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theone

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Posts posted by theone


  1. there was on thing i didn´t like: all trees are standing around like nothing happens....

    so i scripted a bit by myself:

    you need those lines:

    _dist=(1.754411*((_kT)^(1/3)))*1000; //_kT= Bomb in kT
    
    _ArrayT=(nearestObjects [_pos, [], _dist]); //_pos= Position of detonation
    ArrayT=[];
    {if (typeOf _x == "") then {ArrayT set [count ArrayT, _x];};} forEach _ArrayT;

    place it for example in the init.sqf/nuke_countdown.sqf (it causes a lag of 1 sec + because of the huge data,but that shouldn´t be a problem at the start of the mission or on loadingscreen)

    so now i changed the shockawe.sqf a bit:

    if (!isServer) exitWith {};
    
    _pos = _this select 0;
    _kT = _this select 1;
    _playersInvicibility = _this select 2;
    
    deletemarkerlocal "nukemarker";
    
    AllArray = [];
    timeAfter = 0;
    plus = (1.5 + random 1);
    
    [color="#FF0000"]// Shockwave affect
    _t=[_pos,_kT,_playersInvicibility] spawn sw2;
    
    //Trees
    _t=_pos spawn tree;[/color]
    
    
    // Instant waporazing of any vehicle or unit in closest area to Blast
    [_pos,_kT] spawn StaticPreLoad;
    _array = _pos nearObjects ["Motorcycle",((ln(_kT)+1) * 100)];
    {deleteVehicle _x;} forEach _array;
    _array = _pos nearObjects ["Car",((ln(_kT)+1) * 100)];
    {deleteVehicle _x;} forEach _array;
    _array = _pos nearObjects ["StaticWeapon",((ln(_kT)+1) * 150)];
    {deleteVehicle _x;} forEach _array;
    _array = _pos nearObjects ["Tank",((ln(_kT)+1) * 50)];
    {deleteVehicle _x;} forEach _array;
    _array = _pos nearObjects ["Ship",((ln(_kT)+1) * 150)];
    {deleteVehicle _x;} forEach _array;
    _array = _pos nearObjects ["Air",((ln(_kT)+1) * 100)];
    {deleteVehicle _x;} forEach _array;
    _array = _pos nearObjects ["Man",((ln(_kT)+1) * 200)];
    {deleteVehicle _x;} forEach _array;
    _array = _pos nearObjects ["Thing",((ln(_kT)+1) * 600)];
    {_x setDamage 1;} forEach _array;
    
    
    
    
    
    while {shockWaveSpreadDistance < (shockDistance - 1)} do {
    heatPlus = ln(heatDistance - heatWaveSpreadDistance)*((ln(_kT)+1)*88)/20;
    if (heatPlus > 0) then {heatWaveSpreadDistance = heatWaveSpreadDistance + heatPlus; };
    if (heatWaveSpreadDistance >= (heatDistance - 1)) then {heatWaveSpreadDistance = (heatDistance);};
    shockWaveSpreadDistance = shockWaveSpreadDistance + ln(shockDistance - shockWaveSpreadDistance)*((ln(_kT)+1)*41)/20;
    //hintSilent format ["Heatwave: %1 \n Shockwave: %2",heatWaveSpreadDistance,shockWaveSpreadDistance];
    sleep 0.05;
    };
    while {timeAfter < radTime} do
    {
    	plus = (1.5 + random 1);
    	sleep plus;
    	timeAfter = timeAfter + plus;
    };

    i added two functions: tree and sw2 (you need to compile them etc. of course):

    tree:

    {_x setDamage 1;}forEach ArrayT;

    sw2:

    _pos = _this select 0;
    _kT = _this select 1;
    _pI = _this  select 2;
    
    
    AllArray = nearestObjects [_pos,["Man","Air","Motorcycle","Car","Tank","Ship","StaticWeapon"], 30000];
    {[_x,_pos,_kT,false,_pI] spawn ShockpushPreLoad;} forEach AllArray;

    Tested with All in Arma :)

    file.html

    I found a script error too....

    in nuke.sqf you spawn a function called wind....but the name is reserved...

    so you have to change it e.g. wind2 in nuke.sqf and in nenvi.sqf

    EDIT:

    It seems to be more or less synchron to an 1kT explosion, otherwise it takes to long to finish the forEach command.

    I will try to make the script faster...

    I also found out that not only trees are affected...

    Also fences and light power poles are knockt over :)


  2. If you are a commander in high command you can use SITREP (Menu 0,1) to see the units you selected:

    file.html

    file.html

    But how can I display this SITREP via script?

    Thanks

    theone

    EDIT:

    Got it :)

    Here is the script (was kind of hard to find the function ;) so it might help someone...):

    _g=hcAllGroups player; //find all groups under high command
    player hcSelectGroup _g; //select them
    
    
    _t="SITREP" call BIS_HC_path_menu; //displaying SITREP
    sleep 0.1;
    showCommandingMenu ""; //you need this to delete the MENU poping up
    


  3. Hi everyone,

    i tried to add smoke or cs gas ammo to a dingo.

    I tried addweapon, addmagazine, but it doesn´t work (only with HE).

    So I decided to add an EventHandler type "Fired" to the vehicle to create gas at the target (removing projectile etc).

    It works with Smoke but not for gas.

    "ACE_M7A3" createVehicle pos create a gas grenade and it seems to work but the gas has no effect on the player -.-

    Please help (or maybe there´s a easier way to add tear gas/smoke to a mounted GL?)

    Greetz

    theone

    BTW: Do you know if you can use IR Strobes in ACE for targeting as well?

    ---------- Post added at 21:07 ---------- Previous post was at 19:11 ----------

    Ok I finished my script...

    My only problem is that the ace tear gas doesnt have any affect if used with createVehicle....

    Any solutions?

    My script:

    Vehicle init:

    this addEventHandler ["Fired", {[_this select 6]execVM "gl.sqf"}]

    gl.sqf

    _p=_this select 0;

    waitUntil {(getPosATL _p select 2)<0.25 or (count nearestObjects [position _p,[],1])>1};

    deleteVehicle _p;

    test="ACE_M7A3" createVehicle position _p;

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