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Found 10 results

  1. DETONATING CORD Hi all, This topic gave me the idea to script a little for a detonating cord. So, you can add this code in init.sqf or else. Just be sure your unit(s) created before running the code. Parameters: UNITS / PROJECTILE / SAFETY DISTANCE / CORD LENGTH MGI_fnc_detCord = { params [["_units",[],[objNull,[]]],["_thrownEnd","SmokeShellOrange"],["_safetyDist",15],["_cordLength",60]]; if (_units isEqualType objNull) then {_units = [_units]}; MGI_passToEhCord = [_thrownEnd,_safetyDist,_cordLength]; { _x addEventHandler ["firedMan", { params ["_unit", "", "", "", "", "_magazine", "_projectile"]; MGI_passToEhCord params ["_thrownEnd","_safetyDist","_cordLength"]; if (_magazine == _thrownEnd) then { [_unit,_projectile,_safetyDist,_cordLength] spawn { params ["_unit","_projectile","_safetyDist","_cordLength"]; private _veh = if (isNull objectParent _unit) then [{"B_UAV_01_F" createVehicleLocal getpos _unit},{objectParent _unit}]; if (_veh isKindOf "B_UAV_01_F") then {_veh hideObject true}; private _rope = ropeCreate [_veh,[0,0,0],_projectile,[0,0,0],_cordLength,["",[0,0,10]]]; uisleep 6; private _segs = (_veh nearObjects ["ropesegment",_cordLength]) select {_x distanceSqr _veh > _safetyDist^2}; if !(_segs isEqualTo []) then { _unit addAction ["detonate cord",{ params ["_target", "_caller", "_id", "_args","_exploEnd"]; _args params ["_rope","_veh","_segs","_projectile"]; _target removeAction _id; for "_i" from 0 to count _segs -1 do { _explo = createVehicle ["mini_grenade",getpos (_segs #_i),[],0,"CAN_COLLIDE"]; _explo hideObjectGlobal true; if (_i == count _segs -1) then {_exploEnd = _explo}; }; waitUntil {isNull _exploEnd}; if (_veh isKindOf "B_UAV_01_F") then {deleteVehicle _veh}; deleteVehicle _rope; deleteVehicle _projectile; },[_rope,_veh,_segs,_projectile],0,true,false,"","alive _target"]; }; }; }; }]; } forEach _units; }; player call MGI_fnc_detCord; // example Have fun!
  2. CRATERS Hi all, This topic gave me an idea for scripting craters after an explosion. I share this code you can add in an sqf or a trigger set to TRUE, server only should work. I'll add a similar code in my "terrain & map interactive" MGI module. Parameters: none MGI_hashAmmo = createHashMapFromarray (("true" configClasses (configFile / "cfgAmmo")) apply {[configName _x, getNumber (_x/"hit")]}); ["MGI_craters", "onEachFrame", { _flyingProj = (8 allObjects 2); { if (isNil {_x getVariable "EH"} ) then { _x setVariable ["EH", _x addEventHandler ["explode", { params ["_proj","_pos","_vel"]; _pos deleteAt 2; private _hit = MGI_hashAmmo get typeOf _proj; private _calc = log ((sqrt vectorMagnitude _vel*sqrt _hit) max 1.1); [_proj,_calc,_pos] spawn { params ["_proj","_calc","_pos"]; sleep 0.1; private _crater = _pos nearestObject "#crater"; if (!isNull _crater) then { _pos = getPosASL _crater; private _surface = (configFile /"cfgSurfaces"/ (surfaceType _pos splitString "#")#0); private _depress = getTerrainHeightASL _pos - ((_calc/(getNumber (_surface / "surfaceFriction") max 1)*(getNumber (_surface /"dust") max 0.01 min 1)) min 3); _pos set [2,_depress]; (setTerrainHeight [[_pos],TRUE]) remoteExec ["call",2]; }; }; }] ]; }; } forEach _flyingProj; }] call BIS_fnc_addStackedEventHandler; This code creates craters after explosion on ground (where Arma craters are). So, not on vehicles, not on buildings. Note1: Firing AP shell (armor piercing one) doesn't lead to explosion (Arma engine), so you need to fire HE shell for craters. Note2: at this time, craters after crash (planes) don't fire the code. this code is for EXPLODING PROJECTILES only. Feedback are welcome! Have fun.
  3. Near the end of the mission 'End Game' in ARMA3 Apex, when the minigun is fired from a helicopter or vehicle, or when the vehicle explodes, the FPS drops drastically and the game cannot continue. The frame rate at that time is about 1 to 10 FPS. I searched for past information and set the Windows audio format to '16bit 44.1KHz', but it did not improve. Any solution? PC specs O/S: Windows11 Pro CPU: Ryzen7 5700x GPU: RTX4070Ti RAM: 64GB 3600Mhz SSD: 1TB Crucial MX500
  4. Hello ! I was wondering if someone know how a simulate the explosion of a smoke shell from a trigger or even a mortar. Conventional smokes are too small or even ineffective... I'm making several missions with Vanilla assets where this would be very useful, like a tank which just suddenly appears from the smoke, or even several huge smoke fired from mortars to allow some soldiers to advance covered etc. I have been looking for this command/script for some time but I haven't found any solution yet. Here is a command i tried but which doesn't work: bomb="8Rnd_82mm_Mo_Smoke_white" createVehicle (getPos this); So if any of you have any ideas, don’t hesitate. 🙂
  5. Hello! I would like to share a little mod I cooked up. I used the refraction particle effect (what you can see on jet engine exhaust effect) in order to create a visible blast wave that distorts the view. This is just a tiny little mod that is compatible with vanilla, blastcore and whatever you want. I know it might look a bit weird with the blast wave moving way slower than it should in real life, but I wanted to have it be visible. If you want a faster blast wave you just depbo the mod and change the "lifeTime" values to be lower, this makes the blastwave effect faster. DOWNLOAD: https://www.mediafire.com/file/uwv4ocnrvm5ordd/@Blast_Refract.zip/file Note: the video is a bit old, showcasing the testing I did. Since then I fixed the issues with the large explosion effects.
  6. 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!
  7. Hi, I've just started to get in the modding scene for Arma 3. I'm starting off with the basics like config modifications. And I've made a lot of progress so far. However, I've been working on a new type of ammo that is roughly equivalent to artillery in power. Due to this I was hoping to have the same visual and sound effects of the 230 mm Rockets from the M5 Sandstorm MLRS play when the new round i'm working on impacts a surface/target. But I'm at a bit of loss of how to go about implementing that. Any advice or suggestions would greatly appreciated, thank you!
  8. Hi there, I need some quick help with some even handlers.. Anyway, the idea is in the mission you attack an oil rig. You shoot on the oil pipes which makes the oil pipes explode and burn. The idea is because of the explosions you kill the enemies inside and win the mission. Okey, so I have this script here: thisaddEventHandler ["hit", "scriptedCharge = "DemoCharge_Remote_Ammo_Scripted" createVehicle (getMarkerPos "bombmrk"); scriptedChargesetdamage 1;"] Alright, I also want, once you hit the oil pipe, the oil storage next to it will explode bybeeingtrigger with an even handler explode. Anyone can help me with this? This will BTW be a mutliplayer mission.
  9. Hi, First, sorry for my english, I'm french ^^.... second, I have a bug in the main campaign in one mission: crossing paths (ou "croisée des chemins" in french). At the end of the mission, just after the last encounter against the AAF forces, the screen stop with a message like "sound file missing battlefieldexplosions3" and then i press OK and i continue this mission. Maybe someone has the same bug and I want to highlight it for the devs to correct it. Thanks for reading, it could be unpleasant ;)
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