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#16 Posted at 2016-05-06 17:09        
     
Ok so not a script problem, cool.

I mean, yes, I also want clouds with the rain, but the weather is changing very slowly, so most of the time the rain doesn't fall.

Ok for blast, I will try :-)


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#17 Posted at 2016-05-06 18:20        
     
I've done the blast effect in this mission
http://steamcommunity.com/sharedfiles/filedetails/?id=442484601

Try it out and use it if you like it. Is nothing fancy.
Let me know if you have any problems with the mission, i didn't updated after last several A3 patches and still uses CAF units, i'll replace those with CUP units ASAP. Thanks!


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#18 Posted at 2017-08-02 10:39        
     
Script update


Changes:
* Fixed and changed sounds broken by last arma update
* Added the ability for players to drop nukes
* Remastered SFX

Direct download link will be updated shortly, until then you can grab the script from here
http://steamcommunity.com/sharedfiles/filedetails/?id=669902348


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#19 Posted at 2017-08-02 15:16        
     
Thanks for the update!
News is up on the frontpage and you can find our updated mirror here:



Visit my family webshop desteigerhoutshop.nl.

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#20 Posted at 2018-07-09 01:06        
     


Script update.
Changes:
* added EMP as parameter, you can tweak its range via scripts' parameters
* EMP will disable electric and electronic stuff
* tweaked SFX
* removed the delay for destructions

Direct Download link will be updated ASAP


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#21 Posted at 2018-07-09 13:06        
     
Thanks for the update :-)
News is up on the frontpage and you can find our mirror here:



Visit my family webshop desteigerhoutshop.nl.

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#22 Posted at 2018-07-11 05:23        
     
Hi

Great work on the Nuke Script.

I am making a mission out of the new NUKE script. I like the EMP addition to the script.

I was looking at changing the nuke spawning from the object's init name to a map marker.

Can I just change this in alias_nuke.sqf?

//if (!isNil {_obj_nuke getVariable "is_ON"}) exitwith {};
//_obj_nuke setVariable ["is_ON",true,true];
_pos = getMarkerPos _obj_nuke;

And then change _obj_nuke to _pos ?

Here is the whole file https://pastebin.com/rCGVdxUt

I have spent a number of hours on it & cant get it to spawn. There are no log errors. Maybe the getMarkerPos stuffs up the script?

This post was edited by aussie_battler (2018-07-11 05:33, 5 days ago)


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#23 Posted at 2018-07-11 17:23        
     
Yes, you can remove those lines. I don't remember exactly the script, but for sure the object is used as argument/parameter by several scripts so you need an object.
The work around is to provide a marker as argument, then create an object _obj_nuke in that location and the script should work as expected without to much script editing.


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#24 Posted at 2018-07-12 00:20        
     
Cheers @aliascartooons

That sounds good, I'll try that.

I like the new cave script with he toxic waterdrips.

The guys making Chernarus Redux have made the map dark & included underground sections without light.

In past updates underground was lit up in the daytime & only dark at night. I can ask them if they would share the code if you don't know how to do it.

cheers

Added 6 hours 47 minutes later:

Hi

I tried this & it didnt work:

_obj_nuke = "Box_East_Support_F" createvehicle [_position select 0, _position select 1, 0];

nul = [_obj_nuke,300,false,true,true,true,200] execvm "Al_Nuke\alias_nuke.sqf";

I know if works if I put it in the mission's initPlayerLocal.sqf. But I want the mission to spawn randomly around the map.

Do you know how to spawn an object & call it's init in a sqf?

Would this work?

initplayerLocal.sqf

_obj_nuke = compileFinal preprocessFileLineNumbers "Al_Nuke\alias_nuke.sqf";

And then call this in my script:

_obj_nuke = "Box_East_Support_F" createvehicle [_position select 0, _position select 1, 0];

nul = [_obj_nuke,300,false,true,true,true,200] execvm "Al_Nuke\alias_nuke.sqf";

Added 35 minutes later:

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


Never mind, I am working on a workaround. I'll create empty helipads on the map & tell the mission to spawn at a random one.

Thanks for sharing the NUKE Mission. Nice work as always :)

This post was edited by aussie_battler (2018-07-12 07:44, 4 days ago)


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#25 Posted at 2018-07-12 18:30        
     
Yeah, i think i would do the same with helipads just to avoid complications, also using initplayer wouldn't work in MP, you need the object in global or server so you don't have to mess with all locality BS.


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#26 Posted at 2018-07-12 23:38        
     
Cheers mate, have a good one.

Added 18 minutes later:

I'll try mixing this bad boy into your Nuke script:

http://www.armaholic.com/page.php?id=31817

Tha old barrel diffuse the bomb script.

This post was edited by aussie_battler (2018-07-12 23:58, 3 days ago)