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Yup. Have fun!
I don't have a direct download link anymore. Sorry!
Watch these:
https://www.youtube.com/playlist?list=PLod_PhpAOFQjeeWATteU73zqL69ShN5Df
The simpler way will be to add me in mission, mod or modules' description and if you want you can provide a link to my workshop page
Here it is a simple way to credit, Malcain mentioned me in the description at the end.
https://steamcommunity.com/sharedfiles/filedetails/?id=2706460405
Sure and is you wanna release it for public send me the link and i will promote it.
Sort of. You can set up an object to be the bomb you can explode via trigger
See the demo mission, i don't remember in which mission i used it myself, i think i used a version of it in first episode from my Russian Winter campaign.
Also watch these:
https://www.youtube.com/playlist?list=PLod_PhpAOFQjeeWATteU73zqL69ShN5Df
I'm re-editing an old mission from Rtek, and would like to know if I can use your JDAM script in it?
In alias_bomb_ini.sqf you have this line which generates the effect post explosion:
[[_bomb_obj_b,size_b,0.01],"ALfire\fire.sqf"] remoteExec ["execVM"];
you can either comment/remove the line to negate the effect or you can tweak some sleep values to make it shorter in fire.sqf. Notice lines 73 and 79 (hopefully we have the same version of the script) whre the sleeps are and decrease the values, if the lines do not coincide look for spawn blocks at the end of the script that contain the sleeps
You want the smoke to disappear faster? Is not so simple, i think the simpler and quickest way for you will be to delete the object you used to create the bomb. I will have a look when i have time
Only if you have acces to debug console to run the script on the fly
Changes:
* tweaked echo sound
* tweaked SFX
* various optimizations
* code clean up
https://youtu.be/LTd1_wUnT-M?t=887
Don't worry mate about pestering me, if i have the time and i can assist you i will.
You need to keep the structure of files and folders of the script, from my description all you need is to remove the line enableDebugConsole = 2; if is there, i need that to do tests on dedicated but you don't want that in your mission cuz will allow everyone to open the console and run scripts and commands, then you need to edit the name of the mission and add your own stuff if is the case, the rest should remain the same for instance the sound definitions. So sound files should stay in the same folder as in my script, if you decide to place them in another folder you should edit the paths in your description accordingly.
From description you need the class sound definitions, use my description file to see if it works and work your way up from there, make sure you have the correct path for the sound files.
The demo mission has sounds for you? If not maybe you have an older version of the script from before BIS messed with say3D command. To make sure you have the right version take it from STEAM, Armaholic version should be up to date too, but with so many scripts and updates on my head i sometimes forget to update that one too
Also take the script from STEAM, i really don't remember if the Armaholic version was updated, it should but can't tell for sure.
If you wanna trigger the explosion via radio, just use the radio to set a public variable let's say from true to false, then run the script from init.sqf but have an waituntil {yourvariable}; before the jdam line. So as soon the variable becomes true your script will be executed. There are some other ways but this one is the simpler.
https://www.youtube.com/watch?v=3M2sZ6p0Ys0
Is it your mission the sound doesn't work in? I this case check if you have the correct path for sounds in your description.ext and make sure you have the sound files. Let me know if this fixed your issue.
Mind the relative path, if you see the file under your mission file and you get that error it means is something wrong with the path
If is a SP mission you work on you could use it in a trigger, for MP you need to execute it in global like i did in demo mission.
I also used it here
http://steamcommunity.com/sharedfiles/filedetails/?id=919327005
Is something you need to place in editor. See the video tutorial. The object you place can be named in any way just use the same name in script command.
null = [bombard,50, false,false] execVM "AL_bomb\alias_bomb_ini.sqf";
Feel free to tweak the parameters