Arma 3
42 ratings
Ballistic Missiles V2
   
Award
Favorite
Favorited
Unfavorite
Data Type: Mod
Mod Type: Weapon
File Size
Posted
10.361 MB
Aug 17, 2022 @ 8:51pm
1 Change Note ( view )

Subscribe to download
Ballistic Missiles V2

Description
This is my edit and fixing of the somewhat popular Ballistic Missiles Mod by TILK.

REWORK IS IN PROGRESS!


I have updated the particle effects to use the newer version, the video shows how these look (Once I have video the video that is!).

I have fixed the ACE script error, (remote exec was the issue) now it shouldnt spam errors.

I have adjusted the sound to be heard from 5km away and should actually sound louder. I cannot push it anymore without it sounding awful. I may try soundcurves should it be that much of an issue.

I haven't gotten around to fixing the ace damage in area of blast issue, yet. (Thats what the line of men are for in the video)

PLEASE READ!
Just like the original version, this uses 2 functions for launching the missile(s)

1. Place one or more missiles on the map

- Method 1 : You can launch the missile with an interface by adding this function in the init of the object by using its variable name.
For example,
Get a laptop object (Literally type 'laptop' in the prop/empty menu of eden) and set the variable name to laptop1
THEN in the init of the object (in this case the laptop) write (or copy/paste):

[laptop1] call TILK_fnc_isMissileLauncherInterface;
This will add a scroll-wheel function to the laptop, which you can select what missiles to launch.

Get a missile, place it where you want and then try it out!

- Method 2 : Launch the missile by giving a variable name to the missile.
{If you don't know how triggers work, dont use this method, I am not explaining how triggers should be used or how to define certain things}

Get a missile (Literally type missile and the 4 options of missile should be there) in the prop/empty menu of eden) and set the variable name to missile1
THEN grab a trigger, and add this to the 'on activation' init

[missile1] call TILK_fnc_launchMissile;

If set up correctly, the trigger will active the missile you defined (missile1) to launch.


Orginal Mod Link:
https://steamcommunity.com/sharedfiles/filedetails/?id=1383958112

This mod is subjected to the licence outlined on my Github
Please ensure you read through this licence BEFORE you subscribe to this mod!
CE_Mods Github - Licence [github.com]
16 Comments
demjand Feb 28 @ 12:40pm 
Thank you so much for your work. For this mod. Well done, it's a useful mod.
C. Eagle  [author] Apr 28, 2024 @ 7:22am 
@Nama they have targetable missiles/launchers.
This mod is not that, and will not be that (As per the original mod too).
parrel Apr 27, 2024 @ 4:49pm 
@C. Eagle and what?
C. Eagle  [author] Apr 27, 2024 @ 3:45pm 
@Nama Install RHSAFRF :)
parrel Apr 26, 2024 @ 8:45pm 
make targetble missile please
C. Eagle  [author] Dec 11, 2023 @ 5:15am 
Yes.
Karelian Mountainkeeper-Hobo Dec 11, 2023 @ 1:38am 
it is work on MP?
Anarchismo Aug 1, 2023 @ 3:34am 
Its a icbm mod its ok then the missile fly high, and you can push it higher with setvelocity , you delete the missile and on the hit point , you spawn a little missile in high with direction down that is the reentry vehicle,a isbm or slbm never fly to target the missile desoy in high air and only the warhead com down , excuse my improv english
Anarchismo Jul 31, 2023 @ 2:12pm 
hm......... i have a r29 slbm its simple ammo but no smoke piller.......can you help me with add your smoke effect to a normal missile ammo ?!
C. Eagle  [author] Oct 31, 2022 @ 5:03am 
As I have already said in the description. This is an update to the older mod.
I cannot and will not spend time altering that to make these real.

Also would be pretty useless if they were real.. You don't launch one of these and then have it come down in the same area