Khalashnikovf
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Posts posted by Khalashnikovf
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And a boat fly's for km's into the air. Weird looking thing. Also when he is a km away
Actually I havent find a time to test a boats :D
Will do that some times ...
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Haha that's weird, I'll did try that allready and didn't work.And after another try it works. Me and scripting :D:rolleyes:
I have it to work like I wanted. Thanks verry much. This is great
You are quite velcome, dont forget to PM me message with mission where you made this stuff and Im looking forward to enjoy it ;)
I have also some plans with it. But its for long time now because of my time exhaustion :(
EDIT: Pls, make sure you study behavior of any units acting "weird" after shockwave,ok? :)
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You can make a volcano erupting on a custom map with this script :)Emmm, what? :)
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If you want to completely disable countdown timer, you have to enter "nuke_countdown.sqf and find 55th line with
hintSilent parseText format ["<t color='#ff3300' size='2.0' shadow='1'....
and // it (also for sure line 74,95 and 97)
Then you have got no countdown anymore.
EIDT:
And those your teammates. If you want them to have alive, dont use my Nuke script :D
Send them into some building, lie down on the ground and hope for their survive also like yours (that "cheat" is only for testing purposes)
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New version is out.
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Dont be fool.
It is said that I used base of lucilk nuke script and its also visible in mission folder.
The only diference is that I massivle reworked it to image of my own :)
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There some Arma sound Issue with playing sounds, dont know why.
I guess that I cant spoil command like playSound :)
I have been watching for that countdown, and it works properly already. I will upload newest version tonight. But first: I will try to improve somehow a few things.
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I added at very end of first message guide how to setup your wanted Nuke :)
I will have got a little extra time this evening, so I will try somehow that Countdown thing resolve.
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Countdown shouldnt be visible if you setup it properly.
Oooooh,I know. Its because of you have set up Nuke like missile.
Well, I did not take care about this (will do in time).
That flash thing, Im plannig to make some color Corrections based on Nuke power and distance from it. But it will be lot of work.
About those any Hint... just search in shockpush.sqf for some not // hints and there you go :)
Edit comment: Its one bad thing I was already asking of community. But nobody answered how to make particles visible from any distance. Only that you would knew :)
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This looks really cool.Okay I have a question:
May I use this allready for a mission of mine?
If so, How do I get rid of the timer and the dots on the map?
I just want the explotion.
I want the have a nuclear explotion on a point at the map when the player actived a trigger...
Can you help me?
Countdown can be disabled by setting it on Zero.
Points on map should be possible to disable too.
You can use it in your mission for sure, then add it here, Im curious what did you make :)
Im kinda busy right now and cant spend time with it to finish it. But once I have some time... I promise :)
EDIT: Search in nuke.sqf for:
nul = [_pos,_kT,_playersInvicibility,windAngle,true] execVM "lk\nuke\fallout_cloud.sqf";
The last one true is for dots, so if you type false, it will still do fallout cloud but without dots.
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I know how to make some cycle :D
(I have my own radiation script :) )
There is problem with cycle for particles. Create particle and destroy particle ... and destroy it completely so its not visible anymore and create whole mushroom cloud only one mm beside ... its impossible.
There must be way how to let particles be visible in distance
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Yeah, I had same thoughts, but Im glad that I know how to modify particles, not mention to cycle its still changed position :)
Math is no issue, but particles and method of it ... it would be really funny and I guess not working properly because of growing Mushroom cloud from the ground.
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Hi,
Is there anyway how to do this?
Well, except to set up distanceview on maximum?
I need it for my nuclear explosion script and I need it to be visible for almost all around of Island.
Any ideas pls?
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Mine is not any addon, its only demo mission with lot of sounds making Nuke sounds real.
Some are from lucilk nuke script.
But its only script... well, kinda complex :)
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New version released with lot of New Stuff.
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But Im not sure if the name of something is able to be with " " signs. Isnt it?
---------- Post added at 23:04 ---------- Previous post was at 22:59 ----------
Well, little extend of topic. And what if some unit is in area of this marker (or trigger)
How can I make it?
Unit in Location?
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I need to create limitless number of markers at once via only one script, how can i do that?
I need to somehow change its name or what?
Every marker would have its own position based on some array.
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And have you realised, that some thing are just not working in that game?
You think that everything is just fine and working there like in some book?
For example: I had to completely remade physical properties of Man class units, because within their actual properties, they were killed by even 5 km away of blast of poor 1kT bomb.
So, not everything has to be like you would like to.
Anyway, Im downloading this book already so I can look at it.
---------- Post added at 03:08 PM ---------- Previous post was at 02:06 PM ----------
Well, I found some new info and data, so I can rework some stuff again. But If Im going to make something like this, I will need new and better view of Nuke. Because honestly I dont like this original blast by BI.
So Im looking for someone (Evil Echo) who can help me with Effect of Nuke.
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Energy like blast, radiation use functions that varies by radius^(-3).Some other aspects like size of fireball vary by yield^(1/5). Just FYI.
Yeah, I readed Wiki too.
And its working within these functions.
But they are much more complicated when you have no idea what power of nuke it is made.
So you just have to believe its like that when you look at one of those graphs where is Overpressure visible.
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1.1 version, repaired Lean system. Works now pretty much cool and its ready to be working in game.
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Cheers for this.I'm finding the push, and the damage, to be rather low against armoured targets, yet the push against the helicopers seems rather high.
If one were <500m from a 15 KT nuke, surely their tank would be moved, and be damaged beyond the orange status (in the top left). I can't imagine what it would do... but it wouldn't be pretty.
And do these nukes have fallout/radiation afterwards?
Its based on older loki's script, so there is his kind of radiation which i remastered to image of mine. So every unit and vehicle is affected by it.
And its exactly by this formula:
// -- Aftershock (Cycle which counts with Heat and Radioation in time) if (damage _unit < 1) then { while {damage _unit < 1 or timeAfter < radTime} do { if (timeAfter <= heatTime) then { _heatRad = (_coef^4/(_unit distance _pos)^4)*(cos(timeAfter/heatTime*180)+1)/2*3/4; }; _radRad = (_coef^4/(_unit distance _pos)^4)*(cos(timeAfter/radTime*180)+1)/2*1/4; _unit setDamage (Damage _unit + _heatRad + _radRad); {_x setDamage (Damage _x + (_heatRad + _radRad)/ln(_coef / 3))} forEach crew _unit; sleep plus; };As you can see, there is some kind of hyperbolic curve which fits to this problem. And function is measured in double standard, one for Heat which will disappear in shorter time than radiation which stands much longer.
And with tank: I cannot modife it somehow. Its just all about math where tank (M1A1) weight is about 60 000 kg and that to much for even such a strong wave. But you can see how its flying when its close enough :)
Also should be noted that to prevent some really nonsence shock pushes I "waporized" some closest units also according to power of nuke.
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Everything is in first topic
I have to make something like version changes.
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Newest version uploaded ;)
Nuclear Explosion - Physics Improved
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Yeah, thanks...
Will be better if there is any person which can help me with preload issues and particle restrictions...
Im working now on another improvment in Shocwave model which will count with diference in terrain (so units could theoreticaly "hide" behind the hill :) )
and Heat radiation to be more believable (because now can plan just fly through the Mushroom cloud and nothing happens to it).