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Showing results for tags 'Bomb'.
Found 16 results
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For lots of reasons old suicide bomber scripts do not work for me so I made a simple and working one: snackgrp = createGroup [east, true]; snackgrp setBehaviour "CARELESS"; snackgrp setSpeedMode "FULL"; //change speed mode if you want the bomber to be slower snackpos = [player, 30, 100, 3, 0, 20, 0] call BIS_fnc_findSafePos; //change 2nd and 3rd value in the array to add distance the bomber have to travel bomber = snackgrp createUnit ["LOP_Tak_Civ_Random",snackpos, [], 0, "CAN_COLLIDE"]; //you can change the classname of bomber to fit your scenario {_x setBehaviour "CARELESS"} forEach units snackgrp; {_x setSpeedMode "FULL"} forEach units snackgrp; explosives = selectRandom ["SatchelCharge_Remote_Ammo"]; //change expl classname for weaker/stronger effect or add more expl classnames for randomness charge = explosives createVehicle (position bomber); charge attachTo [bomber, [0,0.15,0.15],"Pelvis"]; charge setVectorDirAndUp [[1,0,0],[0,1,0]]; bombtrg = createTrigger ["EmptyDetector",(getPos bomber),true]; bombtrg setTriggerType "NONE"; bombtrg setTriggerArea [10, 10, -1,false]; bombtrg setTriggerActivation ["WEST", "PRESENT", false]; bombtrg setTriggerStatements ["this", "detach charge; charge setDamage 1;", "hint'Death by explosives'"]; bombtrg setTriggerTimeout [0, 0, 0, false]; //change numbers if you want to give some time for the player to run away after the bomber gets in radius bombtrg attachto [bomber]; private _stalking = [snackgrp, group player,5,0,{false},1] spawn BIS_fnc_stalk; Run as needed - trigger, execVM. I name it "snackbar.sqf", declare is as function in description.ext and then in a trigger I just type call KIB_fnc_snackbar; This way, in a big scenario, you have to change only "snackbar.sqf" once and it automatically changes every trigger on the map. Enjoy. Everything in one place. Tested in SP.
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script [Ombra] Simple IED Script/Function
Ombra_ita posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hello, there are many ways to create an IED script but many things involve public or external variables, triggers and many stuff that makes it complex. This is a simple script that you also can use as function for multiple objects and triggers the IED automatically with just one script line inside the object you'd like to blow up. Does this work in multiplayer? Yes, it works in MultiPlayer and SinglePlayer How does this script work? As soon as AI or a player walks near it, it just explodes, leaving scripted debriefs and craters based on explosion intensity. Parameters It accept 3 parameters: - currentObject → it is the object in the editor that you trigger to explode; - iedIntensity → It used 3 level of intensity (how big is the blast), obviously you can put 1, 2 or 3. - isCar → boolean value (true, false) if is a car, if true keeps wreck of the vehicle. How do I call the script? Just open the object you'd like to have an IED and put the following line: [this, 1, true] execVM "iedBlast.sqf"; iedBlast.sqf //Uncomment following if used as function //params["_currentObject","_iedIntensity","_isCar"]; //Uncomment following if used as script _currentObject = _this select 0; _iedIntensity = _this select 1; _isCar = _this select 2; _positionCrater = getPosATL(_currentObject); _debriesCount = 0; _exploded = false; while { !_exploded } do { //Check if players are around { if((_x distance _currentObject) < 5) then { _exploded = true; }; } forEach allUnits; if(_exploded) then { switch(_iedIntensity) do { case 1: { _bombType = "M_Titan_AT" createVehicle (getPos _currentObject); soilCrater = "Land_ShellCrater_01_F" createVehicle ([0,0,0]); _debriesCount = 3; }; case 2: { _bombType = "Bo_Mk82" createVehicle (getPos _currentObject); soilCrater = "Land_ShellCrater_02_small_F" createVehicle ([0,0,0]); _debriesCount = 10; }; case 3: { _bombType = "IEDLandBig_Remote_Ammo" createVehicle (getPos _currentObject); soilCrater = "Land_ShellCrater_02_large_F" createVehicle ([0,0,0]); _debriesCount = 15; }; }; soilCrater setPos _positionCrater; //---Keep Car Wreck--- if(!_isCar) then { deletevehicle _currentObject; } else { _currentObject setDammage 1; }; //---Spawning debries--- //Land_ShellCrater_02_debris_F for "_i" from 1 to _debriesCount do { _distance = [2, _debriesCount] call BIS_fnc_randomInt; _direction = [0,359] call BIS_fnc_randomInt; _randomPos = [_positionCrater, _distance, _direction] call BIS_fnc_relPos; "Land_ShellCrater_02_debris_F" createVehicle _randomPos; }; }; }; -
Hello I've started working on a small mission yesterday, but I've encountered one small thing that I couldn't resolve by myself or find anywhere how to do so. In my mission you get a task to pick up an Explosive Satchel. the problem is it spawns as enabled which means I can't pick it up, and it acts as if it was planted. Thank you for whoever sees this and decides to help.
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MIL_BombRanges This is technically a mission, but it's intended use is as a means to determine how far a bomb will travel, unguided, when dropped in level flight: https://steamcommunity.com/sharedfiles/filedetails/?id=2373287174 The script is contained within the mission, so you will need to unpack it in order to adjust the options (there aren't many). In a nutshell, you open up the mission in the editor, select your aircraft and/or bomb, then edit a small section of the init.sqf to set the range of speeds and altitudes that will be recorded when dropping bombs. The script will automatically set speeds and altitudes for the player, meaning all you have to do is select your weapon after the mission starts and keep off the controls while the script runs. Further instructions and considerations are contained within the init.sqf. For anyone interested, I already populated a spreadsheet (requires MS Excel or a PDF viewer) using bombs dropped from Firewill's F/A-18 Hornet: MIL_BombRanges (Dropbox) Edit: bombs will generally fly further when guided, these ranges were based on unguided releases. For anyone further interested, below is the code I've used to do this. There'd be plenty of ways to do this, however it evolved as I continually streamlined the results to fit nicely into Excel, and I'm not an Excel guru. So it did it's fair share of evolving...... init.sqf release.sqf
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Need to make a small explosion on trigger
Vectif posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
so I currently scripted out a situation where you try to release a civilian that's charged with explosives, thing is, the explosion is too big. It will destroy everything on a very big radius, I'm currently running ACE3 and also the bomb classname is "M_Mo_82mm_AT_LG", other bombs I've tried are "R_80mm_HE" and "Bo_GBU12_LGB" but they were still too big. I'm looking for something with a small radius that will kill the person next to it or about a radius of 5m-10m or anything around that if possible. Does anyone know? The bomb explosion class name or just the explosion itself? It would help a lot!! Thanks beforehand and wish you all best of luck! Edit: A good bomb is "M_PG_AT", but it is still sort of big!- 16 replies
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- small explosion
- trigger
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Make jet attack laser designated targets only
WurschtBanane posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi. I want to have the A10 jet from RHS circle around an area and only attack targets that a unit laser designates for him. I want him to use the GAU8 gatling gun on lasers too, how do i make that happen? Because if i just let him fly around he will attack tanks and vehicles by himself... -
Steam workshop link - https://steamcommunity.com/sharedfiles/filedetails/?id=1618325439 MISSION Russians have invaded the small peaceful island of Malden, and are holding it's citizens captive! Execute missions to weaken the russian presence on the island and set it's citizens free! A randomly generated campaign, execute missions and lead the United States Armed Forces to capture the island of Malden and win the war against the Russian Federation. FEATURES Random AO - One of Malden's cities, the main airport, or the military island base will be selected to attack. Finish one and another is generated. Random Selectable Side Missions - If you want a bit more excitement, you can choose a side mission from the mapboard at base. It will open the map and show you all available missions. Side missions range from diffusing a bomb on your officer, to stealing an enemy supply truck, to finding and rescuing a downed pilot, plus much more. Every time you open the side mission map, there will be different missions at different locations, so if you don't like what's available, just close it and reopen it. Civilian Population and Traffic - There is a heavy civilian presence on Malden, its citizens populate most of the island and are driving cars (shocking!), and walking around everywhere. They aren't hostile to our forces. In fact the reason we are on malden is for them, as the russians have invaded and are making their life a living hell. Recruitable AI - You can recruit AI units from the officer at base. Please allow them a few seconds to get deployed and join your group. If you wish to dismiss a unit, simply walk up to him and select 'Dismiss.' Mobile Respawn - There are 3 mobile respawn vehicles, a 4 door Humvee, an unarmed M113, and an unarmed MRAP. They should have green letters above them saying M.H.Q. 1, 2, or 3. When you die, simply choose which M.H.Q. you wish to respawn on, or just choose to spawn at base. If a M.H.Q. is destroyed, it will respawn at base. Revive - You can be revived by your teammates if you are incapacitated. There is a 5 minute window to be revived before you die. Players can only revive other players, A.I. units do not revive or become incapacitated, they simply die. HALO Jumping - You can HALO Jump by choosing H.A.L.O. Jump from the mapboard at base. You can also choose H.A.L.O. Group to jump with your squad members. CAUTION: if you have joined another players group, it will force ALL GROUP MEMBERS to jump as well! Dynamic Group System - Press the Teamswitch key (Default "U") to open the group menu. Here you can create/disband your own group, invite other players, join or leave another players group. Virtual Arsenal - There is an ammobox at base with virtual arsenal, and all MHQ vehicles are virtual arsenal enabled. You may also call in a supply drop which has virtual arsenal. AVAILABLE SUPPORT (Called with 0-8 on Radio) Supply Drop - An ammobox will drop near you and be marked with green smoke. This box will have virtual arsenal. UAV Recon - Click a location on the map and after the data from the UAV comes in, all hostile and friendly units will be marked for 3 minutes. These markers will not be updated, so be aware units may move around. Artillery, Mortars, Carpet Bomb - Choose one of the 3 from the support menu and click on the map to rain down some good ol' american pop rocks on the enemies. Caution when using in cities, as it may result in lots of civilian casualties, our mission is to protect the civilians, not kill them. Laser Designated Missile - If you have a laser designator, you can call in laser designated missile strikes. You must keep your laser designator on the target until the missile strikes. (There might currently be a bug that removes the missile if you turn the designator off). Fast Travel Transport Helis - A UH-60 and MH-9 are available to transport you around Malden. When you select the heli you want, it will mark an LZ near your location and head that way. Green smoke will automatically be popped at the LZ when the Heli is near. Once you get in, choose "Give a LZ to the Pilot" and it will head to that location. After a few seconds, the screen will go black and you will fast travel to the location. If at any moment the heli becomes bugged out, choose "Detonate Heli Transport' from your action menu to destroy the heli and make the support available again. Paratroop Reinforcements - Click on the map and a squad will paradrop on your location. After the squad has landed, they will fall under your command (Or your group leader's, if you are in another player's squad). Requires both RHS USAF and AFRF. Credits: DUWS by Kibot. Modified Version by BigShot. EOS script & Occupation mission by BangaBob Civilian scripts by Enigma ATM Airdrop HALO script by PokerTour. Defuse Bomb script by Cobra4v320. Thanks to Kempco for the mapsize script. Thanks to FrankHH for correcting the typos. Thanks to Yumsum, Porte and Phil for all their patience in testing.
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Incon Airpower Script package for Arma 3 mission makers that allows players to call in air support for target tracking and precision air strikes. Unlike other CAS scripts, Incon Airpower simulates high-altitude strikes where the aircraft is neither visible nor audible from the ground. As such, the aicraft itself is not spawned, only simulated, thereby avoiding all the hassle of Arma's pilot AI. Works best in single player and low-player-count COOP (lots of players using tracking may cause considerable server lag). Perfect for missions involving SF teams working behind enemy lines to call in coalition airpower onto enemy assets (as in the ongoing real-life operation Enduring Freedom in Iraq / Syria). SP / Co-op / Dedi compatible. Requires CBA. Features Call in guided airstrikes with the radio menu Mark targets with laser, smoke, chemlights or IR strobes (night only for chemlights and strobes, day only for smoke) Aircraft can lock on to and strike multiple targets simultaneaously (thanks to a slightly modified version of kylania's awesome guided missile script) Optional collateral damage assesment by pilot - checks for nearby friendlies, civilians and sensitive targets and will automatically disengage if collateral damage is too high Optional full NATO voice procedure simulation to guide pilot on to target No need for map with airstrip or adding in any aircraft Restrict JTAC capabilities to units with certain items in their inventory Optional unit tracking on map, with accuracy that degrades with overhead cover, weather etc. (only shows targets that would be visible from overhead): - (optional) restrict to units with UAV terminal only - differentiates between friendlies (blue), unarmed infantry (white), armed infantry (pink), civilian vehicles (white, large) and non-friendly vehicles (pink, large) If using a laser designator, the player can mark multiple targets at once and give clearance for a simultaneaous strike: - mark 2 tanks and an infantry patrol, and the aircraft will track and engage those targets simultaneously, even if they move - repeat your last mark if in doubt - if your final target is a laser mark, the aircraft will engage your laser mark while it is active, and revert to your original mark position if it looses your laser mark Realistic air speeds of ordnance: - the higher the altitude of the aircraft (recommended at least 3000m), the longer the ordnance will take to hit the target - missiles will travel faster than bombs - ordnance speeds based on real data Usage License GNU V3 Submit pull requests, fork your own version on Github, drink Bailey's from a shoe, do whatever. This is open source and entirely free to use. Changelog Download from GitHub
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I cannot seem to lock onto Targets with Laserguided Bombs anymore, can anyone help me with this? I am using the internal Laser of the Airplane, when i then try to lockonto my laser it does not work. Also at the top it says LOAL? Can anyone help me? Im probably just dumb.
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Hello All, I have a mission with task for defusing bomb. So, I placed explosive charges and tried to add action to them. Unfortunately it seems that it is not possible use addAction command to explosives. Do you have any workarounds or suggestions? I just placed pliers on explosive charges and add action to pliers. .... no best solution but it works this way. Thanks for answers in advance.
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How to script a spawn of the new LoW cluster bomb?
SirFlavalot posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Any ideas for writing a script to spawn of the new LoW cluster bomb? I've been reading this post and I'm guessing it's not simple. I tried: _b = "Mo_cluster_Bomb_01_F" createVehicle ((getpos curatorCamera) vectorAdd [0,0,-1]); _b setdamage 1; The bomb gets created under the curatorcamera, but disappears as soon as you move the camera. Info on the bomb I've been trying to spawn: CBU-85 PylonMissile_1Rnd_BombCluster_01_F→BombCluster_01_Ammo_F→submunitionAmmo[] = {"Mo_cluster_Bomb_01_F",0.93,"BombCluster_01_UXO_deploy",0.07}; Any ideas would be greatly appreciated! -
About mission: Russian Roulette is a COOP mission best played with 4-9 players. It's April 2017 in Takistan. We made huge progress past year in destroying ISIS and we hope to crush them by the end of the year. Campaign is a success for us, both in politics and war terms. We are getting more and more feared in other countries, our plan seems to work well. The one and only problem in our campaign is (as always) the USA. They started their operation in Takistan after our numerous successes. They want to rule global politics once again but we won't let them. We need to strike fast and gain control of majority of Takistan before they do. We still have initial advantage, let's not lose it. Features: Bomb defusal - Loud or stealth, two different ways to defuse Replayability - Randomization Tactical stealth action Convoy ambush I tested this mission extensively with my friends and I can't find any bugs. Please contact me by steam or in comments if you see any bug or have a feature request! I will be happy to help. This mission is technically advanced in terms of scripts so there may still be bugs. Please report them to me :) Join in progress is NOT supported but im not disabling it to allow in-game unit switching! Requirements: CUP RHS ACE3 (if you do not want to use it, just install it and disable all its functionality) Task Force Radio (if you do not want to use it, just install it and disable all its functionality) Why so many mods?: There are just two big mods here (CUP,RHS) and small ACE,CBA, TFR so 5 mods in overall. Why there are so many mods in the list? There are minimods from ACE that ensures compatibility between RHS, CUP and ACE but they're very small. Not all mods may be mandatory. For example CUP CWA may not be needed same as RHS GREF and mission may work without them but for best experience I recommend to have them all anyway. Known issues: - Nothing for now Download: Steam - http://steamcommunity.com/sharedfiles/filedetails/?id=911029319 Github - https://github.com/GodlikeRU/GoDlike-ARMA-3-missions Screenshots: Best viewed on steam workshop page. Feedback/Bug Reports: Please tell me if you enjoyed my mission (or not). You can contact me here or on steam. I tested this mission with my friends and I can't find any bugs now. Tell me about any bugs you may encounter. I'll try to fix them ASAP. I did my best to correct any mistakes in text but im not a native english speaker, please tell me if you find any. If I see that You enjoyed my mission I will make next parts in future. Regards
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TGP System Addon - Targeting Pod System
Masnooper posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
TGP_Addon_by_Masnooper_v1.1.0_for_ArmA3_(version>=1.54) This is an addon file that: - Adds a TGP System (Targeting Pod) to most of good planes available. - It has a monitor!!! :D oh! and a PiP via * button (use Numpad's "." (Dot) to change view) - Can track moving targets, even soldiers. - Can lock on buildings, ground and whatever else. - * FLIR Thermal Night vision and etc... - ** Key binding - Different zoom levels even for PiP mode. Good for scouting and lasing and peeping * Some Features Requires ArmA3 Minimum v1.54 ** Key binding system via CBA3 Thanks to: Lala14 & Tajin for the script (Base idea by Kimi_UY) Change log: v1.1.0 (Latest Version) = Added support of RHS:AFRF Tu-95MS = Added support of CUP Su-34 = Added support of Pook Flanker Pack: Su-27, Su-30 and Su-30M = Added support of Pook Bomber Pack: Su-24, Tu-16, Tu-22 and Tu-95 = Added support of Firewill A-10A, A-10C, F-14A, F-14B = Updated support of CUP F-35B How to use: Known issues: = Sometimes you may fail to to open the monitor even after turning the TGP on. In that case, just turn it off and back on again. If failed, restart ArmA3 = Some performance problems Please Do Not Upload/Host This File Anywhere Else. Thank You. File Size < 1MB Download links: Community Base addons A3- 80 replies
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- tgp
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Make AI place a bomb, mine, whatever
corralesid posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I want a CSAT member team place a mine when he reach a waypoint, it dosen't work for me the fire command (unless im doing it wrong). i Tried but nothing... and of course i did it in console debug and waypoint activation. I thought maybe an action, but neither. Like; Also I'm using a non demo specialist, instead a recon sniper unit. Ideas? -
dropping a bomb where your cursor is at?
hard5c0p3k1ng posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
How could I drop a bomb where my cursor is at (coordinates), with or without people being nearby? -
Okay, so I'm making a mission where the player has to spot targets for an A-10 (AI) and laser them. The problem that I've encountered is that when calling in A-10s form a virtual support module is that a lot of the times, the A-10s will start to target enemy AI on their own, therefore bombing areas that don't need to be. My question is: is there a way to destroy/kill/remove the A-10 once it has dropped/fired a GBU? And make it so for every A-10 that spawns.