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Found 2 results

  1. 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!
  2. Ok so i have been looking to update the old clusterbomb scripts we used in a2 that used a fired EH to track your cbu to the ground then exec'd a script that spawned say 15 downward facing rockets or a a scattering of minelets. We even had CEMs that spawned 20 a10 shells and a scattering of mixed minelets... For the forthcoming unsung and frl. MIssilebox addons i am hoping to switch over to using the new submunition classes in config, but looking into weapons_f i see only artillery that fires a single submunition, each instance of submunitioncount or w/e it is (apols i am on tablet not pc here so cannot check code) has a value only of 1. I tried making a cbu that uses the value 10 to spawn 10 minelets but it only fired once. My suspicion is that bis has not implemented >1 values of submunition yet. Has anyone else played around with it? Does anyone have a working clusterbomb or clustermine or artillery shell that spawns say 5 lumes etc? I will do more experiments and post up my working code when its all done.
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