Arma 3
Realistic Nuke Script
70 Comments
Reticuli Jan 2 @ 5:40pm 
Maybe you can find someone of fusing it with the flashbang effect.
Freestyle_Build  [author] Jan 2 @ 2:10pm 
No, only a bright light effects.
Reticuli Jan 2 @ 1:07pm 
Does this have flash-bang-like effects, flash whiteout and blindness if watching it?
Freestyle_Build  [author] Oct 1, 2023 @ 7:39am 
@xXcarlos117Xx2, I can't remember the exact time but you can diable it when calling the script function. In general I recommend using the newer version which also comes with a mod.
xXcarlos117Xx2 Oct 1, 2023 @ 6:46am 
How much time does the aftermath damage you? Is there a way to turn off the damage after a while?
Assailant ! Mar 10, 2023 @ 12:43am 
Your script i am using works without problems, it is my solution that is the problem, my drone which is attached to projetile dont always get destroyed on impact, it sometimes ends under cover :D

this addEventHandler ["killed",{

null = [getPosASL NTacNuke1, 0.3, false, true,2] execVM "freestyleNuke\iniNuke.sqf" createVehicle (getPos (_this select 0));

(_this select 0)}];
Freestyle_Build  [author] Mar 9, 2023 @ 8:14am 
@Assailant ! Looks goods. One problem why the nuke does not trigger could ne that there is amssing ";" after calling the script (the line with execVM "freestyleNuke\iniNuke.sqf"). Also, I have by now made a rework of the script, which might make this a bit easier: https://github.com/FreestyleBuild/freestylesNuclearBlast
Assailant ! Mar 9, 2023 @ 1:31am 
object name(drone): NTacNuke1

this hideObject true;
this addEventHandler ["killed",{

null = [getPosASL NTacNuke1, 0.3, false, true,2] execVM "freestyleNuke\iniNuke.sqf" createVehicle (getPos (_this select 0));

(_this select 0)}];
----------------

Howitzer

this addEventHandler["Fired",
{
params["_unit","_weapon","_muzzle","_mode","_ammo","_magazine","_projectile","_vehicle"];
NTacNuke1 attachTo [_projectile,[0,0,0]]; }];


When the projectile hits the sea or a tall building, the drone spawns at level 0, under the water, or under the building, also the nuke script doesn't trigger :( but it work :D
Assailant ! Mar 9, 2023 @ 12:56am 
I've found a silly solution on the web, I'm not a scripter, I'm a bit dyslexic, I have a hard time learning the language of code, but I try my best and save everything that works.

I have found a script that attaches an object when it fires, and when the howitzer/cruise missile projectile hits the ground and then explodes : damage 1; and then it triggers the nuke scripted where the object is, I've chosen a drone.
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Freestyle_Build  [author] Feb 16, 2023 @ 1:22pm 
Thank you! Have fun!
Assailant ! Feb 16, 2023 @ 12:58pm 
I don't think I'll ever manage to do this, but it would have been cool, thanks anyway :) best nuke in ARMA that I've tried, and still use in my missions <3 if i do, i will share it here :D
Freestyle_Build  [author] Feb 16, 2023 @ 4:57am 
@Assailent ! One way would be to use the Fire Event Handler [community.bistudio.com] on the vehicle fireing the shot. This will allow you to access the fired projectile object, which can be used to trigger the explosion on impact (might require some tricks to work, like saving the current position until the projectile is destroyed, then detonating at the last known location).
Assailant ! Feb 16, 2023 @ 3:37am 
How to i add freestyle nukes script to a howitzer round or a cruise missile, like the russian 3VB3 152mm howitzer round?
I can use vehicles as nuke but not rounds :(
Freestyle_Build  [author] Oct 11, 2021 @ 9:27am 
You can allways just unsubscribe and re subcribe to this mission, or download the script from GitHub.
Ashura_KG Oct 11, 2021 @ 6:00am 
hi freestyle I just recently had this problem after using this script for a while now. The error gave me "missing hsim_data_h_data_particleeffects" and so on and so forth. It appears i might have deleted something, while subscribing other mods.
Freestyle_Build  [author] Jun 26, 2021 @ 12:34am 
I am currently not actively developing the script, mainly due to lack of time. Once I have more time I might comeback and take a look at the sounds. Thanks for the suggestion.
Clorox Enjoyer Jun 25, 2021 @ 7:14pm 
Could you add more sounds? Like the shock wave hitting you, all you hear right now is a quick deep rumble.
YeetsGrenade Jun 24, 2021 @ 12:06pm 
ok thank you
Freestyle_Build  [author] Jun 24, 2021 @ 10:52am 
Not currently, no.
YeetsGrenade Jun 24, 2021 @ 9:47am 
Are there plans to add sound with the chemical detector?
Freestyle_Build  [author] Nov 24, 2020 @ 2:33am 
@Mallekip, you would need to chnage oll the execVM in all the scripts to prevent this. While you can call the iniNuke.sqf with the changed path you would also have to adjuste the calls inside iniNuke.sqf and some other files to work with your new structure!
Mallekip Nov 23, 2020 @ 11:46pm 
Ah. Fixed it. Seems that even if all subfolders are kept the same, you should not put them into a "scripts" folder. Even if you change the execVM to "scripts\freestyle...";

Note for the next missionmaker! Again thanks for the script.
Mallekip Nov 23, 2020 @ 11:42pm 
Hello sir!
I'm a little bit stuck with your script. It works in the test mission. But when I copy+paste the VR object and trigger, paste them into a new mission (and of course copypaste the script files to the new mission), then triggering the bomb using your demonstration trigger, I get an error:

waitUntil { |#| scriptDone _20psi };

if{! _airMode} th...'
Error undefined behavior: waitUntil returned Nil. True or False expected.
_crat...'
Error undefined variable in expression. _20psi
--------------------
Do you recognise this at all? Since I am literally using the same objects and script files as the demo mission, I don't know where I would begin to troubleshoot.

Much thanks; the script is beautiful!
YeetsGrenade Jul 26, 2020 @ 10:46am 
@Freestyle_Build i copied the one from your mission
Freestyle_Build  [author] Jul 26, 2020 @ 10:43am 
That sounds weird, I did not encounter this error yet, which kind of object did you use? I sometime had problems using markers, but the mission always loaded.
YeetsGrenade Jul 26, 2020 @ 10:37am 
@Freestyle_Build it says error loading mission and thats only after i place a trigger, unit and the object that the nuke spawns from
Freestyle_Build  [author] Jul 26, 2020 @ 10:28am 
@Whoa a Hippie which error exactly? There could be multiple reasons, so if you can specify which error I may be able to help.
YeetsGrenade Jul 26, 2020 @ 9:33am 
so i add this to my mission and it works but when i try to open the mission later it throws an error. Why is that?
El Berl Jul 22, 2020 @ 3:56pm 
This is a script version that you can readily put in missions. The mod version which is linked on the page is more standalone and has more mod-like content like missiles and bombs. There's no advertisement present.
Crack Jack Jul 22, 2020 @ 3:53pm 
for the person below me its not an advertisment dumbass
Lastinthecentral Jun 11, 2020 @ 11:40am 
Whats the point of uploading it to the steam workshop if its just an adverstisement
OMFGitsST6 May 10, 2020 @ 3:21pm 
Huh, I must have had a typo or something then. Thanks for the help!
Freestyle_Build  [author] May 10, 2020 @ 9:38am 
Hi OMFGitsST6. The problem with the code is that the posiotion in itself is a array.Try using this command:
null = [[12241.417, 9573.91, 0], 2, true, true, 1] execVM "freestyleNuke\iniNuke.sqf";
I hope this solves your issue. Feel free to share any other problems you encounter and I would really like to try out your missions onces its done!
OMFGitsST6 May 10, 2020 @ 8:58am 
Hiya FreeStyle. I'd love to use this in a mission, but I'm getting an "Expected number, String, not a number" error when I try to execute the script. Below is the ExecVM statement and the imgur link is the exact error message I get in the game. I've played around with it a bit, but I'm stumped. Got any ideas?

null = [12241.417, 9573.91, 0, 2, true, true, 1] execVM "freestyleNuke\iniNuke.sqf";

https://i.imgur.com/HUnU6cm.png
Freestyle_Build  [author] May 1, 2020 @ 9:08am 
Version 0.6.0 is now released!
Including some mayor changes to explosion visual effects as well as smaller tweaks and performance upgrade.
Freestyle_Build  [author] Mar 11, 2020 @ 8:29am 
Version 0.5.0 of the script is now released!
It adds new effects for low-yield explosions aswell as some improvements and an experimental Air Mode.

Thanks to everyone who gave feedback on the script or the mod! You really help me improve my script!
Special thanks to Steam user @Pancake, for his suggestions regarding the mushroomcloud effects, and @V. Berlioz for thoroughly testing the scipt and reporting his results!
Freestyle_Build  [author] Feb 29, 2020 @ 7:18am 
Hello everyone,
I finally finished working on the mod version of my nuke script. You can find the mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=2001817183
Freestyle_Build  [author] Feb 24, 2020 @ 7:50am 
When you put the script in the mission files and use a mod like achilles which allows you to execute scripts you should be able to call the script. I am currently working on a mod version which will make the scripts usage easier
Mini Feb 22, 2020 @ 8:49am 
Is it available for zeus?
El Berl Feb 16, 2020 @ 6:35pm 
Alright, I've released the project. It's a 132mm overcaliber nuclear warhead for the Carl Gustaf, the FFV-338, which appears in my mod UAS. https://steamcommunity.com/workshop/filedetails/?id=1809369854
El Berl Feb 14, 2020 @ 12:56am 
Excellent. I'll be looking forward to sharing it once it's complete. Many thanks!
Freestyle_Build  [author] Feb 14, 2020 @ 12:54am 
Feel free to use the scripts for your project. If you want to you can also post a link to the finished project, I would appreciate to try it out.
El Berl Feb 13, 2020 @ 6:23pm 
Hey, mind if I use these scripts for a project? You'll get credit, Freestyle.
lülülülülülülülül Jan 25, 2020 @ 11:02am 
супер расширение !!!!!!!!!!!
The"HotVapor"Guy Jan 25, 2020 @ 10:16am 
10/10 would bomb japan again ... wait wrong map whoooops
Freestyle_Build  [author] Dec 30, 2019 @ 3:41am 
Although with some delay I now updated the script, the blast waves will now throw back units and vehicles. Some bugs were also fixed.
Freestyle_Build  [author] Dec 27, 2019 @ 5:46am 
Due to some problems with my computer I will have to postpone the upcoming update I planned for tomorrow, up until next week or so. Sorry for the inconvinience.
El Berl Dec 24, 2019 @ 2:14pm 
Good news, I figured out a rudimentary method to fire nukes using this script from RPG-7s and Carl Gustafs.
Mikey74 Dec 22, 2019 @ 5:58am 
Was thinking of that too. You'd have to figure out a formula to set velocity based on mass of object being thrown verses strength of blast. Also if possible vaporizing human and animals based on how close they are to said blast. lol There is so much to consider here. :P
Freestyle_Build  [author] Dec 21, 2019 @ 11:53pm 
I have not implemented such a feature, but I will definitely considered it in the next update. However I am not sure how strong such a blast should be. I rather thought it would just knock units to the ground and push vehicle a bit