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Author Topic: Micks Mad Napalm Script Now With Sounds Napalm V1 (TESTING)  (Read 3767 times)

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Offline Michael

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Micks Mad Napalm

NO ADDONS REQUIRED

Its simple to use just attach the script to any falling object
3 or 4 objects gives the best effect

add this line to each objects
the object must be higher than 10 Mtrs high     

you can use this line to set most objects up in the air
and put it in the init field of the object

Code: [Select]
this setpos [(getpos this select 0), (getpos this select 1),300];
to start the script
put this in the init field of the object

Code: [Select]
nil = [this] execVM "Napalm.sqf";
If you get gaught in the flames RUN as fast as you can away and you may suvive, The AI know to do this as well.

It has Night Lighting Effects.


Napalm Script Now With Sounds Napalm V1
Changes

Now has fire sounds and screaming sounds.
I used some sounds out of ECP for OFP

But you now have to add this line to the description.ext file
Code: [Select]
#include "Napalm\sounds\sounds.hpp"

I Made this script for the new Support Pack V1.5 PvP
and found it a good stand alone script as well.
The Support Pack Scripts will be ready in less than a week by the way.

Tested in 1.08 and QG

Works in SP or MP and Deticated Servers.

Demo Missions are Below

Screen Shots
 :good:












Download New Demo With Sounds Here
Napalm V1 --RAR--
Napalm V1 --PBO--

« Last Edit: 03 Feb 2008, 20:06:01 by Loyalguard »

Offline MattiusRochelle

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Re: Micks Mad Napalm Script
« Reply #1 on: 23 Nov 2007, 16:00:45 »
Wow this looks awesome, and i cant wait for your new support pack i love it. !  :clap:

Offline Michael

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Re: Micks Mad Napalm Script
« Reply #2 on: 23 Nov 2007, 16:27:21 »
Thanks
its my first go at the partical stuff
let me know what you think

Offline Spooner

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Re: Micks Mad Napalm Script
« Reply #3 on: 23 Nov 2007, 17:28:30 »
This does look nice and the particle effects are nice, without grinding my low-end PC into the ground (you wisely used a smaller number of large particles). It has great potential and the fact that it doesn't rely on an addon, unlike a previous napalm release I've seen, is a considerable boon!

1) I tried this, but neither attached mission worked at all. Checking through the code, you have placed barrels that have this in the init:
Code: (init) [Select]
if (alive this) then { [this] execVM "Napalm.sqf"; }

Since barrels aren't ever alive, this script will never get run. The script worked fine when I changed that to:
Code: (init) [Select]
nil = [this] execVM "Napalm.sqf";

2) Forcing the AI to run (nice panic effect ;P) is fine using doMove in careless mode, but it doesn't work for players. To make anyone, player or AI, run like madmen, you could force them into a sprint animation, then they'll not even bother running around obstacles ;P The rolling animation, as it is now, works fine for players and AI and is a nice touch.

3) Every time you create a new bomb, you empty the list of people burning (burnarray = [];), but you should only create the array when it doesn't already exist, in order to stop individuals getting set on fire more than once:
Code: (Napalm.sqf extract) [Select]
if (isNil "burnarray") then
{
    burnarray = [];
};

4) You create an invisible helipad in order to have an object for your particles to be attached to. Using a gameLogic ("logic") makes more sense, since no helicopters will try to land on it ;P

5) Your code isn't indented, which makes it very hard to read. One of the advantages of the SQF syntax is that it is supposed to be indented to aid readability (for you, the author, even more than for other people).
Code: (Napalm.sqf extract) [Select]
while {_a < 60} do
{
if (_a < 40) then
{
_ouch = nearestObjects [_obj,["ALL"],35];
};

// ...etc...
};

becomes the vastly more readable:
Code: (Napalm.sqf extract) [Select]
while {_a < 60} do
{
    if (_a < 40) then
    {
        _ouch = nearestObjects [_obj,["ALL"],35];
    };

    // ...etc...
};

It especially makes it easier to track whether you have matching {}s! Still, it is a stylistic thing, not a practical fault, but it is a very good habit to get into.

6) You do want to be creating the particles on every machine that has a player to see them "if (not (isNull player)) then { ... }", but some of the other effects you only want doing once on one machine. E.g. at the moment, you are creating one LGB per server/player, not just one in the game. The easiest way to deal with this is to just do it on the server with "if (isServer) then { ... }".
« Last Edit: 23 Nov 2007, 17:34:04 by Spooner »
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Offline Michael

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Re: Micks Mad Napalm Script
« Reply #4 on: 23 Nov 2007, 21:26:36 »
Thanks Spooner

They were all very good tips and i have now implemented them all except the
animation for the panic stuff. i cleaned that up a bit and added disable "autotarget" and "target"

i did try tho . i could not find a playmove that would do the job.
i did find a switchmove that looked good but switchmove is a hassle sometimes.

i would like to add a little screeming but i can not find what the sounds are or where they are.


im not to bad at this scripting stuff but only new to sqf and never played with partical stuff before yesterday.
if been scripting missions for ofp and have some cool missions i would rather use tricky scripts than addons
i could use a little maybe a tad more help with the new PvP support scripts as im not sure what should run
local and what should run on the server.

Theres about 60 sqf files that are needed to make it work {THANKS TO ALL THOS THAT WANTED IT IN PvP} i may get some sleep soon;


If anyone out there would like to help finnish it and clean it up its now 98% done.
Send me a message or leave one here.



again thanks
the missions are updated

also its good you like it..

« Last Edit: 23 Nov 2007, 21:34:25 by Michael »

Offline Michael

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Re: Micks Mad Napalm Script Now With Sounds Napalm V1
« Reply #5 on: 27 Nov 2007, 00:45:22 »
Hi All
The Napalm Script has been updated to Ver 1


Download Demo Here
Napalm V1

Changes

Now has fire sounds and screaming sounds.
I used some sounds out of ECP for OFP

But you now have to add this line to the description.ext file

Code: [Select]
#include "Napalm\sounds\sounds.hpp"
also

In this Demo there are three Napalm drops
as soon as the smoke clears the next Napalm will drop

Have Fun.

Offline Spooner

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Re: Micks Mad Napalm Script Now With Sounds Napalm V1
« Reply #6 on: 27 Nov 2007, 00:56:03 »
When you make an update, please replace the attachments and update the text in the original post (the "release" post), since then people can easily find the new version and don't complain when they accidentally download the old version and it doesn't work how you said it would.

Coming along nicely by the looks of it; I'll take a proper look when I have time.
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Offline Michael

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Re: Micks Mad Napalm Script Now With Sounds Napalm V1
« Reply #7 on: 27 Nov 2007, 01:32:19 »
 I did there is a new link in the first post

Offline Spooner

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Re: Micks Mad Napalm Script Now With Sounds Napalm V1
« Reply #8 on: 27 Nov 2007, 01:56:31 »
But you left the old versions in attachments on that post. If you don't remove them then some people will download the wrong versions.
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Offline Michael

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Re: Micks Mad Napalm Script Now With Sounds Napalm V1
« Reply #9 on: 27 Nov 2007, 04:05:32 »
All Fixed and Done.


Offline LeeHunt

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Re: Micks Mad Napalm Script Now With Sounds Napalm V1
« Reply #10 on: 28 Nov 2007, 00:06:19 »
hi Michael,

Pretty cool (and scary) resource.  Thanks for creating this and putting it up, much appreciated. I have a couple requests to fix it up as a resource for the community, but these are minor.  I also second Spooner's comments (he understands the scripting a thousand times better than me) and add a couple more:

1) can you add a readme.txt for the resource?

2) can you give a hint telling the player where to look?

3) can you change the demo to Rahmadi?  (easier for people to load up and tinker with)

good work  :good:

Offline Michael

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Re: Micks Mad Napalm Script Now With Sounds Napalm V1
« Reply #11 on: 28 Nov 2007, 02:13:53 »
Hi LeeHunt

Thanks for Having a look at it.

Spooner comments did help alot so i implemented them 5 min after i got the post

now your comments

1) readme now added , and also edited the first post ,
2 - 3) i will look at puting the hint and changing the island later today when i get pack to my own PC


Quote
Pretty cool (and scary) resource.

would you like to see this script used in missions ?











Offline Spooner

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Re: Micks Mad Napalm Script Now With Sounds Napalm V1
« Reply #12 on: 28 Nov 2007, 11:09:10 »
Here are some feature, rather than implementation, suggestions:
- Have a script that makes an object into a volatile liquid explosive. This would give a "HIT" or "KILLED" event handler that caused a napalm explosion. E.g. a petrol station or fuel drum.
- Have a script that allows an aircraft to carry one or more napalm bombs (these would be scripted, not actual game weapons and ammunition). This script would give the vehicle "GETIN" and "GETOUT" event handlers that added/removed a "Drop napalm bomb" action if the player got into/out of the right seat (pilot or gunner, depending on the aircraft). Using the action would remove the action, so that you couldn't spam napalm. You'd also have to add/remove a "KILLED" handler on the player to remove the action if they died in the plane. By doing it this simple way, the player would be able to reload by just getting out of, and then back into, the plane (you could do it in a more complex way, so that it checked ammo level every 10 seconds or so, and gave the napalm action back if ammo was full).
- Allow a radio/on-map-click "request napalm strike". Been done lots of times before for other types of artillery/support. Alternatively, convince someone who has already written this sort of script to add a way to call napalm strikes to their script.

EDIT: You may feel that any, or all, of these suggestions are outside the scope of your script, which is fair enough.
« Last Edit: 28 Nov 2007, 11:30:08 by Spooner »
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Offline Michael

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Re: Micks Mad Napalm Script Now With Sounds Napalm V1
« Reply #13 on: 28 Nov 2007, 11:57:02 »
this script can do all that
as this is just the napalm bomb script
how it is used is up to you, its only a small change if you want to attach it to a ground object.

i have added it to the new support script which "west east and guer" ai and players can call a airstrike
if the airstrike position is within 30 mtrs of a man and not on your side it will use napalm ,
if the airstrike position is within 30 mtrs of a vehicle it will use missiles
if the airstrike position is within 30 mtrs of nothing or buildings it will use bombs

the trigger to the napalm for a ground object

replace
   while {_bombheight > 5} do
   {
   sleep 0.1;
   _bombheight = getPos _bomb select 2;
   };

with something like
waituntil {not alive _fuelstation};

here is my PvP Support Pack which the Napalm was written for (Please dont distribrute as its not quite finnished)
But anyone please look at it the probs im having is the action menu playes up after a little while ,
and a few little things but as a rule it all works.

the code is a little messy as it NOT FINNISHED YET



 

Offline Spooner

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Re: Micks Mad Napalm Script Now With Sounds Napalm V1
« Reply #14 on: 28 Nov 2007, 16:23:04 »
Oops, I forgot this was a part of your support pack. Still, adding exploding gas stations or player-dropped napalm would be nice.

Incidentally, using a "KILLED" handler to trigger an explosion is massively more efficient than using waituntil...
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