Khalashnikovf
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Posts posted by Khalashnikovf
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Are you hosting the demo mission anywhere else? I'd like to try it.Well. Mediafire is pretty much all for now. Can you advice me some other totally free host servers?
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Good point about those helicopters sitting on the ground, will look at that ridiculously big pressure forcing them to be pushed and artifically lower it to not look kinda stupid :)
Otherwise nice looking vid, keep up!
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You can create script.
Search for if then
You can launch it for certain unit only or:
Search for forEach and you can do it for all units on map for example
Just use biki and dont be shy or lazy ;)
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I was wondering if there was a script to create a shockwave and knock over a person, the idea is that the player is close to an ied that detonates and is knocked over but not killed by the blast, and for the shockwave it would be for a WMD detonation that sends vehicles and other objects flying away from the blast zone.Its not so simple as it can look like
http://forums.bistudio.com/showthread.php?t=112397
This is one of you looking for, try to find your wanted Shackawe and try to beat falling soldier from air to not be killed :)
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Well, should be much more easier to create trigger of some circle area which kill everything what will get inside
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Hi,It dosnt work on MP for me.
Got all KaBoom effects and fallot. But no damage at all to nothing.
I got it configured all right. Becouse on SP it works.
My server is on linux, i rent a dedic.
Yes,I discovered this issue too lastfew days ago ... and sincerely, have no idea why is that so...
Would need some Pro for analyse this stuff. Because every unit is affected by it, but not play by it self if he is on foot.
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Hello everyone.
I was thinking about how bad some ppl fly with transport choppers.
So I made this little training mission on Island Everon.
You are pilot of big one Mi-17 and your Instructor too.
If you will be able to handle this beast, there will be no issue with Black Hawk or Littler Birds at all.
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Requirements:
- Arma 2 Combined Ops
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Features:
- Computer which counts points for Instructor and Student Pilots according to their performance through Test flight.
- Instructor shows the way and Student should be following him.
- Rules which are applied on how pilot should fly (everything is explained in mission)
- Different difficulties from Recruit to Expert
- Final Exam results represented with mark and Comments for what is player suitable (from LEGENDARY to "Able to fly in CoD" :D )
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Log:
version 1.0
- First released version.
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Bugs:
- Not known
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Download:
http://www.megaupload.com/?d=ULD6NQ74
http://www.mediafire.com/?ws8do8g6mi87l86
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Future:
- Add to hint which dificulty you are playing so players can show their performance for example here :)
- Add it to a Chernarus in way like Pilot Choose his Helicopter and by that fly course
- Make it for more Players which could compete between them self :)
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I'm looking for someone who is a wiz with scripting to work with me on a project of mine.Details will be given later.
Please give examples of your work.
Funny Man. This is free community, not some Market :D
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Well, I made some Library you have been talking about, its for Nuke script.,
This serves for finding closest building with actual shape and determinating if unit is inside or at least behind that building covered from Shockwave.
if (_unit isKindOf "Man") then { _nObjects = nearestObjects [_unit, ["Building","House","Strategic","NonStrategic"], 40]; if (count _nObjects > 0) then { { _bPa = _unit distance _x; _bPb = _pos distance _x; _bPc = _unit distance _pos; _priorityB = 0; _bParams = [_x,0,0,0,0]; [_x,0,0,0,0] call BuildingListPreload; //player sidechat format ["%1, bPa:%2, bPb: %3, bPc: %4",_bParams,_bPa,_bPb,_bPc]; // this will show all available building class around unit 40 metres if (_bParams select 1 != 0 and _bParams select 2 != 0) then { if (_bParams select 1 >= _bPa) then {_priorityB = _priorityB + 100;}; if (_bParams select 1 < _bPa and _bParams select 2 >= _bPa) then {_priorityB = _priorityB + 200;}; if (_bParams select 2 < _bPa) then {_priorityB = _priorityB + 300;}; if (_bPc < _bPb) then {_priorityB = _priorityB + 10;}; _priorityB = _priorityB - (_bParams select 3); if (_priorityB < _priorityM) then {_priorityM = _priorityB; _bParamsM = _bParams;}; }; } forEach _nObjects;And this is Library itself:
private ["_nObjectTry", "_insider", "_behinder", "_survivor", "_stander"]; _nObjectTry = _this select 0; // Array of Objects Closest to a player in range of 30 metres. _insider = _this select 1; // Maximal distance for Inside area of building. _behinder = _this select 2; // Maximal distance for building where it can act like "Behind" cover. _survivor = _this select 3; // Multiplier of how much is building able to survive Blast (Standard is Brick small house: Inside=3/Behind=1.5) _stander = _this select 4; // Can Unit survive while stands inside/behind certain buidling? (because of a lot of windows or weak walls) if (_nObjectTry isKindOf "Land_A_BuildingWIP") then {_insider = 12; _behinder = 18; _survivor = 1.35; _stander = 1;}; if (_nObjectTry isKindOf "Land_A_Castle_Bastion") then {_insider = 6; _behinder = 13; _survivor = 1.15; _stander = 1;}; if (_nObjectTry isKindOf "Land_A_Castle_Bergfrit") then {_insider = 3; _behinder = 8; _survivor = 1.18; _stander = 1;}; if (_nObjectTry isKindOf "Land_A_Castle_Donjon") then {_insider = 4; _behinder = 9; _survivor = 1.24; _stander = 1;}; if (_nObjectTry isKindOf "Land_A_Castle_Gate") then {_insider = 3; _behinder = 12; _survivor = 1.05; _stander = 1;}; if (_nObjectTry isKindOf "Land_A_Castle_Wall1_20") then {_insider = 1; _behinder = 10; _survivor = 1.02; _stander = 1;}; if (_nObjectTry isKindOf "Land_A_Castle_Wall1_20_Turn") then {_insider = 1; _behinder = 10; _survivor = 1.02; _stander = 1;}; if (_nObjectTry isKindOf "Land_A_Castle_Wall1_Corner") then {_insider = 1; _behinder = 4; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_A_Castle_Wall1_Corner_2") then {_insider = 1; _behinder = 4; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_A_Castle_Wall2_30") then {_insider = 1; _behinder = 8; _survivor = 1.01; _stander = 1;}; if (_nObjectTry isKindOf "Land_A_Castle_Wall2_Corner") then {_insider = 1; _behinder = 4; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_A_Castle_Wall2_Corner_2") then {_insider = 1; _behinder = 4; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_A_Castle_Wall1_End") then {_insider = 1; _behinder = 8; _survivor = 1.05; _stander = 1;}; if (_nObjectTry isKindOf "Land_A_Castle_Wall1_End_2") then {_insider = 1; _behinder = 8; _survivor = 1.05; _stander = 1;}; if (_nObjectTry isKindOf "Land_A_Castle_Wall2_End") then {_insider = 1; _behinder = 8; _survivor = 1.01; _stander = 1;}; if (_nObjectTry isKindOf "Land_A_Castle_Wall2_End_2") then {_insider = 1; _behinder = 8; _survivor = 1.01; _stander = 1;}; if (_nObjectTry isKindOf "Land_A_FuelStation_Build") then {_insider = 3; _behinder = 9; _survivor = 0.85; _stander = 0.2;}; if (_nObjectTry isKindOf "Land_A_GeneralStore_01") then {_insider = 10; _behinder = 18; _survivor = 1.15; _stander = 1;}; if (_nObjectTry isKindOf "Land_A_GeneralStore_01a") then {_insider = 10; _behinder = 18; _survivor = 1.15; _stander = 1;}; if (_nObjectTry isKindOf "Land_A_Hospital") then {_insider = 10; _behinder = 25; _survivor = 1.05; _stander = 0.6;}; if (_nObjectTry isKindOf "Land_A_Office01") then {_insider = 10; _behinder = 20; _survivor = 1.05; _stander = 0.7;}; if (_nObjectTry isKindOf "Land_A_Office02") then {_insider = 10; _behinder = 21; _survivor = 1.05; _stander = 0.6;}; if (_nObjectTry isKindOf "Land_A_Pub_01") then {_insider = 8; _behinder = 14; _survivor = 1.00; _stander = 0.9;}; if (_nObjectTry isKindOf "Land_A_statue02") then {_insider = 1; _behinder = 6; _survivor = 1.00; _stander = 0.6;}; if (_nObjectTry isKindOf "Land_A_TVTower_Base") then {_insider = 4; _behinder = 8; _survivor = 1.05; _stander = 0.7;}; if (_nObjectTry isKindOf "Land_A_statue01") then {_insider = 1; _behinder = 6; _survivor = 1.00; _stander = 0.6;}; if (_nObjectTry isKindOf "Land_Barn_Metal") then {_insider = 10; _behinder = 18; _survivor = 0.80; _stander = 1;}; if (_nObjectTry isKindOf "Land_Barn_W_01") then {_insider = 10; _behinder = 18; _survivor = 0.70; _stander = 1;}; if (_nObjectTry isKindOf "Land_Barn_W_02") then {_insider = 10; _behinder = 18; _survivor = 0.70; _stander = 1;}; if (_nObjectTry isKindOf "Land_Barrack2") then {_insider = 4; _behinder = 10; _survivor = 0.30; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_Church_01") then {_insider = 8; _behinder = 14; _survivor = 1.05; _stander = 1;}; if (_nObjectTry isKindOf "Land_Church_02") then {_insider = 8; _behinder = 16; _survivor = 1.12; _stander = 1;}; if (_nObjectTry isKindOf "Land_Church_02a") then {_insider = 8; _behinder = 16; _survivor = 1.12; _stander = 1;}; if (_nObjectTry isKindOf "Land_Church_03") then {_insider = 8; _behinder = 16; _survivor = 1.12; _stander = 1;}; if (_nObjectTry isKindOf "Land_Church_05R") then {_insider = 8; _behinder = 16; _survivor = 0.90; _stander = 0.85;}; if (_nObjectTry isKindOf "Land_ConcreteBlock") then {_insider = 1; _behinder = 6; _survivor = 1.15; _stander = 0.6;}; if (_nObjectTry isKindOf "Land_Dam_Barrier_40") then {_insider = 1; _behinder = 12; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_Dam_ConcP_20") then {_insider = 4; _behinder = 14; _survivor = 1.15; _stander = 1;}; if (_nObjectTry isKindOf "Land_Dam_Conc_20") then {_insider = 4; _behinder = 14; _survivor = 1.15; _stander = 1;}; if (_nObjectTry isKindOf "Land_Farm_Cowshed_a") then {_insider = 8; _behinder = 18; _survivor = 0.78; _stander = 0.84;}; if (_nObjectTry isKindOf "Land_Farm_Cowshed_b") then {_insider = 8; _behinder = 18; _survivor = 0.78; _stander = 0.82;}; if (_nObjectTry isKindOf "Land_Farm_Cowshed_c") then {_insider = 4; _behinder = 8; _survivor = 0.48; _stander = 0.55;}; if (_nObjectTry isKindOf "Land_Hangar_2") then {_insider = 12; _behinder = 28; _survivor = 0.92; _stander = 1;}; if (_nObjectTry isKindOf "Land_Hlidac_budka") then {_insider = 1.5; _behinder = 4; _survivor = 0.42; _stander = 0.56;}; if (_nObjectTry isKindOf "Land_HouseB_Tenement") then {_insider = 16; _behinder = 29; _survivor = 1.35; _stander = 1;}; if (_nObjectTry isKindOf "Land_HouseBlock_A1") then {_insider = 8; _behinder = 15; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_HouseBlock_B1") then {_insider = 8; _behinder = 15; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_HouseBlock_C1") then {_insider = 8; _behinder = 15; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_HouseBlock_D1") then {_insider = 10; _behinder = 16; _survivor = 1.05; _stander = 1;}; if (_nObjectTry isKindOf "Land_HouseV_1I1") then {_insider = 8; _behinder = 15; _survivor = 0.90; _stander = 1;}; if (_nObjectTry isKindOf "Land_HouseV_1I1_dam") then {_insider = 6; _behinder = 12; _survivor = 0.90; _stander = 1;}; if (_nObjectTry isKindOf "Land_HouseV_1I2") then {_insider = 8; _behinder = 15; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_HouseV_1I4") then {_insider = 6; _behinder = 16; _survivor = 0.70; _stander = 1;}; if (_nObjectTry isKindOf "Land_HouseV_2L_dam") then {_insider = 6; _behinder = 13; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_HouseV2_01A") then {_insider = 9; _behinder = 16; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_HouseV2_01A_dam") then {_insider = 9; _behinder = 16; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_HouseV2_01B_dam") then {_insider = 9; _behinder = 16; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_HouseV2_03_dam") then {_insider = 9; _behinder = 16; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_HouseV2_03B_dam") then {_insider = 9; _behinder = 16; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_HouseV2_05") then {_insider = 6; _behinder = 12; _survivor = 0.85; _stander = 1;}; if (_nObjectTry isKindOf "Land_Ind_Expedice_1") then {_insider = 10; _behinder = 20; _survivor = 1.10; _stander = 1;}; if (_nObjectTry isKindOf "Land_Ind_Garage01") then {_insider = 3; _behinder = 7; _survivor = 0.75; _stander = 1;}; if (_nObjectTry isKindOf "Land_Ind_Mlyn_01") then {_insider = 8; _behinder = 18; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_Ind_Mlyn_02") then {_insider = 8; _behinder = 20; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_Ind_Mlyn_03") then {_insider = 10; _behinder = 20; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_Ind_Mlyn_04") then {_insider = 6; _behinder = 14; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_Ind_Pec_01") then {_insider = 10; _behinder = 16; _survivor = 0.4; _stander = 0.6;}; if (_nObjectTry isKindOf "Land_Ind_Pec_02") then {_insider = 10; _behinder = 24; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_Ind_Pec_03") then {_insider = 10; _behinder = 24; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_Ind_Quarry") then {_insider = 10; _behinder = 20; _survivor = 0.8; _stander = 0.8;}; if (_nObjectTry isKindOf "Land_Ind_SawMill") then {_insider = 10; _behinder = 18; _survivor = 0.95; _stander = 1;}; if (_nObjectTry isKindOf "Land_Ind_SiloVelke_01") then {_insider = 8; _behinder = 16; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_Ind_SiloVelke_02") then {_insider = 10; _behinder = 22; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_Ind_Stack_Big") then {_insider = 6; _behinder = 12; _survivor = 0.85; _stander = 1;}; if (_nObjectTry isKindOf "Land_Ind_TankBig") then {_insider = 1; _behinder = 8; _survivor = 1.05; _stander = 1;}; if (_nObjectTry isKindOf "Land_Ind_TankSmall") then {_insider = 2; _behinder = 4; _survivor = 0.65; _stander = 0.7;}; if (_nObjectTry isKindOf "Land_Ind_Vysypka") then {_insider = 12; _behinder = 24; _survivor = 0.85; _stander = 1;}; if (_nObjectTry isKindOf "Land_Ind_Workshop01_01") then {_insider = 4.5; _behinder = 8; _survivor = 0.90; _stander = 1;}; if (_nObjectTry isKindOf "Land_Ind_Workshop01_02") then {_insider = 4.5; _behinder = 8; _survivor = 0.90; _stander = 1;}; if (_nObjectTry isKindOf "Land_Ind_Workshop01_03") then {_insider = 4.5; _behinder = 8; _survivor = 0.90; _stander = 1;}; if (_nObjectTry isKindOf "Land_Ind_Workshop01_04") then {_insider = 4.5; _behinder = 8; _survivor = 0.90; _stander = 1;}; if (_nObjectTry isKindOf "Land_Ind_Workshop01_L") then {_insider = 4.5; _behinder = 8; _survivor = 0.90; _stander = 1;}; if (_nObjectTry isKindOf "Land_Ind_Workshop01_box") then {_insider = 1.5; _behinder = 4; _survivor = 0.45; _stander = 0.9;}; if (_nObjectTry isKindOf "Land_loco_742_blue") then {_insider = 1; _behinder = 8; _survivor = 0.65; _stander = 1;}; if (_nObjectTry isKindOf "Land_majak") then {_insider = 3; _behinder = 8; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_Mil_Barracks") then {_insider = 8; _behinder = 15; _survivor = 1.15; _stander = 1;}; if (_nObjectTry isKindOf "Land_Mil_Barracks_L") then {_insider = 8; _behinder = 15; _survivor = 1.15; _stander = 1;}; if (_nObjectTry isKindOf "Land_Mil_Barracks_i") then {_insider = 8; _behinder = 15; _survivor = 1.15; _stander = 1;}; if (_nObjectTry isKindOf "Land_Mil_ControlTower") then {_insider = 8; _behinder = 15; _survivor = 1.15; _stander = 0.7;}; if (_nObjectTry isKindOf "Land_Mil_Guardhouse") then {_insider = 5; _behinder = 12; _survivor = 1.00; _stander = 0.8;}; if (_nObjectTry isKindOf "Land_Mil_House") then {_insider = 8; _behinder = 15; _survivor = 1.15; _stander = 0.8;}; if (_nObjectTry isKindOf "Land_Misc_PowerStation") then {_insider = 8; _behinder = 14; _survivor = 1.15; _stander = 1;}; if (_nObjectTry isKindOf "Land_Misc_WaterStation") then {_insider = 2; _behinder = 5; _survivor = 1.00; _stander = 0.8;}; if (_nObjectTry isKindOf "Land_NAV_Lighthouse") then {_insider = 1; _behinder = 3; _survivor = 0.65; _stander = 1;}; if (_nObjectTry isKindOf "Land_Nav_Boathouse") then {_insider = 6; _behinder = 12; _survivor = 0.45; _stander = 1;}; if (_nObjectTry isKindOf "Land_Panelak") then {_insider = 8; _behinder = 15; _survivor = 0.90; _stander = 1;}; if (_nObjectTry isKindOf "Land_Panelak2") then {_insider = 8; _behinder = 15; _survivor = 0.90; _stander = 1;}; if (_nObjectTry isKindOf "Land_Panelak3") then {_insider = 8; _behinder = 15; _survivor = 0.90; _stander = 1;}; if (_nObjectTry isKindOf "Land_R_A_GeneralStore_01a") then {_insider = 6; _behinder = 14; _survivor = 0.80; _stander = 1;}; if (_nObjectTry isKindOf "Land_Rail_House_01") then {_insider = 3; _behinder = 8; _survivor = 0.85; _stander = 1;}; if (_nObjectTry isKindOf "Land_SS_hangar") then {_insider = 12; _behinder = 26; _survivor = 1.00; _stander = 0.8;}; if (_nObjectTry isKindOf "Land_Shed_Ind02") then {_insider = 8; _behinder = 16; _survivor = 0.65; _stander = 0.6;}; if (_nObjectTry isKindOf "Land_Tovarna2") then {_insider = 12; _behinder = 24; _survivor = 1.00; _stander = 0.6;}; if (_nObjectTry isKindOf "Land_ind_silomale") then {_insider = 8; _behinder = 16; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_komin") then {_insider = 1.5; _behinder = 6; _survivor = 0.6; _stander = 1;}; if (_nObjectTry isKindOf "Land_repair_center") then {_insider = 8; _behinder = 14; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_sara_domek_zluty") then {_insider = 8; _behinder = 15; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_sara_hasic_zbroj") then {_insider = 4; _behinder = 9; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_stodola_old_open") then {_insider = 6; _behinder = 14; _survivor = 0.80; _stander = 1;}; if (_nObjectTry isKindOf "Land_stodola_open") then {_insider = 6; _behinder = 14; _survivor = 0.80; _stander = 1;}; if (_nObjectTry isKindOf "Land_wagon_box") then {_insider = 2; _behinder = 6; _survivor = 0.65; _stander = 0.7;}; if (_nObjectTry isKindOf "Land_sara_domek_hospoda") then {_insider = 8; _behinder = 15; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_sara_domek_kovarna") then {_insider = 8; _behinder = 15; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_sara_domek_podhradi_1") then {_insider = 4; _behinder = 9; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_sara_domek_ruina") then {_insider = 4; _behinder = 9; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_sara_Domek_sedy") then {_insider = 4; _behinder = 9; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_sara_domek_vilka") then {_insider = 8; _behinder = 15; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_sara_stodola") then {_insider = 8; _behinder = 15; _survivor = 0.70; _stander = 1;}; if (_nObjectTry isKindOf "Land_sara_stodola3") then {_insider = 8; _behinder = 15; _survivor = 0.70; _stander = 1;}; if (_nObjectTry isKindOf "Land_nav_pier_m_2") then {_insider = 8; _behinder = 15; _survivor = 1.35; _stander = 1;}; if (_nObjectTry isKindOf "Warfare_HQ_base_unfolded") then {_insider = 2.5; _behinder = 6; _survivor = 1.15; _stander = 0.85;}; if (_nObjectTry isKindOf "StaticCannon_Preview") then {_insider = 0.1; _behinder = 2; _survivor = 0.15; _stander = 0.1;}; if (_nObjectTry isKindOf "Base_WarfareBBarrier5x") then {_insider = 1; _behinder = 4; _survivor = 0.8; _stander = 0.4;}; if (_nObjectTry isKindOf "Base_WarfareBBarrier10xTall") then {_insider = 3; _behinder = 8; _survivor = 1.05; _stander = 0.9;}; if (_nObjectTry isKindOf "WarfareBBaseStructure") then {_insider = 3; _behinder = 8; _survivor = 1.05; _stander = 0.9;}; if (_nObjectTry isKindOf "WarfareBAirport") then {_insider = 10; _behinder = 20; _survivor = 1.00; _stander = 0.8;}; if (_nObjectTry isKindOf "WarfareBDepot") then {_insider = 8; _behinder = 15; _survivor = 1.15; _stander = 1;}; if (_nObjectTry isKindOf "Ruins") then {_insider = 3; _behinder = 8; _survivor = 0.3; _stander = 0.1;}; if (_nObjectTry isKindOf "Ruins_EP1") then {_insider = 3; _behinder = 8; _survivor = 0.3; _stander = 0.1;}; if (_nObjectTry isKindOf "WarfareBMGNest_M240_base") then {_insider = 1; _behinder = 4; _survivor = 1.10; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_Fort_Watchtower") then {_insider = 3; _behinder = 8; _survivor = 1.25; _stander = 0.8;}; if (_nObjectTry isKindOf "Land_HBarrier_large") then {_insider = 1; _behinder = 4; _survivor = 0.85; _stander = 0.4;}; if (_nObjectTry isKindOf "Land_BagFenceCorner") then {_insider = 0.5; _behinder = 2; _survivor = 0.75; _stander = 0.05;}; if (_nObjectTry isKindOf "Land_fort_artillery_nest") then {_insider = 1; _behinder = 4; _survivor = 0.85; _stander = 0.2;}; if (_nObjectTry isKindOf "Land_fort_rampart") then {_insider = 1; _behinder = 3; _survivor = 0.85; _stander = 0.2;}; if (_nObjectTry isKindOf "Land_fortified_nest_big") then {_insider = 4; _behinder = 6; _survivor = 1.25; _stander = 0.9;}; if (_nObjectTry isKindOf "Land_fortified_nest_small") then {_insider = 0.8; _behinder = 2; _survivor = 1.05; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_Barrack2") then {_insider = 1; _behinder = 3; _survivor = 1.00; _stander = 0.8;}; if (_nObjectTry isKindOf "Land_Fort_Watchtower_EP1") then {_insider = 3; _behinder = 8; _survivor = 1.25; _stander = 0.8;}; if (_nObjectTry isKindOf "Land_fort_artillery_nest_EP1") then {_insider = 1; _behinder = 4; _survivor = 0.85; _stander = 0.2;}; if (_nObjectTry isKindOf "Land_fort_rampart_EP1") then {_insider = 1; _behinder = 3; _survivor = 0.85; _stander = 0.2;}; if (_nObjectTry isKindOf "Land_fortified_nest_big_EP1") then {_insider = 4; _behinder = 6; _survivor = 1.25; _stander = 0.9;}; if (_nObjectTry isKindOf "Land_fortified_nest_small_EP1") then {_insider = 0.8; _behinder = 2; _survivor = 1.05; _stander = 0.5;}; if (_nObjectTry isKindOf "Fort_Barricade_EP1") then {_insider = 0.8; _behinder = 3; _survivor = 0.45; _stander = 0.1;}; if (_nObjectTry isKindOf "Fort_Barricade") then {_insider = 0.8; _behinder = 3; _survivor = 0.45; _stander = 0.1;}; if (_nObjectTry isKindOf "Land_Barrack2_EP1") then {_insider = 1; _behinder = 3; _survivor = 1.00; _stander = 0.8;}; if (_nObjectTry isKindOf "Warfare_HQ_base_unfolded_EP1") then {_insider = 2.5; _behinder = 6; _survivor = 1.15; _stander = 0.85;}; if (_nObjectTry isKindOf "Land_Hlidac_budka_EP1") then {_insider = 1.5; _behinder = 4; _survivor = 0.42; _stander = 0.56;}; if (_nObjectTry isKindOf "WaterBasin_conc_EP1") then {_insider = 2; _behinder = 8; _survivor = 0.68; _stander = 0.16;}; if (_nObjectTry isKindOf "WarfareBBaseStructure_EP1") then {_insider = 3; _behinder = 8; _survivor = 1.05; _stander = 0.9;}; if (_nObjectTry isKindOf "Land_Ind_Coltan_Main_EP1") then {_insider = 12; _behinder = 24; _survivor = 1.00; _stander = 1.0;}; if (_nObjectTry isKindOf "Land_Ind_FuelStation_Build_EP1") then {_insider = 2; _behinder = 6; _survivor = 0.80; _stander = 0.3;}; if (_nObjectTry isKindOf "Land_Ind_Garage01_EP1") then {_insider = 3; _behinder = 9; _survivor = 0.90; _stander = 0.9;}; if (_nObjectTry isKindOf "Land_A_Mosque_big") then {_insider = 4; _behinder = 12; _survivor = 1.00; _stander = 1.0;}; if (_nObjectTry isKindOf "Land_A_Mosque_big_hq_EP1") then {_insider = 14; _behinder = 36; _survivor = 1.10; _stander = 1.0;}; if (_nObjectTry isKindOf "Land_A_Mosque_big_addon_EP1") then {_insider = 6; _behinder = 12; _survivor = 1.10; _stander = 1.0;}; if (_nObjectTry isKindOf "Land_A_Mosque_big_minaret_1_EP1") then {_insider = 4; _behinder = 8; _survivor = 1.10; _stander = 1.0;}; if (_nObjectTry isKindOf "Land_A_Mosque_big_minaret_1_dam_EP1") then {_insider = 4; _behinder = 8; _survivor = 1.00; _stander = 1.0;}; if (_nObjectTry isKindOf "Land_A_Mosque_big_minaret_2_EP1") then {_insider = 4; _behinder = 8; _survivor = 1.10; _stander = 1.0;}; if (_nObjectTry isKindOf "Land_A_Mosque_big_minaret_2_dam_EP1") then {_insider = 4; _behinder = 8; _survivor = 1.00; _stander = 1.0;}; if (_nObjectTry isKindOf "Land_A_Mosque_big_wall_corner_EP1") then {_insider = 8; _behinder = 16; _survivor = 1.10; _stander = 1.0;}; if (_nObjectTry isKindOf "Land_A_Mosque_big_wall_EP1") then {_insider = 8; _behinder = 16; _survivor = 1.10; _stander = 1.0;}; if (_nObjectTry isKindOf "Land_A_Mosque_small_1_EP1") then {_insider = 8; _behinder = 14; _survivor = 0.90; _stander = 0.9;}; if (_nObjectTry isKindOf "Land_A_Mosque_small_1_dam_EP1") then {_insider = 8; _behinder = 14; _survivor = 0.80; _stander = 0.9;}; if (_nObjectTry isKindOf "Land_A_Mosque_small_2_EP1") then {_insider = 5; _behinder = 9; _survivor = 0.90; _stander = 0.9;}; if (_nObjectTry isKindOf "Land_A_Mosque_small_2_dam_EP1") then {_insider = 5; _behinder = 9; _survivor = 0.80; _stander = 0.9;}; if (_nObjectTry isKindOf "Land_A_Minaret_EP1") then {_insider = 2; _behinder = 5; _survivor = 0.80; _stander = 0.9;}; if (_nObjectTry isKindOf "Land_A_Minaret_dam_EP1") then {_insider = 2; _behinder = 5; _survivor = 0.80; _stander = 0.9;}; if (_nObjectTry isKindOf "Land_A_Minaret_Porto_EP1") then {_insider = 2; _behinder = 5; _survivor = 0.80; _stander = 0.9;}; if (_nObjectTry isKindOf "Land_A_Minaret_porto_dam_EP1") then {_insider = 2; _behinder = 5; _survivor = 0.80; _stander = 0.9;}; if (_nObjectTry isKindOf "Land_A_Office01_EP1") then {_insider = 10; _behinder = 24; _survivor = 0.90; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_A_Stationhouse_EP1") then {_insider = 8; _behinder = 24; _survivor = 0.90; _stander = 0.9;}; if (_nObjectTry isKindOf "Land_A_Villa_EP1") then {_insider = 14; _behinder = 28; _survivor = 1.10; _stander = 0.7;}; if (_nObjectTry isKindOf "Land_A_Villa_ruins_EP1") then {_insider = 14; _behinder = 28; _survivor = 1.00; _stander = 0.7;}; if (_nObjectTry isKindOf "Land_House_C_1_EP1") then {_insider = 8; _behinder = 14; _survivor = 0.90; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_C_1_dam_EP1") then {_insider = 8; _behinder = 14; _survivor = 0.80; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_C_1_v2_EP1") then {_insider = 8; _behinder = 14; _survivor = 0.90; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_C_1_v2_dam_EP1") then {_insider = 8; _behinder = 14; _survivor = 0.80; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_C_2_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.90; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_C_2_DAM_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.80; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_C_3_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.90; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_C_3_dam_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.80; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_C_4_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.90; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_C_4_dam_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.80; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_C_5_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.90; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_C_5_dam_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.80; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_C_5_V1_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.90; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_C_5_V1_dam_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.80; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_C_5_V2_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.90; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_C_5_V2_dam_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.80; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_C_5_V3_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.90; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_C_5_V3_dam_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.80; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_C_9_EP1") then {_insider = 8; _behinder = 14; _survivor = 0.90; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_C_9_dam_EP1") then {_insider = 8; _behinder = 14; _survivor = 0.80; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_C_10_EP1") then {_insider = 8; _behinder = 14; _survivor = 0.90; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_C_10_dam_EP1") then {_insider = 8; _behinder = 14; _survivor = 0.80; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_C_11_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.90; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_C_11_dam_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.80; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_C_12_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.90; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_C_12_dam_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.80; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_K_1_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.90; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_K_3_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.90; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_K_5_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.90; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_K_6_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.90; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_K_7_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.90; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_K_8_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.90; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_K_3_dam_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.80; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_K_5_dam_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.80; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_K_6_dam_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.80; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_K_7_dam_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.80; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_K_8_dam_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.80; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_L_1_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.90; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_L_3_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.90; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_L_4_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.90; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_L_6_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.90; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_L_7_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.90; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_L_8_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.90; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_L_9_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.90; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_L_3_dam_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.80; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_L_4_dam_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.80; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_L_6_dam_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.80; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_L_7_dam_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.80; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_House_L_8_dam_EP1") then {_insider = 6; _behinder = 12; _survivor = 0.80; _stander = 0.5;}; if (_nObjectTry isKindOf "Land_Mil_Barracks_EP1") then {_insider = 8; _behinder = 15; _survivor = 1.15; _stander = 1;}; if (_nObjectTry isKindOf "Land_Mil_Barracks_L_EP1") then {_insider = 8; _behinder = 15; _survivor = 1.15; _stander = 1;}; if (_nObjectTry isKindOf "Land_Mil_Barracks_i_EP1") then {_insider = 8; _behinder = 15; _survivor = 1.15; _stander = 1;}; if (_nObjectTry isKindOf "Land_Ind_PowerStation_EP1") then {_insider = 8; _behinder = 14; _survivor = 0.90; _stander = 0.9;}; if (_nObjectTry isKindOf "Land_Mil_ControlTower_EP1") then {_insider = 8; _behinder = 15; _survivor = 1.15; _stander = 0.7;}; if (_nObjectTry isKindOf "Land_Mil_Guardhouse_EP1") then {_insider = 5; _behinder = 12; _survivor = 1.00; _stander = 0.8;}; if (_nObjectTry isKindOf "Land_Mil_House_EP1") then {_insider = 8; _behinder = 15; _survivor = 1.15; _stander = 0.8;}; if (_nObjectTry isKindOf "Land_Mil_Repair_center_EP1") then {_insider = 8; _behinder = 14; _survivor = 1.00; _stander = 1;}; if (_nObjectTry isKindOf "Land_Mil_hangar_EP1") then {_insider = 12; _behinder = 28; _survivor = 0.92; _stander = 1;}; if (_nObjectTry isKindOf "Land_A_BuildingWIP_EP1") then {_insider = 12; _behinder = 18; _survivor = 1.35; _stander = 1;}; _bParams = [_nObjectTry]+[_insider]+[_behinder]+[_survivor]+[_stander];It should be all usable buildings in Arma 2 + OA. I made my own indexes needed for my stuff, but it would be easily possible to convert to yours.
This sript is also possible to run infinite many times for each unit it self :)
EDIT: I should explain the function of it. This script will find most suitable building which provides the most possible protection to make best cover for soldier.
For you is important that library.
I like your idea to create some sketch of evrybuilding and then use it to search player inside of it. It would be possible to use it also for more acurate cover behind building, but would be better to make it more accurate, like one letter is a half of meter.
------W-------\ IFFFFFOOFFFFFFFI\ IFFFFFFFFFFFFFFI\ IFFFFFFFFFFFFFFI\ !FFFFFFFFFOFFFI\ I-_-------------\ IFFFFFFI********\ WFFFFOI********\ IFFFFFOI********\ IFFFFFOI********\ IFFFFFOI********\ --W---********\ /floorEnd\ /houseTop\ Legend: [spoiler] - = Horizontal Wall I = Vertical Wall ! = Horizontal Entrance _ = Vertical Entrance \ = End of line [size="1"](to determine it like in text)[/size] * = Empty space for L houses F = Floor O = Object W = Window[/spoiler]/floorEnd\ = End of first floor (next floor could just continue)
/houseTop\ = End of walkable floor for units (so you could OOOO Antenas of roof)
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Wow, looks really nice. Will check it later. I like the modeltoworld idea. that Could do the stuff much more better then just and aproximate radius.
But it will still do problems with buildings o L shape, right? :(
This all works fine for cornered standard buildings, but some non typical ...
But maybe these non typical could be check via nearestBuilding(and closest position in house) since almost all non typical buildings are accesable.
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I would be really graetful for this:
- Once there was comfirmed that blasts will create actually Shockwave I would like to be able set how Strong will that blast be from classic C4 to H-Bomb.
And just dont forget to make soldier and other vehicle classes to be able cover in, or behind house, well with some possibilitties that house will fall in ruins on them :)
- Improve AI fight in buildings once there will be every single one able to enter. I would like to see some Ambush actions with not stupid looking AI watching in other way and standing in one position in house (House patrol scripts are good, but still restricted by some rules)
- Make zeroing at Grenade launchers animated (so it will not so "jump" with any change)
- Animated entering and leaving vehicles !!!
- make it possible to change position in vehicle, or better said STANCE, so Soldier can cover crouching him self (they should be also able to look at window like driver when he wants to over drive someone or co-drivers to shoot)
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Yeah, sorry, I'm not really not following this whole global variable thing.If you give me soem time (day,week,month)...
I will make some addition when it should be this Cloud terminated.
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By global variable do you mean terminating each of these scripts at once? I'm a bit of a scripting noob. These are the scripts in the init."lk\nuke\shockpush.sqf"; "lk\nuke\shockawe.sqf"; "lk\nuke\shockaweStatic.sqf"; "lk\nuke\nuke.sqf"; "lk\nuke\nuke_incoming.sqf"; "lk\nuke\coverableBuildings.sqf";
Most of these are luanched once and not used by global measure.
Only Nuke.sqf. That is the one which makes particle effects of cloud.
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Well, the Nuke script is launch through Spawn preloaded in init. so you can try terminate that exact global variable. Should work.
But you got point with this termination of script, I will do something for it in future. So Mission makers will be able to terminate Cloud earlier and (I presume) Fadi IN black and write something like 1 year later, right?
Will do that, but, give me some time,ok?
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WOW, awesome work.Can you send the mission to Armaholic or other place?? I can't use the megaload.
Does this bomb have sqf version??:D
Its completely and only sqf, I hate these pbo packs which you cant modify unless you unpack it :)
About that Armaholic ... I dont know how its work there. Some Advices? I would love to present it there, but Im afraid that this one is nothing revolutionary to be in there :P
EDIT: Added sample also on Mediafire
---------- Post added at 11:01 AM ---------- Previous post was at 11:00 AM ----------
This may have been brought up, but it seems that if I detonate multiple warheads, only the first one will actually damage the environment around it. I'm assuming it's just a limitation of the script or something.Nope, it should work for even 40 Nukes. Maybe its only something wrong... dont know. Im usually glad to survive one Nuke :D
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New version released.
Several things repaired, improved, added.
but what script do I have to terminate in order for the post processing and mushroom cloud to go away?Also how can I get rid of that vision blur that occurs?
All of this should be off if you terminate nuke.sqf (colors, mushroom)
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Yeah, people will know that street lamp is not good cover, but tell it to AI... :-/
And once some dude discovers that he can duck and cover behind sign, he will do it all time and experience would be completely killed by it :)
So ... I have almost 2/3 of Chernarus, so by tommorow will it be done.
But once I have you got here O:-)
Can you describe me pls how use this list in easiest way?
I thought something like Call xxxxx
But I dont have much exps with call stuff
So what should I need is in some place call this sqf which returns me 4 variable. How to do that? :)
And also would be kinda good to separate these list on Chernarus and Takistan... Is there any way how to recognize which map is launched?
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Its once again for my Nuke script. Im doing this because there is no otehr way how to improve survival chances for soldiers closer to Blast.
That what you see describes:
_nObjects = _this select 0; // Array of Objects Closest to a player in range of 30 metres. _insider = 0; // Maximal distance for Inside area of building. _behinder = 0; // Maximal distance for building where it can act like "Behind" cover. _survivor = 0; // Multiplier of how much is building able to survive Blast (Standard is Brick small house: Inside=3/Behind=1.5) _stander = 0; // Can Unit survive while stands on feet inside/behind certain buidling?
So once I find my lovely building for that soldier, it will choose this coefs for his survival chances.
I got this already made, but now I just need something how to find all REAl houses. because if I just search for NearestObject "house" it will easily "Cover" him behind sign or street lamp :D
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Well, bunker is not the only one...I need really every building able in Arma 2 ... and there is that catch, only building. So Im going to do something like this:
if (_nObject isKindOf "Land_Hlidac_budka") then {_insider = 1.5; _behinder = 4; _survivor = 0.42; _stander = 0.56;}; if (_nObject isKindOf "Land_HouseB_Tenement") then {_insider = 16; _behinder = 29; _survivor = 1.35; _stander = 1;}; if (_nObject isKindOf "Land_HouseBlock_A1") then {_insider = 8; _behinder = 15; _survivor = 1.00; _stander = 1;}; if (_nObject isKindOf "Land_HouseBlock_B1") then {_insider = 8; _behinder = 15; _survivor = 1.00; _stander = 1;};Kinda cruel and really complicated, but a lot of houses are summed up and Im even able to define diferent atributes for these houses :)
Its going to be Looong night....
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Hello everyone, long time...
Well, I need some advice how to check if any "man" unit is inside of building.
I thought about search for position inside of house, but what if player stays not in that position?
I tried to use something like this:
_nObject = nearestObject [_unit, "house"]; if (_unit distance _nObject <= 8) then { ...... };It literally means, that if some unit is no more than 8 metres away of some house, he is inside.
Well, it has a few bugs :)
If the house is smaller, not working... if its not house, but some sign or railway, not working...
Does anyone has some solution? Pls help :(
EDIT: Forgot to mention, that I need to use this if that building is also not accesable, because I need to check if Im also "behind" that building.
And its also Military Bunker added via editor...
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http://community.bistudio.com/wiki/for_do
Just setup how many times it should shoot and setup step 1 and it should be fine.
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Big performence drop with bigger explosion. Very slow movement activity.
Not able to do something. Particles are particles. Thats why I recomended to use 20kT max :)
Tanks and all will get destroyed. Units standing next to it, not. alot stays alive (not all do, some die, some injured, some nothing).
You have to specify where are soldiers stands, in what stance, etc.
And about that your hopes. Im so busy right now that I cant even find some time for proper sleep, so...
Nuclear Explosion - Physics Improved
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Long time I was gone. Many people asking me about porting it to Arma 3.
Well, since my original part of script is only physical part I need to wait once someone make particles etc.
And it would be really awesome if some will already implement my math of counting size of Explosion and mushroom cloud.
Will update first topic soon with more information what is need to be done. I already tried my script in Arma 3 and it work EVEN much better with PhysX system.. Cars were rolling like in real, but there will be ALOT of work with covering system, new vehicles, etc. Once I will get some free time to spare, will definitively look on it and ALSO finish my original work to perfect stage :)