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#1 Posted at 2016-04-21 15:48        
     
Nuke showcase on Stratis, creates a nuke effect. Un-pbo the mission and read the comments or watch the video tutorial for more information.
You can use, adapt and/or modify the script as you see fit. If you find nice ways to modify the script for better effects let me know.
Thank you!



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Options
nuke_obj - string, the name you gave to the object you want as origin for nuke
radius - meters, area around marker where damage and radiation will be effective
damage_buildings_units - boolean, if true the objects inside the radius will be destroyed
weather_effect - boolean, if true the wheather will be affected for 300 seconds
radiation - boolean, if true players will get damage from radiation inside defined radius
fallout - boolean, if true screen effect will simulate fallout once the initial blast is gone

Replace parameters with desired values and run the script:
nul = [nuke_obj,radius,damage_buildings_units,weather_effect,radiation,fallout] execvm "AlNuke\alias_nuke.sqf";

This post was edited by aliascartoons (2016-04-21 20:46, 547 days ago)


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#2 Posted at 2016-04-21 15:51        
     
Briefing.sqf:
_player = _this select 0;
_player = player;

The _player variable is not even used after that... Rest of it looks like Arma 2 scripts, really bad Arma 2 scripts.

Sorry I can't make constructive criticism but this script should be nuked and remade if you have the time.

Sometimes I like to think as I started the whole "earplugs" thing.

W0lle: The only advice I can give you is: Do not try to understand BI. You will not succeed and it only makes your brain go boom. I would even go so far and say that not even they understand their own actions :-D.

#define getDamage getDammage

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#3 Posted at 2016-04-21 15:56        
     
Yeah, is a left over :)
Just delete the lines.
Thanks!


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#4 Posted at 2016-04-21 20:41        
     
Thanks for posting the release here :-)
News is up on the frontpage and you can find our mirror here:



Visit my family webshop desteigerhoutshop.nl.

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#5 Posted at 2016-04-21 21:26        
     
No offense but...
obj_nuke
DONT DO THIS!!!

I would like to give a position.
I want to have a bigboom. I dont care if there is an object. All I want to do with most bomb scripts is to explode at a position


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#6 Posted at 2016-04-21 21:39        
     
Is either that or a marker, you still have to place something. You can use an invisible helipad or spawned bomb if you prefer.
In a previous iteration of this script i used markers, but i need an objects for future development, mainly because particles... they don't behave in certain situations and certain ways unless they attached to an object.


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#7 Posted at 2016-04-21 22:54        
     
	_ciuperca = "#particlesource" createVehicleLocal getPos obj_nuke_baza_1;
	_ciuperca setParticleCircle [30, [0, 3, 7]];
	_ciuperca setParticleRandom [0, [0.25, 0.25, 0], [0.175, 0.175, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];
	_ciuperca setParticleParams [["\A3\data_f\cl_fire", 16, 0, 16], "", "Billboard", 1, 50, [0, 0, 0], [0, 0, 400], 3, 21, 19, 0.2, [200, 100, 200, 90, 200, 100, 300, 450, 500, 200], [[1, 1, 1, 1], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0.5], [0, 0, 0, 1], [1, 1, 1, 1], [0, 0, 0, 0], [1, 1, 1, 0.5], [0, 0, 0, 0.5], [1, 1, 1, 1], [1, 1, 1, 1]], [0.08], 1, 0.5, "", "", obj_nuke_baza_1];
why not use "_ciuperca"?

and you should use local variables for better coding style... ;)
_obj_nuke_c instead of obj_nuke_c

the fog was a very good idea
some improvements:
if (!isServer) exitWith {};	
enableEnvironment false;
sleep 120;
_originalFog = fog;
_fog_dens = fog + 0.3;
20 setFog [_fog_dens,0.1,50];
sleep 20;
300 setFog [_originalFog,0.1,50];
enableEnvironment true;

This post was edited by Coding (2016-04-21 23:09, 546 days ago)


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#8 Posted at 2016-04-21 23:39        
     
Yeah, i usually use underscore, but my attention was on something else at that point. :)
Is not a critical issue, i'll change it at the next iteration.

As for the fog depends on what you prefer. If fog was 0 before nuke i personally don't want to go back to that value, i still want to have some fog. However feel free to adjust the script according to your preferences.

There is a problem with fog on dedicated, i had to remove:
if (!isServer) exitWith {};
in order to make fog work consistently. Let me know if you find a solution. As it is now works every time.


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#9 Posted at 2016-04-22 00:19        
     
ah thanks
i see setfog i local


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#10 Posted at 2016-04-26 18:31        
     
Something weird is happening : using the script just as you show it in the video (even with the same object name), the explosion don't produce any sound :-( Do you know why ?


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#11 Posted at 2016-04-28 08:05        
     
See the description.ext file, you need to have those lines in your description.ext file as well, and make sure you have the sound files addressed with the correct path if you changed folder.
Did you find this problem in SP or MP?


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#12 Posted at 2016-04-29 17:08        
     
No more problem ! I played a bit with my description.ext and forgot to remove the comments so sounds was not loaded by the mission, all is right for this now. I'm currently struggling to modify a bit some of your effects to match our needs, such as for example the weather modification that is far to slow for what I want to do :-) Arma's weather functionnality behave weird, it seems... I mean, if you want to change the weather instantely, you can use something like 0 setRain 1, but it does not change the weather as it should ^^


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#13 Posted at 2016-04-29 17:35        
     
Good to know :)
As for the weather I accomplished that in the past setting the wind and overcast. Should work.
I even had a blast effect that will throw players away, and wind will go with high speed then decrease in matter of seconds as scripted.


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#14 Posted at 2016-04-30 11:50        
     
The blast effect would be cool ! No idea on how to do that. Maybe something like the Ace "falling" functionnality, making units fall on the ground when taking damage from the sides. I will have a look on this, to see how it is designed.

Here what I want to do is making rain fall just a few second after the "end" of the explosion, but here is the problem :
- in order to make the weather rainy, we need to have an overcast of at least 0.7
- for this we need to put something like 0 setOvercast 0.7
- but this command does not behave as expected : the weather is slowly changing but not instantly at all
- so when the rain command (0 setRain 0.5) is executed, the overcast is not sufficient and so the rain is cancelled :-(

Another strange thing is that sometimes rain begin to fall, but with no sound at all, whereas enableEnvironment is set to true. Little bug I think.


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#15 Posted at 2016-05-02 09:24        
     
You can simulate blast effect with setvelocity on players, but make sure you disable damage for players during the fall, they might get killed by it.

As for the rain i never tried that, i usually want to have to viceversa, heavy clouds with no rain and it works.
I'll test ASAP to see how we can have rain with no clouds and if possible.

Sound issue might be an engine issue, happened to me to have heavy rain and no sound in a vanilla MP mission recently.