Author: Moerderhoschi
Author Website: http://moerderhoschi.bplaced.net/

Requirements: No addons required

Version: 1.0

Short description: The Arma 2 nuke script ported to Arma 3

Date: 2013-12-24 14:41


Comments: (6)
Rating:



 





Nuke Script

by
Moerderhoschi


Description:
Introduced by BI in Arma 2, I ported the script to ArmA III with a extra soundfile and some options in the init.sqf.
Should also work in MP!


Installation / Usage:
1. copy the following in your description.ext:
// NUKE RELATED STUFF
class CfgMusic
{
	tracks[]={};

	class nuke
	{
		name = "";
		sound[] = {"nuke\nuke.ogg", db+0, 1.0};
	};	
};
2. copy the following in your init.sqf:
// NUKE RELATED STUFF
mdh_nuke_destruction_zone	= 1000;	// DESTRUCTION ZONE OF NUKE IN METERS, USE 0 TO DEACTIVATE
mdh_nuke_camshake		= 1;	// CAEMRASHAKE AT NUKEDETONATION 1=ON, 0=OFF
mdh_nuke_ash			= 1;	// ASH AFTER NUKEDETONATION 1=ON, 0=OFF
mdh_nuke_colorcorrection	= 1;	// COLLORCORRECTION AFTER NUKEDETONATION 1=ON, 0=OFF
3. copy the "nuke" folder of the demo mission in your mission folder
4. copy the 3 triggers of the demomission on your mission
5. place in you mission any object (if it should be a invisible object use invisible heli h) and name it nukepos
6. create a new trigger in your mission with the condition you want where at the on activation field the variable "nuke_activated" will be set to true like:
nuke_activated = true;


Media:



Credits & Thanks:
Bohemia Interactive for the original in Arma 2


Changelog:
v1.0
- first Arma 3 release


Forum topic:
- BI forums




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