

stevey666
Members-
Posts
62 -
Joined
-
Last visited
About stevey666
- Birthday August 15
Personal Information
-
Flight Simulators
DCS
IL2 -
Location
UK
-
Interests
Discord stevey9062
-
Occupation
IT Related Functions
Recent Profile Visitors
265 profile views
-
stevey666 started following Trophy APS Script Version 1.0
-
Hi all, I wanted to have a Trophy Active Protection System used for a future mission, didn't see what I wanted anywhere so I made this. It'll go into the Splash Damage script sometime in the future also. Not sure if there's any actual demand for this, but I will share anyways. Trophy APS Script Version 1.0 Github: https://github.com/stephenpostlethwaite/DCSSplashDamageScript/tree/master/OtherScripts The script tracks weapons heading towards a TrophyAPS vehicle, triggers a small explosion by the unit to mimic the Trophy system and triggers a larger explosion at the co-ords of the incoming weapon. The script mimics there being a Trophy system on the front right and back left of the vehicle, with each launcher having 4 rounds. This was tested using the Abrams. It contains 2 methods of enabling, either the vehicle has TrophyAPS in its name or you put the unit type into the AllUnitType table. By default, only the name method is enabled, both can be enabled at the same time as below: --Unit types eligible for Trophy APS local AllUnitType = { --["M-1 Abrams"] = true, --Example unit, uncomment to enable Trophy APS for all M1A2 Abrams units as opposed to only name searching. You can add units too. } The weapons tracked are in the trophyWeapons table, small example below, weapons can be added to or removed as needed. local trophyWeapons = { --For weapon types: typeName:gsub("^weapons%.missiles%.", ""):gsub("^weapons%.nurs%.", ""), other types not supported in code currently. shells were too fast. ["AGM_114K"] = { range = 8000 }, --Hellfire missile ["AGM_114"] = { range = 8000 }, --Hellfire ["vikhr_m"] = { range = 10000 }, --Vikhr ATGM ["Vikhr_9M127_1"] = { range = 10000 }, --Vikhr ATGM ["AT_6"] = { range = 5000 }, --Shturm ATGM (see script for full list) Also you can configure things how you wish: local TrophyConfig = { enabled = true, --Enable/disable Trophy APS (true/false) selfExplosionSize = 1, --Explosion size near vehicle, mimicking trophy location (default: 1) explosionOffsetDistance = 2, --Launcher offset from vehicle center (default: 2 meters) weaponExplosionSize = 20, --Explosion size to destroy weapon (default: 20) detectRange = 200, --Detection range in meters (default: 200) when in detection range speed up the location checks of the weapon interceptRange = 30, --Interception range in meters (default: 30) you can reduce this to 20 to make it more realistic but the script may struggle hitting fast missiles frontRightRounds = 4, --Initial front-right launcher rounds (default: 4) backLeftRounds = 4, --Initial back-left launcher rounds (default: 4) failureChance = 0.00, --Failure chance for interception (0.0 to 1.0 0% to 100%, i.e 0.05 for 5%) debugmode = false, --Debug mode enabled What you see for the majority of the effect: Split second view (damn it DCS give us more fire) Any questions/comments/suggestions feel free to post here or message me. Trophy_Script_v1.lua
-
- 3
-
-
Ask and you shall receive. It'll spawn 4 signal flares with some randomisation involved Though right now the flare timing is off if the unit is killed by splash damage as opposed to a direct kill, so it'll shoot flares before cook off explosions. ["cookoff_flares_enabled"] = false, --Enable/disable flare effects for cook-offs ["cookoff_flare_color"] = 2, ["cookoff_flare_instant"] = true, --If true, spawns flares instantly using napalm phosphor style; if false, spawns over time ["cookoff_flare_instant_count"] = 4, --Number of instant flares when cookoff_flare_instant is true ["cookoff_flare_count_modifier"] = 1, --Multiplier for non instant flare count (e.g., 1x, 2x cookOffCount from the vehicle table) ["cookoff_flare_offset"] = 0.5, --Max offset distance for flares in meters (horizontal) https://github.com/stephenpostlethwaite/DCSSplashDamageScript/blob/master/Splash_Damage_main.lua After I'm done with the APS script and integrating that, I'm going to pick apart my cookoff spaghetti and get that straightened out so the timings will be sorted then. Also looks like I need to exclude infantry from the all units cookoff too lol
-
They both go from floor level I think, might just seem that way because of the flames of the napalm. The cook offs fire one at a time at random intervals throughout the cookoff. Would the preference be just shooting a few out instantly instead? I didn't find a way of lowering the height of the flares however
-
Oops, I only added half of your list! I've added the rest to the main lua I added the phosphor flares on the cookoffs in 3.3, set the enable to true if you want to try it out - I'm unsure if I prefer it with or without at this point ["cookoff_flares_enabled"] = false, --Enable/disable flare effects for cook-offs ["cookoff_flare_color"] = 2, ["cookoff_flare_count_modifier"] = 1, --Multiplier for flare count (e.g., 1x, 2x cookOffCount from the vehicle table) ["cookoff_flare_offset"] = 1, --Max offset distance for flares in meters (horizontal)
-
I'd like some feedback for anyone willing to give it here or dm/discord. I've created a Trophy like APS script, I was going to add it to the splash script but I wonder if I've just turned this into a "catchall for features I want" script. Am I overloading this? If I add new stuff that's explosion related but easily disabled/enabled is that fine or is it too much?
-
Not a proper release but some more additions: Working slowly on a 3.4 at the moment, I aim to bring in a few things in to make it easier for mission creators should they want to utilise some of the effects. I've mostly finished a vehicle IED option, visuals could do with tweaking perhaps if people have feedback but there's a bunch of options with it - Added optional A10 murder mode which adds a configurable explosion to every hit event with the a10 as an initiator - New Feature: IED. If a unit is called VehicleIEDTarget(*) it will explode ---------------------------------------------------------------------- Vehicle IEDs --------------------------------------------------------------------- ["vehicleied_enabled"] = true, ["vehicleied_scaling"] = 1, --For easy changing - scaling of explosion powers, counts, radius ["vehicleied_central_power"] = 600, --Power of central explosion ["vehicleied_explosion_power"] = 400, --Base power for secondary explosions ["vehicleied_explosion_count_min"] = 10, --Min number of secondary explosions ["vehicleied_explosion_count_max"] = 14, --Max number of secondary explosions ["vehicleied_power_variance"] = 0.3, --Power variation for secondary explosions (±30%) ["vehicleied_radius"] = 35, -- Max radius for secondary explosions (meters) ["vehicleied_explosion_delay_max"] = 0.4, -- Max delay multiplier for secondary explosions multiplier ["vehicleied_fueltankspawn"] = true, -- Spawn a fuel tank at the location of the explosion for explosion effect and fire/smoke ["vehicleied_destroy_vehicle"] = true, -- Option to attempt to instantly destroy the vehicle (can sometimes leave a ghost smoke vortex or fire) ["vehicleied_explode_on_hit"] = true, --Will it explode instantly on hit event or only on death/kill/when vehice stops moving and no longer "alive" https://github.com/stephenpostlethwaite/DCSSplashDamageScript/blob/master/Splash_Damage_main.lua
-
Mike Force Team started following stevey666
-
Howdy all, Not a full release but I have added a killfeed feature, it'll display as a game message what was killed by DCS and what was killed by the splash script. It does this by checking what was alive in the ordnance area before and after the ordnance hits, if something is dead and DCS has a killed/destroyed event in the chat log then it's a DCS kill, if there isn't an event it's a splash kill. Caveat, if its a tank it may take a min or two to cook off so would have been called a splash kill but actually a dcs kill. Additional caveat, multiple attacks in the same close area may confuse what ordnance killed what. I've also added integration into Lekas Foothold missions (the reason I needed the feed) - it will allow you to get points for splash kills. https://www.digitalcombatsimulator.com/en/files/filter/user-is-lekaa/apply/ ["killfeed_enable"] = true, --Enable killfeed logging and messaging ["killfeed_game_messages"] = true, --Show killfeed ["killfeed_game_message_duration"] = 15, --Duration in seconds for game messages (killfeed and SplashKillFeed) - note the message will be delayed to let DCS catch up as per next option ["killfeed_splashdelay"] = 8, --Duration in seconds delay to allow dcs to see that units are dead before saying the splash damage got them instead of the the players weapon ["killfeed_lekas_foothold_integration"] = true, --Enable Lekas Foothold integration ["killfeed_lekas_contribution_delay"] = 240, -- Delay in seconds before processing splash kills into Lekas contributions (default 240 seconds/4mins) For anyone playing the foothold missions and wanting to use it. This is for foothold missions only as it has killfeed_lekas_foothold_integration set to true https://github.com/stephenpostlethwaite/DCSSplashDamageScript/blob/master/Splash_Damage_3.3.1_lekasfoothold.lua For anyone wanting the killfeed, please take the latest version here and adjust the options as you need (it's defaulted to false) https://github.com/stephenpostlethwaite/DCSSplashDamageScript/blob/master/Splash_Damage_main.lua
-
F-22A Raptor mod enhancement mod
stevey666 replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
In regards to nukes, given how limited we are to do anything the best I could manage was a series of 500 or so very large explosions to get at least some sort of mushroom smoke effect -
Hey maikchaos, the majority of them are in there already. (The 81 is in as AN-M81). If you have the below 2 options set to true it will tell you if its missing a bomb/rocket. ["game_messages"] = true, --enable some messages on screen ["weapon_missing_message"] = true, --false disables messages alerting you to weapons missing from the explTable I've added the AGM_45B (the A was already in) and the M156. I'll check them into the latest in github when I've finished worked on a killfeed and integration into foothold missions. ["AGM_45B"] = { explosive = 66, shaped_charge = false }, --*** ROCKETS *** ["M156"] = { explosive = 2, shaped_charge = false }, --FFAR M156 White Phosphorus, low explosive yield due to WP The cluster ones I suspect will not work with the script, partly because they fire backwards right? hmm, I'm not sure how it would react. You could try though lol. Set clusters to true and put in the below. The cluster feature was only worked on a little before abandoning the idea. ["CBU-1/A"] = { explosive = 0, shaped_charge = false, cluster = true, submunition_count = 509, submunition_explosive = 0.35, submunition_name = "BLU_4B" }, ["CBU-2/A"] = { explosive = 0, shaped_charge = false, cluster = true, submunition_count = 360, submunition_explosive = 0.35, submunition_name = "BLU_3B" }, ["CBU-2B/A"] = { explosive = 0, shaped_charge = false, cluster = true, submunition_count = 409, submunition_explosive = 0.35, submunition_name = "BLU_3B" },
-
Community A-4E-C v2.3 (May 2025)
stevey666 replied to plusnine's topic in Flyable/Drivable Mods for DCS World
Hi all, FYI I've added Napalm effects to the Splash Damage script (adapted from a previous Napalm script), so you can make some better use out of those MK77s -
Typing on phone atm, you can get the a4 module here https://github.com/Community-A-4E/community-a4e-c/releases/tag/v2.3 There isn't a version that has everything enabled - any game messages or debugging or usually disabled features that you want you can enable by editing the lua in notepad and set them to true. You can download the 3.3 version from my post or the github (matches latest currently, latest is for all changes inbetween major versions). Most features are enabled by default, ones that are not are game messages/debugging etc, radio commands, cluster weapons, ground unit ordnance tracking, cook off flares, smoke and cookoff effect for all vehicles
-
Splash Damage 3.3 - Now with Napalm Github: https://github.com/stephenpostlethwaite/DCSSplashDamageScript New Feature: Napalm Demo Video Alt link: Vimeo I've adapted titi69's Napalm script https://www.digitalcombatsimulator.com/en/files/3340469/ , credit to him and the Olympus mod team for the Napalm method. (And to Sniex for suggesting Napalm) When napalm (or a weapon designated as napalm) hits the ground it will spawn and destroy several fuel tank structures along the path of the bomb. Applying flares, unit damage and flames for per each fuel tank. Please review the settings below: Enabling Napalm effects are enabled for the mk77 by default. There is an option for napalm override (napalmoverride_enabled)- where it will apply napalm effects to any weapon that you have added into the napalm_override_weapons option. You can look up the weapons for this in the expl table in the script. ["napalm_mk77_enabled"] = true, --Enable napalm effects for MK77mod0-WPN and MK77mod1-WPN ["napalmoverride_enabled"] = false, --If true, enables napalm effects for weapons in napalm_override_weapons ["napalm_override_weapons"] = "Mk_82,SAMP125LD", --Comma-separated list of weapons to override as napalm when overrides enabled, i.e Mk_82,SAMP125LD. Do not pick CBUs. Spread and spacing You can select the number of napalm explosions per bomb and the spacing between each one. With the default settings there will be 4 big fireballs/fires and those will be 25 meters apart. The number of those can be reduced in the options and the spacing of them away from eachother - space them too close and the fires may overlap too much. The MK77 0 is bigger than the 1, so will do a % more spread points automatically. ["napalm_spread_points"] = 4, --Number of points of explosion per each bomb (aka spawns of dummy fuel tank), so 1 bomb can have 4 fireballs as such ["napalm_spread_spacing"] = 25, --Distance m between the points Phosphor and Flame Effects Phosphor effects shoot out a number signal flares per each explosion, the multiplier lets you change how many but keeps a little randomisation. Flame effects add big fires and smoke. ["napalm_phosphor_enabled"] = true, --If true, enables phosphor flare effects for napalm weapons ["napalm_phosphor_multiplier"] = 0.5, --Multiplier for number of phosphor flares that shoot out, there is a level of randomisation in the code already ["napalm_addflame"] = true, --Enable flame effects at napalm spawn points ["napalm_addflame_size"] = 3, --Flame size (1-8, 4 = huge smoke and fire) ["napalm_addflame_duration"] = 180, --Flame duration in seconds napalm_destroy_delay Delays You can select how long the script takes to explode and destory/remove the fuel tanks after spawning them, as well as a delay for flames. The original script had this set to 0.12 which meant you could see the fuel tank on the ground from the right angle and distance. With these settings, the fuel tanks will be hard to catch. ["napalm_flame_delay"] = 0.01, --Delay in seconds before flame effect ["napalm_explode_delay"] = 0.01, --Delay in seconds before putting an exlode on the ground to blow up the spawned fuel tank, original script had this as 0.1 ["napalm_destroy_delay"] = 0.02, --Delay in seconds before it destroys the fuel tank object, original script had this as 0.12 Napalm Double Width I'm not really sure how wide these fireballs should be, you have an option to really overdo it with 2 parallel fuel tank spawns, not tested too heavily and not enabled by default ["napalm_doublewide_enabled"] = false, --Toggle for double-wide napalm (two points per spread point) ["napalm_doublewide_spread"] = 15, --Meters either side of bomb vector either side to spawn a fuel tank Napalm Unit Damage Having this enabled will spawn a small explosion like with the script's normal blastwave cascade feature. The distance is calculated from the center of the fuel tank spawn. ["napalm_unitdamage_enable"] = true, --Enable/disable napalm unit damage ["napalm_unitdamage_scandistance"] = 60, --Scan radius in meters ["napalm_unitdamage_startdelay"] = 0.1, --Seconds between Napalm exploding and explosion occurring (can be 0 for no delay) ["napalm_unitdamage_spreaddelay"] = 0, --If startdelay is greater than 0, explosions are ordered by distance with this gap between each unit The script has a unit category table for the max distance to trigger a damage explosion of the size set in the table per unit category: napalm_unitcat_tabl = { ["Infantry"] = { maxDamageDistance = 50, explosionPower = 0.5 }, ["Tank"] = { maxDamageDistance = 30, explosionPower = 5 }, ["Artillery"] = { maxDamageDistance = 40, explosionPower = 5 }, ["Armored Vehicle"] = { maxDamageDistance = 35, explosionPower = 5 }, ["Anti-Air"] = { maxDamageDistance = 35, explosionPower = 5 }, ["Helicopter"] = { maxDamageDistance = 45, explosionPower = 5 }, ["Airplane"] = { maxDamageDistance = 40, explosionPower = 5 }, ["Structure"] = { maxDamageDistance = 60, explosionPower = 30 } } Limitations Given the method used to create the napalm it's pretty much stuck at spawning at the fixed length. The damage done isn't really high enough so have had to bring in the blast wave cascading extra explosion on top of the unit method which isn't as visually appealing sadly. No terrain changes sorry. FPS drops will happen, depending on your setting but by default mk77 mk1 will spawn 4 fuel tank explosions, 4 smoke/fires. So in the demo miz file that is 3 bombs on 3 plans - 36 explosions/fire+smokes. Testing in 2D shows 180fps dropping to 60-80 during the demo, depending on where you look and gfx settings ofc. You can limit the number of spread points or bombs dropped to help with FPS I've done testing but not EXTENSIVE testing.. so hopefully people in the thread can give some feedback on settings and bugs etc and we can improve as we go. Add in a plane of your choice if you wanna adjust things via radio commands. Example Mission I've attached a mission showing the napalm drop (requires A4 skyhawk, they're set to be controlled by AI) https://github.com/Community-A-4E/community-a4e-c/releases/tag/v2.3 New Feature: Cook Off Flares I've added signal flares to the cook off effects that will trigger randomly during a cook off. The number of which is a modifier of the number of cook off explosions. I'm not sure if I particularly like the effect, so I have left this in the script as disabled for now. ["cookoff_flares_enabled"] = false, --Enable/disable flare effects for cook-offs ["cookoff_flare_color"] = 2, ["cookoff_flare_count_modifier"] = 1, --Multiplier for flare count (e.g., 1x, 2x cookOffCount from the vehicle table) ["cookoff_flare_offset"] = 1, --Max offset distance for flares in meters (horizontal) Feature Change: Ground Unit Tracking I've added new entries (including Naval) to the explosive table and allowed a wider area to be tracked. I've had some mixed results with how effective it is with naval units. Naval expl table entries can be removed or commented out if needed. Sniex and Kurde have also made changes to the weapons/expl table. Feature Change: Radio Messages The radio test options have been overhauled, as many were in the wrong section or missing. Additional Changes Changes to initial cargo cook off values as to not blow up convoys Changes to weapons/expl table (thanks to Sniex and Kurdes) Increase script readability (thanks to Sniex) Game_mesages and enable_radio_menu options defaulted to false. Please be advised that these are false, so that users don't see that the script is in use nor can they access the test/config radio options. Set either to true as required. The notice that the Splash Damage 3.x is running uses game_messsages. Changelog: 24th May 2025 - 3.3 (Stevey666) - Added some naval weapons into weapon/expl table - Added some ground unit ordnance to explosive table and allowing a wider area to be tracked - Game_mesages and enable_radio_menu options defaulted to false. -Please be advised that the non debug script has these two defaulted to false, so that users don't see that the script is in use nor can they access the test/config radio options. -Set either to true as required. The notice that the Splash Damage 3.x is running uses game_messsages. - Overhauled the radio options - Added optional cook-off effect - signal flares firing at random throughout the cook-off (see cookoff_flares_enabled). Not sure if I like this one so leaving in as optional - New feature: Napalm. MK77 A4 Skyhawk Napalm and Optional Napalm weapon override - Allows napalm effects, overriding specific weapons set in options is possible too. - This feature has been adapated from titi69's Napalm script https://www.digitalcombatsimulator.com/en/files/3340469/ , credit to him and the Olympus mod team for the Napalm method (Sniex) - Added weapon types in the expltable - Adjusted some rocket explosive power numbers (+1 or 2) - Adjusted explosive power for anti radar, ship missile, cruise missile and some others - Increased script readability (Kurdes) - Added changed/missing JF17 ordnance to weapons table - Added JF29 mod ordnance to the weapons table napalm_example_3bird.miz Splash_Damage_3.3.lua Splash_Damage_3.3_gamemessages_radio.lua