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s.rodge

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Posts posted by s.rodge


  1. So I have managed to get a custom explosive in game and place-able with ACE interaction.  I can even set a trigger but it will not detonate.

     

    #define _ARMA_
    
    class CfgPatches
    {
    	class Rodge_Explosives //Addon Name
    	{
    		//Meta information for editor
    		name = "Beer Explosives";
    		author = "S. Rodge";
    		url = ""
    		//Required Information
    		requiredVersion = 0.1;
    		requiredAddons[] = {"A3_Weapons_F"};
    		units[] = {"beer_explosives"}; //links to CfgVehicles classes
    		weapons[] = {};
    	};
    };
    class CfgWeapons
    {
    	class Default;
    	class Put: Default
    	{
    		muzzles[] += {"beer_explosives_Muzzle"};
    		class PutMuzzle;
    		class beer_explosives_Muzzle: PutMuzzle
    		{
    			displayName = "6-Pack Beer";
    			magazines[] = {"6pac_Mag"};
    			enableAttack = 1;
    			showToPlayer = 0;
    			autoreload = 0;
    		};
    	};
    };
    class CfgVehicles
    {
    	class ACE_Explosives_Place;
    	class beer_explosives_place: ACE_Explosives_Place
    	{
    		displayName = "6-Pack Beer";  // Name of the item
    		model = "\beer\beer.p3d";  // Path to your model
            ACE_offset[] = {0, 0, 0};  // Offset of the interaction point from the model in meters on the X,Y,Z axis. Try setting this to the place where it makes most sense (e.g. to buttons/switches/pins)
    		mapSize = 0.25;
    		author = "S. Rodge";
    		_generalMacro = "SatchelCharge_F";
    		scope = 2;
    		icon = "iconExplosiveGP";
    		ammo = "SatchelCharge_Remote_Ammo";
    	};
    };
    class cfgAmmo
    {
    	class PipeBombBase;
    	class SatchelCharge_Remote_Ammo: PipeBombBase
    	{
            soundActivation[] = {"", 0, 0, 0};  // No sound on activation
            soundDeactivation[] = {"", 0, 0, 0};  // No sound on deactivation
    		hit = 200;
    		indirectHit = 150;
    		indirectHitRange = 12.5;
    		dangerRadiusHit = 200;
    		suppressionRadiusHit = 40;
    		model = "\beer\beer.p3d";
    		class CamShakeExplode
    		{
    			power = "(20*0.2)";
    			duration = "((round (16^0.5))*0.2 max 0.2)";
    			frequency = 20;
    			distance = "((3 + 16^0.5)*8)";
    		};
    		mineModelDisabled = "\beer\beer.p3d";
    		soundHit[] = {"beer\Sounds\C2.wss",3,1,500};
    		defaultMagazine = "6pac_Mag";
    		ExplosionEffects = "MineNondirectionalExplosionSmall";
    		CraterEffects = "MineNondirectionalCraterSmall";
    		whistleDist = 32;
    		triggerWhenDestroyed = 0;
    	};
    };
    class cfgMagazines
    {
    	class CA_Magazine;
    	class 6pac_Mag: CA_Magazine
    	{
    		ACE_Explosives_Placeable = 1;  // Can be placed
    		useAction = 0;  // Disable the vanilla interaction
    		ACE_Explosives_SetupObject = "beer_explosives_place";  // The object placed before the explosive is armed
    		ACE_Explosives_DelayTime = 1.5;  // Seconds between trigger activation and explosion
    		class ACE_Triggers 
    		{  // Trigger configurations
                		SupportedTriggers[] = {"Timer", "Command", "MK16_Transmitter", "DeadmanSwitch"};  // Triggers that can be used
                class Timer {
                    FuseTime = 0.5;  // Time for the fuse to burn
                };
                class Command {
                    FuseTime = 0.5;
                };
                class MK16_Transmitter: Command {};
                class DeadmanSwitch: Command {};
    		};
    		author = "S. Rodge";
    		scope = 2;
    		displayName = "6-Pack Beer";
    		picture = "\beer\UI\beer.paa";
    		model = "\beer\beer.p3d";
    		descriptionShort = "6-Pack Beer";
    		class Library
    		{
    			libTextDesc = "6-Pack Beer";
    		};
    		descriptionUse = "6-Pack Beer";
    		type = "2*		256";
    		value = 5;
    		ammo = "SatchelCharge_Remote_Ammo";
    		mass = 8;
    		count = 1;
    		initSpeed = 0;
    		maxLeadSpeed = 0;
    		weaponPoolAvailable = 1;
    		allowedSlots[] = {901,701};
    	};
    };
    

     


  2. So I have manage to make everything work as far as the range goes. I changed the distances and removed one hint. The only two things that I can think of adding is randomizing from 2 to 3 targets at once and a notice board to track live targets hit. I will be adding your name near the shooting range also because you have done a lot. I will post pictures once completed if that is ok.


  3. Hey guys,  before I posted this I have looked at everything I can find on the internet.  I have tried using the existing scripts to make it work or understand how it works.  This is all I have right now but I am stuck on finding a solution.

     

    Layout:

     

    Laptop controls starting range and resetting targets.  There are 5 targets in line at 50/175/300 meter spacing. 

    Round 1 starts with an audible sound and 20 random targets from target lines 1 (50) and 2 (175).  Round 1 ends with sound and allows for reload and stance change.

    Round 2 starts with an audible sound and 20 random targets from target lines 2 (175) and 3 (300).  Round 2 ends with sound and allows for reload and stance change.

    Round 3 starts with an audible sound and 10 random targets from target lines 3 (300).  Round 3 ends with sound and allows for reload and stance change.

    It then shows score of player.

     

    I will need to do this for 4 - 6 lanes.

     

     

    Quote

    _count = 0;
    _line1 = [l1t1, l1t2, l1t3, l1t4, l1t5];
    _line2 = [l1t6, l1t7, l1t8, l1t9, l1t10];
    _line3 = [l1t11, l1t12, l1t13, l1t14, l1t15];
    _allLines = (count _line1) + (count _line2) + (count _line3);

    {_x  animate["terc",1]} forEach _line1;
    {_x  animate["terc",1]} forEach _line2;
    {_x  animate["terc",1]} forEach _line3;

    //Round 1


    //Round 2


    //Round 3


    hint "Completed"

     

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