G'day, This is my 1st serious attemt at an effect like this.
Basicaly, Once triggered a Bomb is created using a barrel to simulate the shell with my attempt at a missile trail attached, on impact it will expload causing minimal Damage to Static and Land typ classes (25 meter radius), after which the Gas effects kick in causing damage to Units in and out of vehicles both Randomly and within certain distance to object looped for 20 seconds.
While the loop is in action it checks the Damage for units within the Array, if a units damage corrisponds to the check's, a certain playmove or coughing sounds are initiated for that unit including player. If player is within 200 meters of the Object the player will experince white flashes every time they take new damage.
After the effect is finished the user is offered an optional Body Removal for all dead within the Array.
How to use this script is included in the scripts header as well a description file with the CfgSounds filled out for users to be able to cut & paste into thier own description as well the sounds folder.
There are labels throughout the script to let the user know what part they are looking at and what they can alter to suit there own needs.
The only thing I would like to add is the actual bomb coming in on an angle but 1st I need to learn some ARMA maths EDIT; I have Fixed the angle problem. I have made this version's effects last longer and be less harmful though still deadly to prolonged exposure. Headers throughout the script have been updated to let User know what parts they need to change to adjust damge levels and radius. Added this code
{(_x disableAI "AUTOTARGET")} forEach _array1;
{(_x disableAI "TARGET")} forEach _array1;
{(_x setSpeedMode "FULL")} forEach _array1;
{(_x domove [(getPos _x select 0) + random 400 ,(getPos _x select 1) + random 400 ,(getPos _x select 2)])} forEach _array1;
{(_x setBehaviour "CARELESS")} forEach _array1;
to make AI run away from the attack and disregard current orders and Waypoints.
I have included the Carbomb version of this script which works via a looped marker attached to the vehicle, it is set up in the example ready for use and needs to be activated via Radio Bravo for the example only.
I have also included a Mapclick version which has been set up in example, use via Radio Alpha.(
Errors detected will fix FIXED)
Edit: fixed a small Desription.exe error, thanx spooner
EDIT
04\09\08: Scripts now Multiplayer friendly. carbomb.sqs has been rewritten so now no marker is required for the effects to initiate from, only the vehicle itself, new usage of script include in script Header and the Readme.
Readme, Breifing and Overveiw added.
Usage of these scripts is written in the header of each script.
Original script is included aswell.
Example Mission attached
Enjoy
Odin
P.S. I would just like to say thx to Zonekiller, Mando, Gigan and Luke for their scripts which allowed me to study and create this and CSL for his great utility, Cheers
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