HightowerGD
Member-
Content Count
2 -
Joined
-
Last visited
-
Medals
Community Reputation
2 NeutralAbout HightowerGD
-
Rank
Newbie
-
HightowerGD started following Help on explosive goat code (dont judge)
-
Help on explosive goat code (dont judge)
HightowerGD replied to thesirlaquishabonquiquithe3rd's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So I figured I'd upgrade this. player removeAllEventHandlers "Fired"; player allowDamage false; player addEventHandler ["Fired", { params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile"]; if(["G_40mm_HE"] find _ammo >= 0) then { player addMagazine "1Rnd_HE_Grenade_shell"; [_projectile] spawn { _projectile = _this select 0; _goat = "Goat_random_F" createVehicle position _projectile; _goat hideObject false; _goat attachTo [_projectile, [0, 0, 1] ]; _cluster_arm_distance = 100; waitUntil {(player distance _projectile > _cluster_arm_distance) or !alive _projectile}; if(!alive _projectile) then { _position = getPosATL _goat; deleteVehicle _goat; _goatCount = round (random [4, 10, 15]); for "_index" from 1 to _goatCount do { _goat = "Goat_random_F" createVehicle _position; _randomX = random [-15, 0, 15]; _randomY = random [-15, 0, 15]; _randomZ = random [10, 20, 30]; _goat setVelocity [_randomX, _randomY, _randomZ]; [_goat] spawn { _goat = _this select 0; sleep 1; waitUntil {getPosATL _goat select 2 <= 2}; sleep random 5; deleteVehicle _goat; }; }; } else { _velocity = velocity _projectile; _parts = 4; _projectile_position = getPosATL _projectile; for "_index" from 1 to _parts do { _randomX = (round random [-10, 0, 10]) + (_projectile_position select 0); _randomY = (round random [-10, 0, 10]) + (_projectile_position select 1); _randomZ = (round random [-5, 0, 5]) + (_projectile_position select 2); _spawn_position = [_randomX, _randomY, _randomZ]; _goat = "Goat_random_F" createVehicle _spawn_position; _goat setPosATL (_spawn_position); "HelicopterExploBig" createVehicle getPos _goat; [_goat] spawn { _goat = _this select 0; waitUntil {position _goat select 2 < 2}; _position = position _goat; _bomb = "Bo_GBU12_LGB" createVehicle getPos _goat; deleteVehicle _goat; _goatCount = round (random [4, 10, 15]); for "_index" from 1 to _goatCount do { _goat = "Goat_random_F" createVehicle _position; _randomX = random [-15, 0, 15]; _randomY = random [-15, 0, 15]; _randomZ = random [10, 20, 30]; _goat setVelocity [_randomX, _randomY, _randomZ]; [_goat] spawn { _goat = _this select 0; sleep 1; waitUntil {getPosATL _goat select 2 <= 2}; _grenade = "R_60mm_HE" createVehicle getPosATL _goat; sleep random 5; deleteVehicle _goat; }; }; deleteVehicle _goat; }; }; }; }; }; }] Apologies there is one goat remaining at the end.... Change the 'R_60mm_HE' to any of the following: "Bo_Mk82","Bo_GBU12_LGB","R_60mm_HE","M_Titan_AT","R_80mm_HE","M_Mo_120mm_AT","M_Mo_120mm_AT_LG","M_Mo_82mm_AT_LG", -
Help on explosive goat code (dont judge)
HightowerGD replied to thesirlaquishabonquiquithe3rd's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In case you want goat shrapnel: (i tried to get this working with normal grenades but didnt figure it out yet) player addEventHandler ["Fired", { params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile"]; if(["G_40mm_HE"] find _ammo >= 0) then { [_projectile] spawn { _projectile = _this select 0; _goat = "Goat_random_F" createVehicle position _projectile; _goat hideObject true; _goat attachTo [_projectile, [0, 0, 1] ]; waitUntil {!alive _projectile}; _position = getPosATL _goat; deleteVehicle _goat; _goatCount = round (random [4, 10, 15]); for "_index" from 1 to _goatCount do { _goat = "Goat_random_F" createVehicle _position; _randomX = random [-15, 0, 15]; _randomY = random [-15, 0, 15]; _randomZ = random [10, 20, 30]; _goat setVelocity [_randomX, _randomY, _randomZ]; [_goat] spawn { _goat = _this select 0; sleep 1; waitUntil {getPosATL _goat select 2 <= 2}; sleep random 5; deleteVehicle _goat; }; }; }; }; }]