enad 11 Posted June 15, 2010 Hey guys, got a quick question. Is there a way to change the damage caused by a single satchel? I'm working on a mission where it would be VERY helpful to carry maybe one or two VERY powerful satchel charges. If this is possible would anyone care to explain it to me? Also, if this is possible, would it be MP compatible? Client side or Server side? Share this post Link to post Share on other sites
celery 8 Posted June 15, 2010 You can't change a weapon's stats without making an addon but spawning a GBU comes to mind. You could also lower the health of the target or make a trigger that destroys it when its damage is low enough. Share this post Link to post Share on other sites
enad 11 Posted June 15, 2010 Would anyone be kind enough to make me a little addon then? How would I spawn a GBU? I'm curious now. Share this post Link to post Share on other sites
Jelliz 10 Posted June 15, 2010 You could also lower the health of the target or make a trigger that destroys it when its damage is low enough. hmm, if your gonna destroy a building with an ID, you can do it like this: Place a marker called tobedestroyed over the building, and a gamelogic called enad close by and place this is the init.sqf: mybuilding = position enad nearestObject IDNUMBER;mybuilding addEventHandler ["Damaged",{bomb = "Bo_GBU12_LGB" createvehicle getmarkerpos "tobedestroyed"}]; The id number of the building you can find in the editor. BTW: im not sure if this is a multiplayerfriendly solution if thats what your looking for. Share this post Link to post Share on other sites
enad 11 Posted June 15, 2010 But there's no config I could edit to make a Satchel do more damage? Share this post Link to post Share on other sites
Evil_Echo 11 Posted June 16, 2010 If you are willing to make a full add-on, you can certainly make a more powerful satchel. When I had plans for a SADM, the notion was to base it on the satchel charge. With different appearance, size, and weight of course. Share this post Link to post Share on other sites
f2k sel 164 Posted June 16, 2010 (edited) I got something to work, I don't know how robust it will be in a mission. Place this in the units' init this addEventHandler ["fired",{_this execvm "bigbang.sqf"}] and then save this script as bigbang.sqf **************************************************************** // this addEventHandler ["fired",{_this execvm "bigbang.sqf"}] _shooter = _this Select 0; _ammotype = _this Select 4; _lastpos = 0; _ammopos = ObjNull; //hint format["%1",_ammotype]; if (_ammotype == "PipeBomb") then { if (Call {_ammopos = NearestObject [_shooter,_ammotype];!IsNull _ammopos}); _LastPos = GetPos _ammopos; while {!(isNull _ammopos) and (alive _shooter)} do { sleep 0.5;// should really be a wait until but I can't get it to work. }; if ((isNull _ammopos) and (alive _shooter)) then { bomb = "Bo_GBU12_LGB" createvehicle [_lastpos select 0,_lastpos select 1,0]; }; }; The only real problem is that if you set the timer and then get killed the bomb will revert to normal and I just found out if you try and deactivate the bomb it will go off. Does anyone know how to find out if the bomb is using a timer? Edited June 17, 2010 by F2k Sel Share this post Link to post Share on other sites