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#1 Posted at 2011-06-03 16:41        
     
How to make the AI make Scud who immediately modal with nuclear warheads?


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#2 Posted at 2011-06-03 16:51        
     
Can you maybe describe what exactly it is you mean? The above does not really make much sense to me. No offence meant, just try to describe what exactly it is you are trying to do or try to make so we can help.


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#3 Posted at 2011-06-03 16:58        
     
a. I only write a translator if it is not clear can be.
I downloaded a mod for SCADA with nuclear missiles.
She zapuskaetsya team Launch Operation then be on the map to designate where a rocket falls and run Scud.
This is for the player.
2 I want to make this missile boat was preparing myself and I only named a point on the map.

Added 4 minutes later:

http://www.armaholic.com/page.php?id=8495 this scud
it scud I want to make the AI shooting.


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#4 Posted at 2011-06-04 01:20        
     
I think he wants that SCUD addon launching its rocket by the AI and hit a defined point on the map.

It surely is possible to make the AI launch the SCUD by trigger or a script, but not sure if it is possible to make the rocket hit some defined place. But I don't use that addon at all so I can't tell for sure.


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#5 Posted at 2011-06-04 06:52        
     
# W0lle : I think he wants that SCUD addon launching its rocket by the AI and hit a defined point on the map.

It surely is possible to make the AI launch the SCUD by trigger or a script, but not sure if it is possible to make the rocket hit some defined place. But I don't use that addon at all so I can't tell for sure.
Yes. I did want to just do not know how to do.
Standard Scud it as it can run.
If you need to own a point on the map above to ask the bot it prepared to launch himself.


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#6 Posted at 2011-06-04 15:54        
     
:-(

I downloaded and tried to make the AI launch the SCUD - no chance. All I was able to do is make them errect the missile. The launch is scripted but requires you to mark the destination. It might be possible to do all what you want by examining the scripts and write a new one, but I really have no time for that right now.

Couldn't you use the Takistani Scud launcher and change the time so it's dark when the Scud is launched so you don't see what nation it is? Eventually there is a Nuke script around which you could use to simulate the impact then? Might be easier than fighting with this chaotic addon. :)

Sorry but I can't help you here any further.


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#7 Posted at 2011-06-05 13:34        
     
I've got what it nuke.sdf script only sense from it 0.
I ran it and everything just brightens and a timer that rings forever.
No nuclear explosion no.
If I make a simple explosion that could make the standard Scud.

Added 11 minutes later:

//diag_setLight "";

_xHandle = execvm "countup.sqf";

_intesity = player distance nukepos;
_intesity = _intesity / 60;


"dynamicBlur" ppEffectEnable true;
"dynamicBlur" ppEffectAdjust [1];
"dynamicBlur" ppEffectCommit 1;


_expl="NukeBomb" createvehicle [((getpos nukepos select 0)-20),(getpos nukepos select 1),((getpos nukepos select 2)+50)];
sleep 0.05;


_Cone = "#particlesource" createVehicleLocal getpos nukepos;
_Cone setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48], "", "Billboard", 1, 10, [0, 0, 0],
[0, 0, 0], 0, 1.275, 1, 0, [40,80], [[0.25, 0.25, 0.25, 0], [0.25, 0.25, 0.25, 0.5],
[0.25, 0.25, 0.25, 0.5], [0.25, 0.25, 0.25, 0.05], [0.25, 0.25, 0.25, 0]], [0.25], 0.1, 1, "", "", nukepos];
_Cone setParticleRandom [2, [1, 1, 30], [1, 1, 30], 0, 0, [0, 0, 0, 0.1], 0, 0];
_Cone setParticleCircle [10, [-10, -10, 20]];
_Cone setDropInterval 0.005;

_top = "#particlesource" createVehicleLocal getpos nukepos;
_top setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 3, 48, 0], "", "Billboard", 1, 20, [0, 0, 0],
[0, 0, 60], 0, 1.7, 1, 0, [60,80,100], [[1, 1, 1, -10],[1, 1, 1, -7],[1, 1, 1, -4],[1, 1, 1, -0.5],[1, 1, 1, 0]], [0.05], 1, 1, "", "", nukepos];
_top setParticleRandom [0, [75, 75, 15], [17, 17, 10], 0, 0, [0, 0, 0, 0], 0, 0, 360];
_top setDropInterval 0.002;

_top2 = "#particlesource" createVehicleLocal getpos nukepos;
_top2 setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 3, 112, 0], "", "Billboard", 1, 20, [0, 0, 0],
[0, 0, 60], 0, 1.7, 1, 0, [60,80,100], [[1, 1, 1, 0.5],[1, 1, 1, 0]], [0.07], 1, 1, "", "", nukepos];
_top2 setParticleRandom [0, [75, 75, 15], [17, 17, 10], 0, 0, [0, 0, 0, 0], 0, 0, 360];
_top2 setDropInterval 0.002;

_smoke = "#particlesource" createVehicleLocal getpos nukepos;
_smoke setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48, 1], "", "Billboard", 1, 25, [0, 0, 0],
[0, 0, 60], 0, 1.7, 1, 0, [40,15,120],
[[1, 1, 1, 0.4],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0]]
, [0.5, 0.1], 1, 1, "", "", nukepos];
_smoke setParticleRandom [0, [10, 10, 15], [15, 15, 7], 0, 0, [0, 0, 0, 0], 0, 0, 360];
_smoke setDropInterval 0.002;

_Wave = "#particlesource" createVehicleLocal getpos nukepos;
_Wave setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48], "", "Billboard", 1, 20, [0, 0, 0],
[0, 0, 0], 0, 1.5, 1, 0, [50, 100], [[0.1, 0.1, 0.1, 0.5],
[0.5, 0.5, 0.5, 0.5], [1, 1, 1, 0.3], [1, 1, 1, 0]], [1,0.5], 0.1, 1, "", "", nukepos];
_Wave setParticleRandom [2, [20, 20, 20], [5, 5, 0], 0, 0, [0, 0, 0, 0.1], 0, 0];
_Wave setParticleCircle [50, [-80, -80, 2.5]];
_Wave setDropInterval 0.0002;


_light = "#lightpoint" createVehicleLocal [((getpos nukepos select 0)),(getpos nukepos select 1),((getpos nukepos select 2)+500)];
_light setLightAmbient[1500, 1200, 1000];
_light setLightColor[1500, 1200, 1000];
_light setLightBrightness 100000.0;

"colorCorrections" ppEffectEnable true;
"colorCorrections" ppEffectAdjust [0.8, 15, 0, [0.5, 0.5, 0.5, 0], [0.0, 0.0, 0.6, 2],[0.3, 0.3, 0.3, 0.1]];"colorCorrections" ppEffectCommit 0.4;

"dynamicBlur" ppEffectAdjust [0.5];
"dynamicBlur" ppEffectCommit 3;


0 setOvercast 0;
sleep 0.1;

_xHandle = []spawn
{
Sleep 4;
"colorCorrections" ppEffectAdjust [1.0, 0.5, 0, [0.5, 0.5, 0.5, 0], [1.0, 1.0, 0.8, 0.4],[0.3, 0.3, 0.3, 0.1]];
"colorCorrections" ppEffectCommit 7;
};
hint "dddd1"

"dynamicBlur" ppEffectAdjust [2];
"dynamicBlur" ppEffectCommit 1;

"dynamicBlur" ppEffectAdjust [0.5];
"dynamicBlur" ppEffectCommit 4;

_light setLightBrightness 100000.0;
sleep 1.5;

_Wave setDropInterval 0.001;
deletevehicle _top;
deletevehicle _top2;
_expl setdamage 1

sleep 4.5;

_i = 0;
while {_i < 100} do
{
_light setLightBrightness 100.0 - _i;
_i = _i + 1;
sleep 0.1;
};
deleteVehicle _light;


"colorCorrections" ppEffectAdjust [1, 1, 0, [0.5, 0.5, 0.5, 0], [1.0, 1.0, 0.8, 0.4],[0.3, 0.3, 0.3, 0.1]];"colorCorrections" ppEffectCommit 1; "colorCorrections" ppEffectEnable TRUE;
"dynamicBlur" ppEffectAdjust [0];
"dynamicBlur" ppEffectCommit 1;


sleep 2;

_smoke setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48, 1], "", "Billboard", 1, 25, [0, 0, 0],
[0, 0, 45], 0, 1.7, 1, 0, [40,25,80],
[[1, 1, 1, 0.2],[1, 1, 1, 0.3],[1, 1, 1, 0.3],[1, 1, 1, 0.3],[1, 1, 1, 0.3],[1, 1, 1, 0.3],[1, 1, 1, 0.3],[1, 1, 1, 0]]
, [0.5, 0.1], 1, 1, "", "", nukepos];

_Cone setDropInterval 0.01;
_smoke setDropInterval 0.006;
_Wave setDropInterval 0.001;

sleep 2;

_smoke setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48, 1], "", "Billboard", 1, 25, [0, 0, 0],
[0, 0, 30], 0, 1.7, 1, 0, [40,25,80],
[[1, 1, 1, 0.2],[1, 1, 1, 0.3],[1, 1, 1, 0.3],[1, 1, 1, 0.3],[1, 1, 1, 0.3],[1, 1, 1, 0.3],[1, 1, 1, 0.3],[1, 1, 1, 0]]
, [0.5, 0.1], 1, 1, "", "", nukepos];
_smoke setDropInterval 0.012;
_Cone setDropInterval 0.02;
_Wave setDropInterval 0.01;

sleep 15;
deleteVehicle _Wave;
deleteVehicle _cone;
deleteVehicle _smoke; this script code.

This post was edited by Titanic1912 (2011-06-05 13:45, ago)