Home   Help Search Login Register  

Author Topic: Improved Tactical Nuke very realistic effects & does dammage-tiny download size!  (Read 10212 times)

0 Members and 1 Guest are viewing this topic.

Grendel

  • Guest
Hi!
I would like some input on my first (don't worry I'm not new at it, just un published-as it were)oficially submitted script that simulates a Tactical Nuke deployed by a MRV (Multiple Re-entry Vehicle).  It is pretty much complete, but I would be happy to get some constructive criticism (or -god forbid- a compliment or two  ;)).  The general concensus of my friends so far is such: :wow:
feel free to bolster or shatter my ego as you see fit... :beat: or   :cheers:
(update)
had to leave suddenly and wanted to add some info:
The MRV .5Kiloton Tactical Nuke features an orbital re-entry vehicle that "burns in" through the atmosphere.  It airbust-detonates 100m AGL,  causes very nice (drop created) mushroom cloud that is unique each time it is fired (no two will look exactly the same).  This is a small TACTICAL nuke so the dammage is toned down a bit compared to, say, the COC nuclear torpedo.  It kills anything within 250m, causes 75% damage out to 400m, and 50% out to 500m.  For a lot more info see the readme included in the Nuke_Tutorial.abel demo mission in the attatched zip.

-Grendel
« Last Edit: 28 Aug 2003, 17:15:30 by Grendel »

Offline D.murphy man

  • Members
  • *
  • I'm a llama!
Sounds sweet. Just what i been looking for,a nuke that isint a addon.So ppl dnt have to download any thing to play my missions of mass destruction! Muhahaha!

Downloading.....
« Last Edit: 29 Aug 2003, 00:49:31 by D.murphy man »

Grendel

  • Guest
 ;D Precisely! ;D

Its a tiny file, with a lot of features and no addon hassles forcing others to have to download a big file just to get one lousy nuke.  And if it sounds sweet...wait till you see it!

-Grendel

ericz

  • Guest
Just downloaded this and fired it up in the mission editor...NICE JOB!  I am not a scripter but I see some definte uses for this in mission making.  The ability to tweak the damage is nice too.  The subdued amount of damage inflicted by this nuke makes it more useable in OFP..not just as a mission ender.  

Would it possible to come up with a version that allows you to target it in game, say with the action menu or radio???

BTW, please put me down on your list for your upcoming spotter/sniper script...


Grendel

  • Guest
The sniper/spotter script that ericz was reffering to will allow the player to call in the MRV Tac Nuke using Laser, Grid, or Polar Plots...It won't be easy to unlock this feature though ;)  

Commando

  • Guest
sounds like an exellent script!
 :D
is it possible to make a A-10 fire away a regular maverick but when it explodes on a special coordinates or inside some trigger it could make the nuke explode? I would of course use the wievdistance line so that the target could be spotted 2000 m away or more  :o

Grendel

  • Guest
Hmmm let me put on my thinking cap, Commando...
You could use my script two ways to have an A-10 "fire" the nuke:

1) take out the MRV stuff in the script and use a trigger in conjuction with an A-10's waypoint to make it drop a LGB, use an eventhandler "fired" to ID the LGB, execute the nuke's script when the LGB reaches 100m AGL altitude, using the LGB's position as the nuke's target coords.

2)Keep the MRV stuff minus the re-entry flame, set a waypoint/trigger where the MRV spawns (1000m away along the x-axis), set the A-10's altitude at 1000m and exec the script when it reaches the waypoint, and just have it (the A-10) peel off.

Easy, huh? ;)
If you can wait awhile I could do an example mission/custom script.  I'm pretty tied up preparing the Sniper/Spotter script for beta release (put in some new features that will add alot of depth and strategy... ;D)

Commando

  • Guest
really cool script! Its going to take a while until i figure out how to add this to some kind of mp mission but its a well made script and i love the effects on this one. Good idea about not needing any addon to have the nuke :)
even though addons aren't a big issue to me who have dsl but it can be a bit painstaking to send 4-6 addons to all my friends and other beta testers on msn messenger :P

Teryan

  • Guest
I liked the script alot (mostley beacuse it would work on my computer with out lagging it out). Nice effects.  A suggestion would be to have a call in system so that it is not static; like in the S/MP support pack where they click on the map and a nuk is droped.

Also please sign me up for the scout/sniper you mentioned... ;)
I'm really looking foward to it.  I tried to make one and i thought i had something but i could not get it to work (my first script) if you want i could send it to you and if you see something there you like you are welcome to use it.  I dont think I will work on any longer if your is what i hope it to be. :D

R3dF0x

  • Guest
That's really good...especially the mushroom cloud.  No lag, unlike the older nuke scripts.   I agree with Teryan: add a click-map-and-nuke option.  And just for fun, a dialog where you have to type the "Activation code" would be fun, especially in MP - "Get the code off the commies and abort the launch"  ;D ;D

Grendel

  • Guest
Quote
add a click-map-and-nuke option.  And just for fun, a dialog where you have to type the "Activation code" would be fun, especially in MP - "Get the code off the commies and abort the launch"

You read my mind, R3dF0x.  Actually using the nuke in the upcoming Sniper/Spotter Mod's debut mission will be quite a challange, but you will be able to target it...

-Grendel

R3dF0x

  • Guest
Sounds good! Also, radiation would be nice, too!  ;D ;D ;D

Grendel

  • Guest
I have thought about radiation, but there are some realism issues here; before I transfered to become an Army Scout/Sniper, I was a NBC specialist (nuclear biological chemical). To put a long scientific explanination in simple terms, the levels of post detonation radiation (alpha/beta particles) given off by a small tactical nuke would not cause any major health problems for several days -even in relatively large doses. Radiation Poisoning and the resulting symptoms are the same as any infection caused by large scale cellular death (tissue necrosis), and low scale particle ingestion ussually doesn't cause symptoms for years (cancer / mutation of DNA)

If there is a demand for this feature despite the realism issue, I could incorporate it though, and have a feature to disable it for us hardcore gamers.

Let me know what the community would like, guys.

-Grendel

Commando

  • Guest
nah i think its good as is. :)

m21man

  • Guest
Maybe a larger nuke 8).

Offline WizzyWig

  • Members
  • *
  • Mod Maker
    • Oblivion Promotions
larger effect is always better with a nuke as it is a nuke i recon that it should leave a radioactive dust that kills any player that enters unless the unit has a suit to protect him just an idear but a good one non the less ill work on it soon

O Neil

  • Guest

m21man

  • Guest
Since most people seem to assume that any nuke leaves "radioactive goo" and stuff, the script should have an option of whether you want realism or Hollywood style radiation.

Grendel

  • Guest
 :DHA HA HA!! :D

OK!, I'll make a version with radioactive after effects for those hollywooders out there.  Hell, I'll even make ground zero glow in the dark for you.  As far as making it bigger, this is meant to be a tactical nuke i.e. usable in a tactical (small level) situation.  Bigger would = game ender/strategic level stuff, which I'm not going for here.  

Quote
i recon that it should leave a radioactive dust that kills any player that enters unless the unit has a suit to protect him


hey WizzyWig, guess what high tech equipment we use for protection from fallout in the Army...(drum roll) actually anything that keeps you from breathing dust in will work; hankerchief, surgical mask etc.  The rest you just wash off.

-Grendel

Offline dmakatra

  • Members
  • *
  • Better known as Armsty
This sounds lovley, maybe it can satisfy my evil soul(nothing can do that, but it's worth a try)

*Presses OFP start button*

Mmmmm... Lovley... Like the smoke that's left after the nuke is laid, very nice. But isn't it kinda small for a nuke? I would call it a "big bomb" instead.

Anyway, Very nice work. Can't wait until I can use this script!
« Last Edit: 16 Sep 2003, 17:01:42 by The real Armstrong »

m21man

  • Guest
The nuke would be better with larger blast ;D. Actually, I didn't know that there were nukes this small, but you'd probably know more about this than me ::).

Oh, and you may as well not do the "Hollywood" idea. I found a great mission on ATWAR with large, special effects nukes. You know, the ones that create a roiling wave of orange-grey fire outward from the blast zone. The big nukes in the mission can kill everything within a 1 km. radius :o.

Grendel

  • Guest
Quote
The nuke would be better with larger blast


If by blast you mean damage radius, then you can alter that pretty simply by adjusting the three triggers in the mission editor, as far as blast 'effects' the actuall blast occurs 100m above ground.

Quote
I didn't know that there were nukes this small

actually, we developed nuclear devices that fit into shells fired by towed artillery.  If I remember correctly, it was called the "Long Tom".

-Grendel

-Omega-

  • Guest
Quote
exclusive chance at my pre-public beta.

Still available, or am I too slow?...  :D

-Omega-

  • Guest
I loaded up the map in the editor, and the very first error I get is:

Quote
'getASLheight = preProcessFile |#|"aslheight.sqf"': Error Unknown Operator

And, after I select 'nuke' from the action menu, multiple errors display themselves all across the top of the screen...

All of the files seem to be in the mission's folder (including aslheight.sqf), and glancing over the script's commands, I don't notice any obvious problems...

After reading all those threads, I'm very interested in seeing this script in action...

...am I just a
\  | | | | | |  /
-  magnet  -
/  | | | | | |  \


 for command and scripting problems that no one else has?...  ::)

_hammy_

  • Guest
very nice indeed ;)

Grendel

  • Guest
 :)Thank You All!

-Omega-, I sent you a personal message regarding your posts.  I hope I can help find out why its not working for you!

I've been juggling 3 other projects at the moment, and this one is on the back burner since it seems to be pretty much acceptable.

I will add the "radiation" and glow in the dark FX pretty soon tho for those that expect the hollywood touch...


Offline Terame

  • Members
  • *
  • Nice one OFPEC
    • http://fantasyscifi.com/main/ fantasy scifi sci-fi
Hiya Grendel - no I'm not stalking your posts hehehe (REALLY!)

Just wondering about the nominal yield - 5 kilotons? Explosion seems rather small for that or am I way off? Just seems that the blast radius is smaller than a daisy cutter which is 6 tons (as oppose to 5000 tons eq)

Not picking just very curious about yields now that I have someone with hands on experience to ask  ;D

So cool they called it "long tom" was the name of a railway gun later converted for towed deployment - savage howitzer style 155 - yummy in it's own right (if decimating battle fields is ever yummy ;))
You can travel to infinity though the endless passages of the cosmos. Even
better this belongs to you. This is your mind

Grendel

  • Guest
Hey Terame!

Actually, if you look close you will notice a decimal in front of the 5 ;)

Yeah, 5 kilotons would pretty much nuke a huge portion of the map.
The blast damage is still somewhat toned down for playability though.  This thing is primarily designed to destroy a cluster of armored vehicles and not kill the Forward Observer.

-Grendel




Offline Terame

  • Members
  • *
  • Nice one OFPEC
    • http://fantasyscifi.com/main/ fantasy scifi sci-fi
Doh! Sure missed that one!

Cool, makes sense, muuuuuch easier to deploy than a daisy cutter LOL
You can travel to infinity though the endless passages of the cosmos. Even
better this belongs to you. This is your mind

Josef

  • Guest
Is there a daisy cutter?

Can you please please please make a bigger bomb?

m21man

  • Guest
Can you please please please make a bigger bomb?

Why? Grendel has already said that he's keeping this fairly small. You could always go into the script and alter it yourself if you want to...

Grendel

  • Guest
Hello everyone,

Sorry Josef, m21man is quite correct.  I Currently have no plans to make a larger Nuke.  I have a federal holiday weekend, and my wife is away for the weekend as well, so the next four days will be devoted to finishing the public beta for my groundbreaking (I daresay  ;)) Sniper/Spotter MOD.  Look for it soon...

Grendel

DBR_ONIX

  • Guest
I like the idea of radiation.. If your in the radiation zone (Could be quite big), your health would go down slowly.. Maybe a radiation meter..?
I have not a scripter (At the time being.. I want to learn, but I have lots to do these days..), I can edit bits in them... So, basicly, I have no idea if this is possible, and if it is, how you would do it (Maybe a Hint thing, with a number of percetage of radation in the area your in..)

Just going to test the script just now...
- Ben

Grendel

  • Guest
Ok, now that my other projects are pretty much done other than documentation, I will go back and improve the nuke as well as make a "Hollywood" version with radiation and such.

Radiation is possible and won't take all that much effort, so expect it "soon".

-Grendel

DBR_ONIX

  • Guest
Yey ;)
That thing is scarey... And ever more so that its real!!
"Hollywood" - Bigger - Radiation - Bigger flash (Isn't the flash of a nuke suppose to blind/burn people..)
- Ben

Grendel

  • Guest
 :)good idea! thanks.

I can actually modify a script I made for a naplam to cause soldiers caught in the initial neutron "flash" to be burnt and temporarily blinded (closer to ground zero=more blindness)

This aspect is also realistic and will be included in both versions (just exagerated in the Hollywood version").

-Grendel


Offline @cero

  • Members
  • *
  • Yeah! Get some!!
I'm going to download this script right now and see.
 You all are going on about the radiation and all that. I think it have some nice potencial for some missions, and I was just remembering about something. How many armour vehicles are NBQ resistante? lots, so a good thing to add to the script( if possible) could be , create a subscript that can be call in the init field of any unit, so when we say "this exec whatever.sqs" the vehicle becomes radiation resistante.
What do you think?
BTW, I'm not a scripter, so I can't give any sugestions. :-[
SCREWBY!!!

DBR_ONIX

  • Guest
Have you released the hollywood/added flash script yet...
Can't wait :)
- Ben

DBR_ONIX

  • Guest
I said I can't wait!! I CAN'T!!
;)
Just checking again..  Done?
:(
- Ben

Grendel

  • Guest
Hey everyone, and merry Non Denominational Winter Holiday ;)

Sorry I've been out of the loop for awhile, but alot of stuff has been happening in the real world.   I just got a new Alienware for Christmas,  so I need to transfer all my files and such, so be patient with me...

-Grendel

Azraell

  • Guest
WOOOOOOOOOOOOOOOOOWWWWWWWWW!!!!!!!!!!!!! :o  :o



This is amazing work!!!!!!!!Looked so freaking real. Top notch 8)      Id like to look it over...maybe for a nuclear cannon idea.


Again, great job :D

r1c0cH3T

  • Guest
Umm... Got an idea:

When the nuke explodes, little green balls of light start to form on the ground around the blast radius (or a light green texture over the radius). The humans over the radius gets dammaged real slowly like set dammage .01 and keeps increasing by .01 until he steps outta the radius. Gotta code it so the NBC units wont get dammaged in the radiation. I think its a pretty simple addition.

Azraell

  • Guest
atomic cannon



http://www.vce.com/grable.html



scroll to the middle for movies
« Last Edit: 11 Jan 2004, 23:59:40 by Azraell »

OpHexus13

  • Guest
Hullo, Im Hexus...im new......
Anywho, this download sounds exellent now!!
HOWEVER!, mine doesn't work :'( :'( :'( :'(
It keeps coming up with the same message as -omega- did.....which is "'getASLheight = preProcessFile |#|"aslheight.sqf"': Error Unknown Operator" how ever, after i try to select nuke, my computer freezes.....help???

Fishion

  • Guest
hmm the preProcessFile command was introduced in Version 1.90
is it possible that you have still the 1.85 of OFP running?
It's just a shot into the blue

-Fishion

OpHexus13

  • Guest
Im only on 1.46, i cant download anymore coz we have usage....(not unlimeted downloads) which really SUCKS!

edit by moderator

One exclamation mark is more than enough to prove your point.
« Last Edit: 17 Feb 2004, 20:20:59 by KTottE »

Grendel

  • Guest
Howdy Folks!

ScrubMuncher has done some tweaking to my script, and has also pulled my attention back to this admittedly neglected (by me at least) project :D

Today is my birthday, so my wife will kill me if I spend it working on OFP (which is kind of ironic in a sad way ;)).  I will give this project priority status along with my new SimFlack project, but won't be able to do any real work on it untill tommorow.

On a sort of related note, the project alluded to in the ReadMe file is in a closed beta with a few prolific addon teams out there.  I have gotten very positive feedback from Marine_Sniper from Ghost in the Grass Productions thus far, and I am confident the wait will have proved worthwhile...what am I talking about, you ask?  Seek and you shall find...

-Grendel

Homefry31464

  • Guest
You mean the ones your implementing to go with his units...?

Grendel

  • Guest
Quote
You mean the ones your implementing to go with his units...?

In reply...  ;) :) :D ;D!

-Grendel