Hello yall

Uh sorry moderators, I caused problems for you guys all ready...

Thanks for moving this topic to the right place.
Ok. i´ll try to keep this short:
So what i need is, that the trigger-launched artillery script (BarrageArea.sqs), to use the shrapnell script (track.sqs+ the others). NOTE!! The downloadable example mission is really worth a few minutes trying/watching, at least once. I give you my word, OK??And here i try to explain the whole thing:
1. The original idea with the (shrapnells/explosion firing lethal fragments) script, was to make explosions more realistic, and dangerous. To me it just didn´t make sense, that a whole squad could run trough a mortar barrage, standing up all the way, or near eny explosion for that matter. Thas why i started this whole thing, and john smith helped me out, and created the foudation for this script.
This john smiths script is pretty cool, and
very realistic!!! Maby some of you could get some new ideas, from it? Well, any way:
The script is lauched by a trigger that covers the whole map. All grenades, fired by any unit or vehicle under the trigger, are automatically firing real(bullet) shrapnells, when exploding. But It´s basic problem is the lagging, specially when there are meny nades exploding at the same time, and hundreds of bullets are shot around from each nade (360degrees).
The script laucher code is
call handleri and goes trough this script first
init.sqs;Type of resource: Script / function
;Applicability: OFP, i´m not shure if this works w. ARMA too?
;Title of resource: Real (bullet)explosion fragments for different size grenades
;Version: 1.2
;Author/submitted by: The creator of this script is john smith[FIN]
;The original idea, testing and small modifications by: MakkaraTheMan[FIN]
;
;Description:
;This script is tested, and it works with all units and vehicles under the trigger area,
;that are using ammo, listed in the init.sqs -file
;--------------------------------------------------------------------------------
;Make a trigger covering the whole map size, activated by anybody (present)
;copy (ctrl + c) the script launch code on the triggers activation field:
;
;{_x addEventhandler ["fired", {_this call handleri}]} forEach thisList
;
;Copy all 5 separate script files into your user mission folder:
;b.sqf
;grad.sqf
;init.sqs
;track.sqs
;--------------------------------------------------------------------------------
;This file/code is still unfinnished, but as you can see it´s possible to make every single
;nade to make its own individual shrapnell group for different explosions.
;I must study more command references and ammolists for different addons and mods.
;Eny way, if you want to add or change something, you can easily do it your self.
;-------------------------------------------------------------------------------
smallshelltypes=["GrenadeHand", "GrenadeHand_e", "GrenadeHand_r", "FDF_handgrenade_ammo", "Grenade", "FDF_rk95Mortar", "FDF_rk95Mortar2", "FDF_agsGrenade", "FDF_stickGrenade", "MortarShell", "BISGrenadeCamel", "Cannon25HE", "Cannon30AP", "Cannon30HE", "FDF_BMP30HE", "FDF_BMP30AP", "Heat73", "Shell73", "FDF_73mm", "FDF_Zsu57Cannon", "FDF_55s55LauncherMag"]
mediumshelltypes=["FDF_mortar81", "FDF_mortar81_E", "FDF_Musti95Okr", "FDF_MustiHeat", "FDF_MustiHE"]
bigshelltypes=["Shell105", "Shell120", "Shell125", "Shell155", "FDF_mk81_6", "FDF_kasapanos", "AT Mine", "LaserGuidedBomb", "Mine", "PipeBomb", "MineE", "TimeBomb", "Heat105", "Heat120", "Heat125", "Heat155", "FDF_leo2Sabot", "FDF_leo2heat", "FDF_T55MHVAPDS", "FDF_T55MHeat", "FDF_T55MHE", "FDF_T55MAP", "FDF_t72m1Sabot", "FDF_t72m1Heat", "FDF_t72m1HE"]
rockettypes=["CarlGustav", "Maverick", "LAW", "RPG", "Rocket57","AT3","AT4", "AT6", "Hellfire", "HellfireApach", "Rocket57x192", "Rocket57x64", "Rocket57x40Kamov", "FDF_apilasLauncherMag", "FDF_66kes75LauncherMag", "FDF_66kes88LauncherMag", "FDF_Rocket57x96", "FDF_Rocket57x32""9K32", "FDF_at3StaticLauncher", "FDF_PstOhj82mLauncher_e_v", "FDF_rocket135mm", "FDF_PstOhj82mLauncher", "Ch29T", "Zuni", "AA"]
handleri = preprocessfile "h.sqf"
grad = preprocessfile "grad.sqf"
paukku = preprocessfile "b.sqf"
;-----------------------------------------------------------------------------------------------
;This ammolist below, is still not working well enough, because the track.sqs is not fast enough.
;For example, the shells fired from a tank (T72) are so fast, that the shrapnell burst is
;left behind from the impact point, up to 30-50m. That looks odd and can cause irritation
;among players. If somebody would come up with more accurate script to track the grenades,
;Please send that script to e-mail adress: sami.heino@lifeline.fi
;bigshelltypes= "Heat105", "Heat120", "Heat125", "Heat155", "FDF_leo2Sabot", "FDF_leo2heat", "FDF_T55MHVAPDS", "FDF_T55MHeat", "FDF_T55MHE", "FDF_T55MAP", "FDF_t72m1Sabot", "FDF_t72m1Heat", "FDF_t72m1HE",
Then it goes to
h.sqfif ((_this select 4) in smallshelltypes) then {[nearestObject [_this select 0,_this select 4], 20, 200, "Bullet7_6W"] exec "track.sqs"};
if ((_this select 4) in mediumshelltypes) then {[nearestObject [_this select 0,_this select 4], 40, 400, "Bullet12_7"] exec "track.sqs"};
if ((_this select 4) in bigshelltypes) then {[nearestObject [_this select 0,_this select 4], 50, 500, "Cannon30AP"] exec "track.sqs"};
if ((_this select 4) in rockettypes) then {[nearestObject [_this select 0,_this select 4], 30, 200, "Bullet12_7"] exec "track.sqs"};
;"FDF_itkk"
NOTE! If you dont have a power PC, and If you don´t like the lagging, that the shrapnell script is causing, you should first lower the shrapnells amount/value in the h.sqf-file. If you reduce the amount/value of the shrapnells too low, the risk of getting hit by a shrapnell is very low, and then the whole script will loose it´s main point, but still it should be usefull at least making the AI-units to go down, and not just run straight in the middle of a barrage. Secondly thinking about MP-missions even a few shrapnelss makes the grenades moore dangerous, realistic and even human players must take the shrapnells seriously. At least it should give the game a bit more realistic "bite"

And here is the actual script that finds the nade
track.sqs;Type of resource: Script / function
;Applicability: OFP, i´m not shure if this works w. ARMA too?
;Title of resource: Real (bullet)explosion fragments for different size grenades
;Version: 1.2
;Author/submitted by: The creator of this script is john smith[FIN]
;The original idea, testing and small modifications by: MakkaraTheMan[FIN]
;
;Description:
;This script is tested, and it works with all units and vehicles under the trigger area,
;that are using ammo, listed in the init.sqs -file
;Suites in MP-missions too, but the script must be run on the servers battlefield,,, i think...
;--------------------------------------------------------------------------------
;Make a trigger covering the whole map size, activated by anybody (present)
;copy (ctrl + c) the script launch code on the triggers activation field:
;
;{_x addEventhandler ["fired", {_this call handleri}]} forEach thisList
;
;Copy all 5 separate script files into your user mission folder:
;b.sqf
;grad.sqf
;init.sqs
;track.sqs
;--------------------------------------------------------------------------------
goto "alku"
#fragloop
_j=_lkm
if (_lkm>5) then {_j=5}
while {_j>0} do {call paukku; _j=_j-1}
_lkm=_lkm-5
? (_lkm>0) : goto "fragloop"
exit
#alku
_nade=_this select 0
_pos=getpos _nade
_i=0
_u=_this select 1
;shrap speed
_lkm=_this select 2
;shrap numbers
_fragtype=_this select 3
_o1=0
_o2=0
_o3=0.1
#check
if ((isnull _nade)) then {goto "boom"} else {_pos=getpos _nade}
@true
goto "check"
#boom
@(isnull _nade)
_height=_pos select 2
_min=-_u*(_height+_o3)/4
? (_min<-_u) : _min=-_u
_max=3*9.81/2
;if (_height>=4) then {_min=-1e12; _max=0}
;if (_height>=4) then {_max=0}
? (_max>_u) : _max=_u
_extent=_max-_min
? (_extent<=0) : exit
_lkm=_lkm*(_extent)/(2*_u)
_grad=_pos call grad
_norm=sqrt ((_grad select 0)^2+(_grad select 1)^2)
? (_norm==0) : _r11=1;_r12=0;_r13=0;_r21=0;_r22=1;_r23=0;_r31=0;_r32=0;_r33=1; goto "fragloop"
_x=-(_grad select 1)/_norm
_y=(_grad select 0)/_norm
_t=atan _norm
_sin=sin _t;
_cos1=1-(cos _t);
_r11=(1-_cos1)+_x^2*_cos1;
_r12=_x*_y*_cos1
_r13=_y*_sin
_r21=_x*_y*_cos1;
_r22=(1-_cos1)+_y^2*_cos1;
_r23=-_x*_sin
_r31=-_y*_sin
_r32=_x*_sin
_r33=(1-_cos1)
_o1=_o3*_r31
_o2=_o3*_r32
_o3=_o3*_r33
goto "fragloop"
The track.sqs is using two additional scripts for calculation:
b.sqf_v3=(random _extent)+_min;
_cosu=sqrt (_u^2-_v3^2);
_b=random 360;
_v1=_cosu*(sin _b);
_v2=_cosu*(cos _b);
_u1=_v1*_r11+_v2*_r21+_v3*_r31;
_u2=_v1*_r12+_v2*_r22+_v3*_r32;
_u3=_v1*_r13+_v2*_r23+_v3*_r33;
_frag=_fragtype camcreate [(_pos select 0)+_o1, (_pos select 1)+_o2, (_pos select 2)+_o3];
_frag setvelocity [_u1,_u2,_u3];
And
grad.sqfprivate ["_s","_x","_y","_h","_zl","_zr","_dx","_dy"];
_s="emptydetector" camcreate [0,0,0];
_x=_this select 0;
_y=_this select 1;
_h=0.2;
_s setpos [_x+_h,_y,0];
_zr=(getpos _s) select 2;
_s setpos [_x-_h,_y,0];
_zl=(getpos _s) select 2;
_dx=(_zl-_zr)/(2*_h);
_s setpos [_x,_y+_h,0];
_zr=(getpos _s) select 2;
_s setpos [_x,_y-_h,0];
_zl=(getpos _s) select 2;
_dy=(_zl-_zr)/(2*_h);
deletevehicle _s;
[_dx,_dy]
2. The artillery script
BarrageArea.sqs ;Type of resource: Artillery script
;Applicability: OFP, i´m not shure if this works w. ARMA too?
;Title of resource: Artillery, Triggers, Scripts
;Version: 1.1
;Author/submitted by: The original creator of this script is unknown to me.
;Modifications/ideas MakkaraTheMan[FIN] and somebody who cracks that question below, in the #loop.
;Description:
;can be used in MP-missions too, but the script must be run on the servers battlefield.
;This can be usefull, making areas "more dangerous", cut scene effects, no go zones, and so on...
;--------------------------------------------------
;Make/name a mission folder with your mission editor
;Copy the BarrageAreaWshrapnells.sqs -file in to that same user mission file
;
;Make a west or east activated trigger
;NOTE! The triggers covering area (axis y, and axis b) defines only the triggers activation area.
;The barrage area is defined with the values in the scripts Xrange and Yrange.
;Remember to name the trigger!
;Write this script on the triggers activation, or deactivation field, for example:
;
;[ArtilleryBarrage,"shell73",300,100,100,100,.5,.7] exec "BarrageArea.sqs";
;
;[triggername,shelltype,howmanyrounds,Xrange,Yrange,starting height,minimum time, variable time] exec "nameofthe.sqs";
;
;-------------------------------------------------
_tag = _this select 0
_objtype = _this select 1
_amount = _this select 2
_randomX = _this select 3
_randomY = _this select 4
_height = _this select 5
_timemin = _this select 6
_timev = _this select 7
_offsetX = _randomX / 2
_offsetY = _randomY / 2
_height = _this select 4
_tX = getpos _tag select 0
_tY = getpos _tag select 1
_tZ = getpos _tag select 2
#Loop
? (_amount < 1 ) : exit
;PlaySound "igw_incoming_arty"
_this = _objtype CamCreate[((_tX+Random _randomX)-_offsetX),((_tY+Random _randomY)-_offsetY),_tZ+_height]
_amount = _amount - 1
~(_timemin+(random _timev))
;HOW CAN THIS CAMCREATED OBJECT(_objtype) USE the shrapnell script files/call handleri????????????
;The command/code "handleri" launches the preprocessfile "h.sqf", at least if it was a unit
;that should happen, but it doesnt seem to work with objects.
;I tryed the command; _this call handleri
;but it doesn´t work... nothing works... im desperate....
goto "Loop"
#End
ExitSo here it is again. What i need is, that the trigger-launched artillery script (BarrageArea.sqs), to use the shrapnell script (track.sqs+ the others). I´m pretty shure that this is a very simple thing for you super scripters, but please help me out here. The main problem is to make these two scripts to work to getter. They both work fine individually, but my crappy scripting skills(stupid brains) can´t put them together. I´m shure the original author could easily crack all the problems in a second, but sense I´ve been away for a few months, I cant find mr. john smith anywhere any more. He has probably changed his nick name, or just moved on to doing something else. Donno what or where
Thats why i need your help, badly. Otherwise this fine script will be unfinished forever. 
PS. Thaks to the OFPEC -team, for the new OFPEC-site. It´s really working fine, and looks good too

PSS. This is my first time i´m loading attachments in to the topic, so if i screw it up, forgive me... and my crappy enlish too

I downloaded/tested the zip-file my self, it seems to work fine
