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Lord_Cool

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About Lord_Cool

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  1. I am having some trouble deciphering exactly how 'Hit', 'indirectHit', and 'indirectHitRange' are calculated in ARMA 2. Ideally I want to have weapons where the blast radius and damage are scaled to real life and not arbitrarily increased or reduced for 'balancing' purposes. For instance I edited the config.bin/config.cpp and created a bomb with a TNT equivalent of 3.7 tons, which I calculated to have a damage radius of 114m (down to ~2psi overpressure). However when testing, the destructive effects of the blast went out to something like 4 times further than this, with damage still being done over 450m away! This is the sort of destructive power I would expect from ~ 230 tons TNT equivelent. This does not make sense with regard to description given in CfgAmmo reference of "Radius in metres where indirectHit damage is caused". I have tried looking at the ammo in the config.bin, however many of the values just seem arbitrary, like the FAB-250 (97.5kg filling) has been given 12m blast radius, while the 122mm Arty Shell (3.675kg filling) has been given 30m!? Also, for high explosive warheads, exactly how do the damage points scale with joules/TNT equivalent?
  2. I hope in ARMA 3 they will have overhauled the weapons simulation to include actual bullet/shell weights (like in Digital Combat Simulator) instead of the static hitpoint values in ARMA 2 where the damage only seems to scale down from initial muzzle velocity, but not up. If they include bullet weights then it will allow for simulation of real kinetic energies as kinetic energy = 1/2mass x velocity^2. Also, how about defining the destructive power of bombs/missile warheads in terms of their explosive filling/tnt equivelent (also like in Digital Combat Simulator) instead of the ARMA 2 system of manually inputted hitpoint and damage radius values. Also these features might make it easier to mod for new weapons.
  3. Thanks Panther42, I've got it working now.
  4. I want to create a nuclear explosion using the echo script (by Evil_Echo) in my mission using just the script suite. How do I do this? I've been at it for days and hours trying to create a nuclear explosion but I've just been going round in circles and cannot get this to work. Firstly, I tried putting the following in a trigger: ok = [position, weapon] execVM "mando_missiles\warheads\echo\nuclear_explosion.sqf"; just as says in the nuclear_explosion.sqf file, yet all that happens is the trees get knocked down. Theres no explosion, no damage to anything, no sound. (position is the trigger name? weapon is the yield in kt?) Secondly I tried it with a scud launcher, and put in the init section: scud_launcher setVariable ["mando_scud_type", 2]; I've got the target selection to work, yet there is still no nuclear explosion; it just produces the conventional explosion. I'm completely new to this, so any help would be greatly appreciated. I really want to get Evil_Echos nuclear script working, as from I've seen, it looks the most accurate and doesn't overestimate the damage radius for a given yield. Khalashnikovf's script is nice, but it massively overestimates the blast radius, such as overpressues as low as 0.1 psi and lower knocking back my soilder several hundred feet and instantly killing him (e.g. 10km away from 10kt blast).
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