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this addEventHandler ["killed",{
null = [getPosASL NTacNuke1, 0.3, false, true,2] execVM "freestyleNuke\iniNuke.sqf" createVehicle (getPos (_this select 0));
(_this select 0)}];
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
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.
----------------------
I can use vehicles as nuke but not rounds :(
Note for the next missionmaker! Again thanks for the script.
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!
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!
null = [12241.417, 9573.91, 0, 2, true, true, 1] execVM "freestyleNuke\iniNuke.sqf";
https://i.imgur.com/HUnU6cm.png
Including some mayor changes to explosion visual effects as well as smaller tweaks and performance upgrade.
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!
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