grenade is good for little shelling. Share this post Link to post Share on other sites
RED 0 Posted April 2, 2002 Yes you put that in the onactivation of a trigger or a script. Some names are : "heat120" "grenade" "Shell125" "sabot something, i forgot that one" RED Share this post Link to post Share on other sites
Aculaud 0 Posted April 2, 2002 RED I tried that line of code you gave me in a trigger, and it said Error genaric error in expression Share this post Link to post Share on other sites
Aculaud 0 Posted April 2, 2002 LOL!!!! I just had to try this, and i blew up 12 t-80s with a laser guided bomb. Anyway.... Heres the situation thus far. I still get the error message, but it works as long as i use a man named man1. How can i - 1) Ditch the error message? 2) not have to have a man named man1 for it to work? Share this post Link to post Share on other sites
Aculaud 0 Posted April 2, 2002 nevermind, the error message is gone. so all i need to know is if its possible to do this without a soldier named man1. If not, its ok, it'd just be better for the mission. Share this post Link to post Share on other sites
LauryThorn 0 Posted April 2, 2002 Could you please tell how you got it to work? I use generic artillery script for all my explosions, shelling, smoke screens, flares.. Share this post Link to post Share on other sites
Aculaud 0 Posted April 2, 2002 No problem I used the line of code that RED gave me earlier, and i put it into a trigger activation field, only i took out the underscore before bigbang. It looks like this: bigbang = "LaserGuidedBomb" camCreate [Getpos man1 select 0, getpos man1 select 1, 10] And then you just have to have a soldier, preferably enemy, named "man1" wherever you ant the explosion. And just FYI, laserguidedbomb does work very well for artillery simulation. I tested it out and it can take out up to 20 abrams in one strike. Share this post Link to post Share on other sites
Aculaud 0 Posted April 2, 2002 one more note. the "10" at the end is the value that tells the weapon how high off the ground it will start in meters. so for artillery, i would guess it would be better to have something like 30 in that spot. this will make it start from 30 meters up, so it will take longer. I also just made another break through. This looks totally cool, and works well for storming a base with walls around it. Put your "man1" right next to the wall you will be going through, and in the code line, use maverick as your weapon, and put it 1 meter off the ground. So when the trigger is activated, it will take out the wall and act like a breaching charge. Share this post Link to post Share on other sites
Dawdler 0 Posted April 2, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I also just made another break through. This looks totally cool, and works well for storming a base with walls around it. Put your "man1" right next to the wall you will be going through, and in the code line, use maverick as your weapon, and put it 1 meter off the ground. So when the trigger is activated, it will take out the wall and act like a breaching charge. <span id='postcolor'> But why have it unreal with a missile falling down there? Detonate it 1m up in the air instead Works for shells at least... Just place two of them, theyll collide and explode in midair. Can be cool when wanting to blow things up high... Like placing something on a wall... Share this post Link to post Share on other sites
PalpatineII 0 Posted April 2, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">No problem I used the line of code that RED gave me earlier, and i put it into a trigger activation field, only i took out the underscore before bigbang. It looks like this: bigbang = "LaserGuidedBomb" camCreate [Getpos man1 select 0, getpos man1 select 1, 10] And then you just have to have a soldier, preferably enemy, named "man1" wherever you ant the explosion. And just FYI, laserguidedbomb does work very well for artillery simulation. I tested it out and it can take out up to 20 abrams in one strike. <span id='postcolor'> The best thing to do in this case is to make a script, this is fairly easy todo, go back to windows using ALT-TAB, and go to the directory you've saved your mission in, like c:\Program Files\Codemaster\Flashpoint\User\You\Mission.cain. In this directory you create a new text file. Now double click the file to enter it and type the following _Unit = _This Select0 _X = GetPos _Unit Select 0 _Y = GetPos _Unit Select 1 bigbang = "LaserGuidedBomb" camCreate [_X,_Y,10] Exit Now save the file as Bang.sqs Go back to the game, and type in the trigger activation field: [Man1] Exec "Bang.sqs" What you just did is order the game to execute the file Bang.sqs, using the entire array you give him, the array in this case is [Man1], now if you want to change the name of the unit to, let's say Harry, you just change the command line in the trigger activation field into [Harry] Exec "Bang.sqs". I will now give you a short explanation of the script, the first line you see says: _Unit = _This Select0 This tells the game to take the first value in the string called _This, and store it in the string Unit, it can be a bit difficult to understand, but Select 0 means, take the first value. The string _This is a special string, it stores the array wich you give when you order the script to execute, in this case the array only holds the value Man1, but it an hold much more. In this case, the first value is Man1, so the game stores the value man1 in the string _Unit. The following line reads this: _X = GetPos _Unit Select 0 You see the command GetPos here, this means get the position of the unit, in this case the unit is defined as _Unit, and store it in the string _X. As we know, this string _Unit contains the value Man1, so it really says, Give me the position of Man1, and store it in string _X. Now you need to understand the way in wich the GetPos command works, it returns the position of the unit in an array, this array contains the X, and the Y location for this unit, and it might look like this [1000,2000], in wich 1000 is the X location and 2000 is the Y location. We also say that he should Select 0, and store only this value. Meaning that in this example the string _X would contain the value 1000. The way the third line works is exactly the same as the second one, the only differance is ofcourse that it doesn't store it's retrieved value in _X, but in_Y, and that the value wich is being selected is not the first, but the second value. So the _Y string will now contain the value 2000. The fourth line in the script is the line that tells the script what to do with the values that have been found. First of all I will explain the CamCreate command. The only thing it does it creates on object, on a certain location, and gives it a name. In this case the object is "LaserGuidedBomb", but this can also be something like "Shell120", or "Heat120", or "grenade", when you change this, make sure that you only use those types wich are supported by the game, check a command manual to find more types wich are usable. The [_X,_Y,10] array is the place where the object will be placed, in this case it will be [1000,2000,10]. The third value in the array, 10, is the height where the object is created, this is in meters. Finally the object is given a name, in this case bigbang, this can however be any kind of name you want, like Nuke, or whatever. So if I now rite out what you just did, You told the game to create an LaserGuidedBomb on the position, X=1000, Y=2000, Z=10, and name this projectile bigbang. I hope that this will help you a little. Share this post Link to post Share on other sites
Aculaud 0 Posted April 2, 2002 eh, i got it to work, thats all i care about. Thanks anyway, though Share this post Link to post Share on other sites
Aculaud 0 Posted April 2, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Dawdler @ April 02 2002,12:17)</td></tr><tr><td id="QUOTE">But why have it unreal with a missile falling down there? Detonate it 1m up in the air instead<span id='postcolor'> thats just it, the missile doesnt fall. If you place it 0 meters up, then it starts on the ground and detonates the second its generated. I use a maverick because its the strongest missile in the game, and the blast is sufficient to knock down a wall section. So it acts like a breaching charge. Share this post Link to post Share on other sites
DarkTerritory3 0 Posted April 3, 2002 Can somebody PLEASE send me an exemple? I can`t get it too work. Share this post Link to post Share on other sites
Aculaud 0 Posted April 3, 2002 I can give you detailed instructions on how i got it to work. First, just open up desert island in the mission editor. Of course, youll have to make a soldier to play as, so put yourself up on a hill, or somewhere where you can see everything. Now make a trigger that is activated by radio alpha, and put this in the 'On Activation' field: bigbang = "LaserGuidedBomb" camCreate [Getpos man1 select 0, getpos man1 select 1, 10] now you need to make an enemy soldier named man1 and put him somewhere where you can see him. When youre ready, radio alpha and watch the bang! Share this post Link to post Share on other sites
DarkTerritory3 0 Posted April 4, 2002 ok cool thx i will try that, Share this post Link to post Share on other sites
DarkTerritory3 0 Posted April 4, 2002 Nothing happen. But do i need a plane, a script something?? I radio alfa but nothing happen. Share this post Link to post Share on other sites
DarkTerritory3 0 Posted April 4, 2002 Ok now i got it. But why the camcreate? should i see a camera effect? What i see is the bomb only coming to is target, (Man1) Share this post Link to post Share on other sites