OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: minimilo on 16 Aug 2004, 17:56:02

Title: new artillery strike
Post by: minimilo on 16 Aug 2004, 17:56:02
im thinking of a new idea for an artillery strike, but i need to know how 1 trigger can make 1 explosion, the size of the explosion im not bothered about, so it could be a hand grenade or a satchel charge, but i would prefer a smaller one, any help is appreciated, cheers
Title: Re:new artillery strike
Post by: Blanco on 16 Aug 2004, 18:44:25
Create the explosion a few meters underground.


Title: Re:new artillery strike
Post by: minimilo on 16 Aug 2004, 19:13:38
i cud do that, but dont no how, can u tell me, thnx
Title: Re:new artillery strike
Post by: Mud_Spike on 16 Aug 2004, 20:13:33
"ammotype" camCreate <position>

I.e.,
"laserguidedbomb" camCreate GetMarkerPos "mrk_whoa"
Title: Re:new artillery strike
Post by: Mud_Spike on 16 Aug 2004, 20:31:54
I suggest you get one of the existing arty scripts (theres alot of them) and see how they did it, then take it from there.
Title: Re:new artillery strike
Post by: Dubieman on 16 Aug 2004, 21:56:44
Not sure if you want arty (lots of scripts for that) or one explosion, cause I made a script for that. Specify the object, ammo, height and there you go. 8) :P
Title: Re:new artillery strike
Post by: minimilo on 16 Aug 2004, 22:11:10
all i want is to have an explosion at a trigger, then copy the trigger (ctrl+c) then paste it (ctrl+v) then put a min and max time, so i can have a basic but easy artillery strike
Title: Re:new artillery strike
Post by: Dubieman on 16 Aug 2004, 22:17:54
Its up to you but there are two way to do it.

1.) the trigger way, I've never used that before
bomb1= "laserguidebomb" camcreate (getpos marker1)

2.) Use a script like mine ( I hate advertsing my own script :-[)

And use the triggers to call it multiple times and just use markers or something. Like a whole bunch of triggers calling the script and since mine is generic, you just put in the target, ammotype(prolly shell125), height (maybe some shells hit ground, others airburst?) and there you go but you'd need a bunch of "targets" like markers or something. :P

But its up to you unless someone has something else.. ::) :P ;)
Title: Re:new artillery strike
Post by: minimilo on 16 Aug 2004, 23:35:35
ill try them, but im sure ive heard that its possible to create a 'thrown' hand greande sum where, in fact ill av a quick look
Title: Re:new artillery strike
Post by: Mud_Spike on 16 Aug 2004, 23:37:53
Thats the effect of "ammotype" camCreate <pos>, it creates the explosion for a certain ammo at defined position.
(As well as creates any unit/object/whatnot available in the game)
Title: Re:new artillery strike
Post by: minimilo on 16 Aug 2004, 23:48:50
could u tell me wot to write in what box please, and maybe some variables in italics, im sorry, im just no gud at this crap
Title: Re:new artillery strike
Post by: Dubieman on 17 Aug 2004, 01:23:05
Well what are you doing?

Many triggers or something? :P
Title: Re:new artillery strike
Post by: Trasher on 17 Aug 2004, 11:59:23
you can make a script called like BOOM.sqs and write in it

_AmmoType = "Heat120"
_Unit = _this select 0

_Explosion = GetPos _Unit

_cx = _Explosion select 0
_cy = _Explosion select 1
_cz = _Explosion select 2

_tempObj = _AmmoType camCreate[_cx, _cy, _cz]
~0.01
_tempobj = objNull

exit

and in your trigger just write this exec "BOOM.sqs";

that should do the trick