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Author Topic: GasBomb Particle and Damage effect(ACCEPTED)  (Read 9450 times)

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Offline Imutep

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Re: GasBomb Particle and Damage effect(Testing)
« Reply #15 on: 17 Aug 2008, 15:26:06 »
Thx, now it works.  :good:
I've got the time to make a little demo movie. Nothing special.

Watch Odins GasBomb Particle and Damage effect
Keep up the good looking work, Odin.  ;)
Assault Mission Strudio<br />It\'s always something!!

Offline Manzilla

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Re: GasBomb Particle and Damage effect(Testing)
« Reply #16 on: 17 Aug 2008, 15:37:58 »
Wow he's really got this thing looking good. Great job on the update.

The FPS hit is too bad for me, but I got a pretty powerful system. Now I gotta try it with ArmAEffects and JTD Smoke.

Offline CrazyAce

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Re: GasBomb Particle and Damage effect(Testing)
« Reply #17 on: 17 Aug 2008, 16:15:55 »
I've got a dumb question, how can I switch the mortar rounds with this mod? As it is now the AI doesn't know how to use the mortar properly and think it would be best in conjunction with this mod.

Offline Manzilla

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Re: GasBomb Particle and Damage effect(Testing)
« Reply #18 on: 17 Aug 2008, 16:25:58 »
Christ crazy timing. I just asked for the same thing at that AddOns' BIS thread.

If this could work with that, I'd be a happy man.

Offline Odin

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Re: GasBomb Particle and Damage effect(Testing)
« Reply #19 on: 18 Aug 2008, 08:57:48 »
Wow thx Imutep  cool video :cool2: I like it,
Thx for the replies I am glad to hear it looks good.

As for the mortar round I am not to sure, I have no expierence yet at configs, but if you know how to do it feel free to use this effect, Probably use the carbomb script, as the missile tail and other things uneeded for that type of explosion are already deleted.

Thx all
Odin

Offline Manzilla

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Re: GasBomb Particle and Damage effect(Ready)
« Reply #20 on: 18 Aug 2008, 16:09:39 »
Thanks for that tip! :clap:

Offline Spooner

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Re: GasBomb Particle and Damage effect(Ready)
« Reply #21 on: 01 Sep 2008, 19:35:46 »
Bit petty, but I keep getting this in my arma.rpt:
Code: [Select]
File C:\Users\Spooner\Documents\ArmA Other Profiles\Spooner%20[RGG]\MPMissions\_gasbomb.Intro\description.ext, line 5: '.onloadmission': Missing ';' at the end of line
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Offline Odin

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Re: GasBomb Particle and Damage effect(Ready)
« Reply #22 on: 02 Sep 2008, 01:45:37 »
Thanx Spooner, I am at a loss as to why I never recieved the message :scratch: But it was true I forgot to put it in ";".

All fixed now, Added a Readme, Briefing and Overveiw aswell.
 
1st post updated.

Thanx
Odin
« Last Edit: 04 Sep 2008, 14:10:09 by Odin »

Offline i0n0s

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Re: GasBomb Particle and Damage effect(Ready)
« Reply #23 on: 02 Sep 2008, 02:10:20 »
I took a look at those scripts and must sadly say, that the car bomb can't be used in different missions without custom work.
First please use _this as parameter for the car.
Then the script don't work in MP. Ok, it work in MP, but that requires to start the script on all clients for the effects. This will cause the damage to get executed on every computer. So imagine the damage being executed ten times ;)
So please consider those aspect in the next version of your script.

And don't take too long time, we nearly reached the point in the mission before a car bomb should explode ;)

Offline Spooner

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Re: GasBomb Particle and Damage effect(Ready)
« Reply #24 on: 02 Sep 2008, 02:38:48 »
You don't see it because it is a warning, not a true error, but appears in the logs.
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Offline Odin

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Re: GasBomb Particle and Damage effect(Ready)
« Reply #25 on: 02 Sep 2008, 02:43:06 »
OK thx i0n0s  I will revisit the carbomb script, I am a bit unused to MP scripting so to get it to work on all clients
do I use
Code: [Select]
if(local server)?

Cheers Odin

Offline Spooner

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Re: GasBomb Particle and Damage effect(Testing)
« Reply #26 on: 02 Sep 2008, 03:48:09 »
That is an old way of doing it and requires you to create a specifically named gameLogic. Instead, just use:
Code: (Don't run anything after this on a dedicated server. i.e. only run it on dedicated clients) [Select]
if (isServer and (isNull player)) exitWith {};

Many people will tell you to use something else, but it makes testing a lot harder:
Code: (Don't run anything after this on a server, including SP or host in MP game or editor) [Select]
if (isServer) exitWith {};
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Offline i0n0s

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Re: GasBomb Particle and Damage effect(Testing)
« Reply #27 on: 02 Sep 2008, 04:01:29 »
Just use:
Code: [Select]
if (isServer) then {};and run the script on the server. Create the particlesources and lights global (createVehicle) and they will show up on all clients. The only problem is the drop and the flash.

Offline Odin

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Re: GasBomb Particle and Damage effect(Testing)
« Reply #28 on: 02 Sep 2008, 07:18:00 »
Thank-you both, As I am working with .sqs (I know get with the times man) would the correct syntax be
Code: [Select]
if (isServer and (isNull player)) then {exit}
I have fixed the Carbomb script, changed variable "carbomb" to _this, and removed the scripts dependency on a marker so now a Logic is created at trigger point instead, and the all the effects now call on the created logic, is this better for MP than using a marker? srry I am a noob at the mechanics of MP scripting.

Also should I add a server check to all scripts?

Thx Odin

Offline i0n0s

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Re: GasBomb Particle and Damage effect(Testing)
« Reply #29 on: 02 Sep 2008, 11:33:33 »
To be honest: I don't see for what you need that marker or that logic. You only need the position of the car on the time of the explosion.