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-BnB-The Itch

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About -BnB-The Itch

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  1. -BnB-The Itch

    flak script

    ahh thanks F2k Sel, now its perfect :) anyways sometimes in missions you want flak simulation that doesnt damage (i have one mission where troops are being transported and the players are not flying themselves). And im working on a flying mission where damaging flak like this is good. The small amount of damage is good as well because its so hard to dodge the flak anyways. And it doesnt have to be more accurate, you can just fire more grenades by lowering the delay interval, that increases the accuracy as well
  2. -BnB-The Itch

    flak script

    But how does yours work, thing is it just spawns grenades that fall down, but any missed grenade will explode on the ground. I cant seem to make it work so they explode midair (thats why i used smallsecondary because i couldnt get anything else to explode midair). And i dont know how to spawn ammo midair like perhaps one shilka round
  3. -BnB-The Itch

    flak script

    yea i WISH it would damage the planes, but somehow it doesnt do that. Right now only thing i can think of is make a couple of other triggers in the AA field where it would do random damage to a plane to simulate hitting flak explosions. You wouldnt be able to dodge anything in such flak fields anyways, its just pure luck to make it or not.
  4. here is a good script that does what you want i think: Housepatrol by Tophe http://www.armaholic.com/page.php?id=6078
  5. -BnB-The Itch

    flak script

    another update of the script, instead of spawning explosions around a moving object, this version will spawn explosions randomly in a circle from a gamelogic or trigger: ; Flak area simulation script by *[600]*The Itch ; ; usage (in a trigger or in the units init line): [flakarea1, 150, 100, 500] exec "flak.sqs" ; where flakarea1 is the name of the gamelogic or trigger and 150 is the amount of flak rounds, ; 100 is approximate height of the explosions and 500 is the circle of explosions _flaktype = "SmallSecondary" _unit = _This Select 0 _amountflak = _This Select 1 _amountflak = _amountflak _height = _This Select 2 _radius = _This Select 3 _center = 0 _i = 0 _flakLoc = GetPos _unit _flakLocX = _flakLoc select 0 _flakLocY = _flakLoc select 1 _flakLocZ = _height #flakrun _fheading = random 360 _frange = random _radius _exploslocx = _flakLocX + ((random _radius) * (sin(_fheading))) _exploslocy = _flakLocY + ((random _radius) * (cos(_fheading))) _exploslocz = _height + random 30 _flak1 = _flaktype createVehicle[_exploslocx, _exploslocy, _exploslocz] ~0.02 _i=_i+1 ? _amountflak > _i: goto "flakrun" exit my math isnt that good but this works for me
  6. I searched around the forum a bit but couldnt find a good flak simulation script for arma/arma2, so i made this one: ; Flak simulation script by *[600]*The Itch ; ; usage (in a trigger or in the units init line): [plane1, 150] exec "flak.sqs" ; where plane is the name of the unit and 150 is the amount of flak rounds _flaktype = "SmallSecondary" _unit = _This Select 0 _amountflak = _This Select 1 _amountflak = _amountflak / 2 _i = 0 #flakrun _flakLoc = GetPos _unit _flakLocX = _flakLoc select 0 _flakLocY = _flakLoc select 1 _flakLocZ = _flakLoc select 2 _flak1 = _flaktype createVehicle[_flakLocX + random 80, _flakLocY + random 50, _flakLocZ + random 50] ~0.7 _flak2 = _flaktype createVehicle[_flakLocX + random 60 - random 20, _flakLocY + random 50 - random 10, _flakLocZ + random 50 - random 30] _i=_i+1 ? _amountflak > _i: goto "flakrun" exit This will spawn explosions around the unit (like a flying plane or helicopter) but it will not hit it or damage it so it simulates flak like in this movie: <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=v3xPX3K0iHk&hl=de&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=v3xPX3K0iHk&hl=de&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
  7. -BnB-The Itch

    How to flatten a forest?

    Well you can use this, but you will see the trees fall down when you start the mission: Create a game logic and place this in the initialization field: (position this nearestObject 195917) setDammage 1 where 195917 the object number is of the tree you want to let fall down
  8. -BnB-The Itch

    Operation Ezekiel 25:17 Co-16

    yea it works in SP as well but its quite hard then ;)
  9. nice one sickboy. I actually use this method for one of my missions because i use time acceleration there (every minute realtime is 5 minutes ingame time). This is run by a trigger so its run on the server: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _delaytime = _this Select 0 _skiphours = _this select 1 #beginloop ~_delaytime skipTime _skiphours timeofday = date publicVariable "timeofday" ? (!(local(Server))) : setDate [(timeofday select 0), (timeofday select 1), (timeofday select 2), (timeofday select 3), (timeofday select 4)] goto "beginloop" usage: [120, 0.25] exec "timeaccel.sqs" means that every 120 real life seconds, 15 minutes ingame should be skipped It also requires a game logic with the name Server
  10. You can try this code, i got it to work in ArmA, its original ment for OFP. I believe the original was from MrZigs but i am not sure. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;;----------------------------------------- ;;[heli,true,2] exec "rotor.sqs" _heli = _this select 0 _ox = 0 _oy = -9.5 _h = 0 _size = 2 ;;----------------------------------------- _speedX = velocity _heli select 0 _speedY = velocity _heli select 1 _driver = driver _heli _heli setfuel 0 _random = true _maxkills = 4 ?count _this == 2: _random = _this select 1; _maxkills = 4 ?count _this == 3: _random = _this select 1; _maxkills = _this select 2 #loop ~0.001 _param=(random 3)*_size ?(_param>1.5):_param=random 2.5 ?(_param<0.95):_param=0.95+_param ?(_size<1):_param=random 0.75 ? (speed _heli)>15:_param=_param/2 _heli setvelocity [_speedX,_speedY,-14] _height = getpos _heli select 2 _dir = getdir _heli _heli setdir (_dir) +5.5 ?getpos _heli select 2 <= 1 : goto "loop2" goto "loop" #loop2 _dir = getdir _heli _heli setvelocity [0,0,-10] _heli setdir (_dir) +5.5 #explo _c = 50 _size = [2, 5] _size1 = [2, 15] _lifetime = 3 _step = 360 / _c _i = 0 #11 _Explosion = GetPos _heli _cx = _Explosion select 0 _cy = _Explosion select 1 _cz = _Explosion select 2 _vel = [sin(_i * _step)*(random 15-random 15), cos(_i * _step)*(random 15-random 15), random 20] _vel1 = [sin(_i * _step)*7.5, cos(_i * _step)*7.5,random 5-random 15] _i = _i + 1 ?(_i < _c) : goto "11" #crew ?!_random: goto "run" _crew = crew _heli _c = count _crew _i = 0 _kills = 0 #crew2 _unit = _crew select _i ?random 1 > 0.8 && _unit != player: _unit setdammage (random 1) ?random 1 > 0.8 && _unit != player && _kills < _maxkills: _unit setdammage 1; _kills = _kills + 1 _i = _i + 1 ?_i < _c: goto "crew2" #run _crew = crew _heli ?!Alive _heli : exit _heli setdammage .95 {unassignvehicle _X} foreach _crew {_X setbehaviour "aware"} foreach _crew ?player in _crew : titletext ["Is everyone OK!?","plain"] exit I commented the lines which have drop cl_basic and such, because that gave me some errors and i believe its only the tailrotor smoke. *edit* Ok never mind i edited those lines out of it, and you should start the script as this: [heli,true,2] exec "rotor.sqs" 2 means that a random number between 0 and 2 AI people in the helicopter will be killed during the crash
  11. yes its so annoying when the AI group leader orders a human player out of a damaged vehicle because one wheel is broken but the guns on it still work. And the human player automaticly gets ejected out of the car
  12. Well they do act very different from normal soldiers. But i also noticed that if you set the skill level of the civilians very high they act much more like soldiers
  13. -BnB-The Itch

    coop1-6: Back To Everon

    Hi, i made a little coop/single player mission with Kronzky's Urban Patrol script. Its short and takes place in the town Everon, but its fun to play. Average mission time is about 15 minutes. Back To Everon download Created under Armed Assault 1.01
  14. -BnB-The Itch

    Fuel station?

    What u can try to do is place another object, and then manually edit your sqm mission file and rename the object to for House_panelak2 for example
  15. -BnB-The Itch

    IED Script

    Not really, Medium still gives a good explosion, i have 2 barrels 5 meters apart from eachother, about 3 meters from the road and they damage my humvee good enough so it wont drive anymore :P
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