

stevey666
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Everything posted by stevey666
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It triggers on death for any vehicle with a % chance, but it can ALSO be forced to happen if the feature is enabled and the vehicle has GUED in the name. This way specific units can be sure to have an explosion as desired by the mission maker. If you set the explode on death chance to 0, then it will only occur for the vehicles with GUED in their name
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from line 300 in the config: ---------------------------------------------------------------------- Ground Unit Explosion On Death ---------------------------------------------------- --You can also trigger this to happen if the unit has "GUED" in its name - so you can set the chance to 0 and still have them go off for specific units ["GU_Explode_on_Death"] = true, --If a vehicle is dead and has had no other effects on it, trigger an explosion - This is at the start of its on fire for a bit before popping stage if you've hit it or on pop if its a dead event ["GU_Explode_on_Death_Chance"] = 0.5, --Percent chance a vehicle explodes on death (0.05 = 5%, 0.5 = 50%) ["GU_Explode_on_Death_Explosion_Power"] = 30, --Explosion power for explode on death ["GU_Explode_on_Death_Height"] = 1, --Height above coords of the vehicle. Close to ground throws up more dirt, higher up more of a puff of smoke ["GU_Explode_Exclude_Infantry"] = true, --Set to false to make infantry blow up too Make sure to re-add the script after you make changes. Or try the basic version on there instead and see how you go drop the trk file if its still happening and I can take a look
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Ah Marianas ww2 will work also. Yeah it's in the config section you can just turn it to false, theres that and the all vehicles cookoff feature also. The vehicle is probably being considered dead by the game after just a few hits or lower enough health to cookoff. Depending on what you want with the script you can just use the basic version to get the splash damage on bombs and regular cookoff for vehicles in the cookoff table as opposed the additonal vehicle effects for all vehicles (see bottom of the release post). The script is very configurable so you can set as needed.
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Splash Damage 3.4 Github: https://github.com/stephenpostlethwaite/DCSSplashDamageScript Firstly, apologies for the many features and changes I've loaded into this. This may be a long post and I will not be proof reading it being honest. Since learning about events (i.e hit event, dead event) I've utilised them to add to current features and create new ones. I'm away this weekend but I'm going to release this now. Deel free to ask about things in the meantime. I did want to write a wiki for these but documentation is the worst part of creation. A big thing in this update is that there are features that have a configurable % chance of occurring. i.e 0.1 is 10%, 1 is 100%. Please note if you use replays then the result of the chance may differ, meaning you'll see potentially different results in a replay. Change: Cook off effects Cook off effects can trigger on hit/death Previously, the cook off/smoke effects relied on the tracking of the weapons in expl table. They still use that but they also work on hit/death events - therefore ground units dying from other ground units, or a10 cannon kills etc will now cook off as per any settings you've put in. Moving vehicle support Previously, the cook off effects would happen where the vehicle was, but didn't follow as it moved while dying. DCS does things weirdly with dying units. Now the cook off explosions and smoke etc should follow previously moving a dying unit as it slows down. Flares on Cook off effects Cook off effects can trigger flares to enhance the explosive effect. These can be enabled/disabled in various places. There is also the ability to choose the min/max number per cookoff and the chance of them appearing. ["cookoff_flares_enabled"] = true, --Enable/disable flare effects for cook-offs, this applies to allvehicles too. ["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_min"] = 2, --Minimum number of instant flares when cookoff_flare_instant is true ["cookoff_flare_instant_max"] = 5, --Maximum 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) ["cookoff_flare_chance"] = 0.5, --Chance - where 1 = 100% 0.4 = 40% chance of the flares firing out null All Vehicle Cookoff Changes and Chances You can force a cook off for a vehicle by it having "CookOffTarget" in the unit name somewhere. You can set chances for all vehicles cooking off when this is enabled. i.e setting allunits_cookoff_chance to 0.5 would give a 50% chance of it occurring. ["smokeandcookoffeffectallvehicles"] = true, --Enable effects for all ground vehicles not in cargoUnits vehicle table ["allunits_enable_smoke"] = true, -- Enable /disable smoke effects if smokeandcookoffeffectallvehicles is true ["allunits_enable_cookoff"] = true, -- Enable /disable cookoffs if smokeandcookoffeffectallvehicles is true ["allunits_damage_threshold"] = 25, --Health % below which cargo/smoke attempts to trigger ["allunits_explode_power"] = 40, --Initial power of vehicle exploding ["allunits_default_flame_size"] = 6, --Default smoke size (called flame here in the code, but it'll be smoke) 5 = small smoke, 6 = medium smoke, 7 = large smoke, 8 = huge smoke ["allunits_default_flame_duration"] = 240, --Default smoke (called flame here in the code, but it's smoke) duration in seconds for non-cargoUnits vehicles ["allunits_cookoff_count"] = 4, --number of cookoff explosions to schedule ["allunits_cookoff_duration"] = 30, --max time window of cookoffs (will be scheduled randomly between 0 seconds and this figure) ["allunits_cookoff_power"] = 10, --power of the cookoff explosions ["allunits_cookoff_powerrandom"] = 50, --percentage higher or lower of the cookoff power figure ["allunits_cookoff_chance"] = 0.4, --Chance of cookoff effects occurring for all vehicles. 0.6 = 60%, 1 = 100% ["allunits_smokewithcookoff"] = true, --Automatically smoke along with cookoff, or leave it to chance ["allunits_smoke_chance"] = 0.7, --Chance of smoke effect, 1 = 100%, 0.5 = 50% ["allunits_explode_on_smoke_only"] = true, --If its a smoke only effect, add an explosion to finish the vehicle off (allunits_explode_power) New Feature: Advanced Cook off sequence Requested by mistermann, there is now a configurable advanced cook off sequence that can occur if it's enabled and the % chance is hit. You can also force this by having the unit name contain "AdvSeq". You can set a sequence of different flame and smoke sizes and set the length of time they run for. For example: ["allunits_advanced_effect_order"] = {"2", "7", "6", "5"}, --List of flame and smoke : sizes, 1 = small smoke and fire, 2 = med, 3 = large, 4 = huge. 5 = small smoke only, 6 = medium, 7 = large, 8 = huge ["allunits_advanced_effect_timing"] = {"30", "90", "120", "600"}, --How many seconds per effect in the order config key above This will trigger a medium fire and smoke for 30 seconds, then a large smoke for 90 seconds after that, then a medium smoke for 120 seconds after that, then a small smoke for 600 secs/10 mins. ["allunits_advanced_effect_sequence"] = true, --When set to true, its possible for units to be trigger an advanced effect sequence. This will take precedence over the standard allunits cookoff. it will ignore the previous settings for smoke/flame size and duration and instead it will let you program a specific sequence of smoke/flame effects ["allunits_advanced_effect_sequence_chance"] = 0.2, --Chance of the script picking the advanced effect instead of the standard all unit effect. 1 = 100%, 0.5 = 50% ["allunits_advanced_effect_force_on_name"] = true, --Regardless of chance, if the unit has "SmokeEffects" in its name it will trigger the advanced sequence ["allunits_advanced_effect_order"] = {"2", "7", "6", "5"}, --List of flame and smoke : sizes, 1 = small smoke and fire, 2 = med, 3 = large, 4 = huge. 5 = small smoke only, 6 = medium, 7 = large, 8 = huge ["allunits_advanced_effect_timing"] = {"30", "90", "120", "600"}, --How many seconds per effect in the order config key above ["allunits_advanced_effect_cookoff_chance"] = 0.1, --Chance of cookoff effects occurring for the advanced effect sequence i.e 0.1 is 10% ["allunits_advanced_effect_cookoff_count"] = 4, --number of cookoff explosions to schedule ["allunits_advanced_effect_cookoff_duration"] = 30, --max time window of cookoffs (will be scheduled randomly between 0 seconds and this figure) ["allunits_advanced_effect_cookoff_power"] = 10, --power of the cookoff explosions ["allunits_advanced_effect_cookoff_powerrandom"] = 50, --percentage higher or lower of the cookoff power figure ["allunits_advanced_effect_cookoff_flares_enabled"] = true, --Enable or disable phospor like signal flares, number etc taken from cookoff_flare_instant_count ["allunits_advanced_effect_explode_power"] = 40, --Initial power of vehicle exploding New Feature: A-10/Named Unit - Murder Mode Created for test purposes but I have kept it in as an option. Every hit event (i.e direct bomb hit, cannon hit) will cause an additional explosion of the amount in the config. This can be set for all a-10s or based off unit name. With the feature enabled, add the term MurderMode in the pilot name to allow for the effect. You can configure the chance of it happening and the power of the explosion. ---------------------------------------------------------------------- Murder Mode ---------------------------------------------------------------------- ["A10MurderMode"] = true, --This tracks hit events, if the initiator is an A10 it will spawn and explosion on the target ["A10MurderMode_Power"] = 5, --Power of the explosion ["A10MurderMode__Chance"] = 1, -- Percent chance a vehicle explodes on hit (0.05 = 5%, 0.5 = 50%) ["NamedUnitMurderMode"] = true, --This tracks hit events, if the initiator has "MurderMode" in the pilot name in the mission editor, every hit event from them will put an explosion of the below power at the target's coords ["NamedUnitMurderMode_Power"] = 5, --Power of the explosion from the named unit ["NamedUnitMurderMode_Chance"] = 1, -- Percent chance a vehicle explodes on hit (0.05 = 5%, 0.5 = 50%) New Feature: Vehicle IEDs VehicleIEDs trigger an explosion on hit (or death, depending on the config choices). These effects have a mushroom like explosion and can spawn a fuel tank and destroy the original vehicle - which is useful if its moving quickly since they can die and just keep driving for a bit while being indestructible during their death sequence. ---------------------------------------------------------------------- Vehicle IEDs --------------------------------------------------------------------- ["vehicleied_enabled"] = true, --If a unit is called VehicleIEDTarget(*) it will trigger a large explosion ["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" New Feature: Tactical Explosion Using the same explosion concept as the vehicle ied feature - with an increased explosion size and ability to set it to weapons that you desire. This will track certain weapons and trigger tactical explosion. You can override weapon names in the config key if you wish, or add weapons this table: --Weapons tracked for tactical uses tacticalwpn_tabl = { -- F22 AGM Nuke ["AGM_88G_N_ARM"] = { nuke = 50000 }, -- Anti-radiation nuke (nuke value there is unused, its a placeholder) } ---------------------------------------------------------------------- Tactical Explosion ---------------------------------------------------- ["tactical_explosion"] = true, --Enable tactical explosion effects ["tactical_explosion_override_enabled"] = false, --Set this to true to enable override weapons in the key below ["tactical_explosion_override_weapons"] = "BGM_109B,Mk_82", --Comma-separated list of weapons to override as tactical explosion, can be changed as needed. Needs to be enabled in the key above. Current has tomahawks and mk82 bombs there as examples ["tactical_explosion_max_height"] = 40, --Max height above ground for tactical explosion to trigger (meters) ["tactical_explosion_scaling"] = 1, --Scaling of explosion powers, counts, radius ["tactical_explosion_central_power"] = 4000, --Power of central explosion ["tactical_explosion_explosion_power"] = 1000, --Base power for secondary explosions ["tactical_explosion_explosion_count_min"] = 35, --Min number of secondary explosions ["tactical_explosion_explosion_count_max"] = 35, --Max number of secondary explosions ["tactical_explosion_radius"] = 100, --Max radius for secondary explosions (meters) ["tactical_explosion_explosion_delay_max"] = 0.4, --Max delay multiplier for secondary explosions ["tactical_explosion_fueltankspawn"] = false, --Spawn a fuel tank at the explosion location for effect/smoke New Feature: Critical Component This basically gives a % chance of death (or damage) on every hit event against a unit. This can be set for all weapons by leaving the key as {} or you can specify weapon names. When testing this my a10 was hit by a sherman tank's mg and it went kaboom. In the example config below its set to only apply to a10 cannons. ---------------------------------------------------------------------- Critical Component ---------------------------------------------------------------- ["CriticalComponent"] = false, -- Toggle to enable CriticalComponent Feature - % Chance a vehicle is destroyed from a single hit ["CriticalComponent_Chance"] = 0.01, -- Percent chance a vehicle explodes on hit (0.01 = 1%, 0.5 = 50%) ["CriticalComponent_Explosion_Power"] = 50, --Explosion power for CriticalComponent ["CriticalComponent_Specific_Weapons_Only"] = {"GAU8_30_HE", "GAU8_30_AP", "GAU8_30_TP"}, -- {} means all weapons. List of specific weapons to trigger CriticalComponent, i.e {"GAU8_30_HE", "GAU8_30_AP", "GAU8_30_TP"} New Feature: Ground Unit Explode on Death When a unit triggers a death eveth or has "GUED" in its name it will explode on death. Has a configuable percentage chance and excludes infantry. ---------------------------------------------------------------------- Ground Unit Explosion On Death ---------------------------------------------------- --You can also trigger this to happen if the unit has "GUED" in its name - so you can set the chance to 0 and still have them go off for specific units ["GU_Explode_on_Death"] = true, --If a vehicle is dead and has had no other effects on it, trigger an explosion - This is at the start of its on fire for a bit before popping stage if you've hit it or on pop if its a dead event ["GU_Explode_on_Death_Chance"] = 0.5, --Percent chance a vehicle explodes on death (0.05 = 5%, 0.5 = 50%) ["GU_Explode_on_Death_Explosion_Power"] = 30, --Explosion power for explode on death ["GU_Explode_on_Death_Height"] = 1, --Height above coords of the vehicle. Close to ground throws up more dirt, higher up more of a puff of smoke ["GU_Explode_Exclude_Infantry"] = true, --Set to false to make infantry blow up too New Feature: CBU Bomblet Hit Explosion (aka make cluster bombs useful) This has only been tested with the JSOW-A but it makes it a much more viable weapon. It's dependent on one of the vehicles getting hit by the cbu, but once it does it will scan units in the local area and apply effects with % chances to said vehicle. The weapons are defined in a table: --Table for cluster submunitions clusterSubMunTable = { ["Mk 118"] = { explosive = 2 }, --Rockeye/CBU99, 247 bomblets, 0.18 kg TNT, expected to damage: infantry, light vehicles, light armor (up to ~190 mm penetration) ["BLU-97B"] = { explosive = 3 }, --CBU_87/CBU_103, 202 bomblets, 0.45 kg TNT, expected to damage: infantry, light vehicles, light to medium armor, soft structures ["BLU-97/B"] = { explosive = 3 }, --AGM 154s, variable bomblets, 0.45 kg TNT, expected to damage: infantry, light vehicles, light to medium armor, soft structures --["BLU-108"] = { explosive = 9.0 }, --CBU_97/CBU_105, 40 bomblets, 3.4 kg TNT, expected to damage: medium to heavy armor, vehicles, fortifications **DISABLED DUE TO BEING AFFECTIVE ALREADY** ---------------------------------------------------------------------- CBU Bomblet Hit Explosion --------------------------------------------------------- ["CBU_Bomblet_Hit_Explosion"] = false, --ONLY TESTED WITH JSOW-A - Enable/Disable - on a hit even by a bomblet it can do extra damage AND/OR scan around the unit to deal damage with additional explosions of the power set in the cluster table ["CBU_Bomblet_Hit_Explosion_Scaling"] = 35, --Overall Multiplier for the final bomblet damage result. Default 35 to get the effects we want when the ground level is less than 1.6 - WHEN TESTED WITH JSOW-A ["CBU_Bomblet_Hit_Mimic_Spread"] = true, --Enable/Disable - Mimic spread of clusterbomb warheads by scanning an area around the target that was hit and triggering an explosion against any unit or structure (unitIds can only be hit once by this weaponid) ["CBU_Bomblet_Hit_Spread"] = 50, --Scan radius m to look for units to hit ["CBU_Bomblet_Hit_Spread_SecondaryScan"] = 50, --Scan radius m to look for units to hit ["CBU_Bomblet_Hit_Spread_Duration"] = 2, --Schedule additional unit explosions over this many seconds ["CBU_Bomblet_NonArmored_Dmg_Modifier"] = 1.0, --Multiplier damage for NonArmored units (e.g., Infantry, trucks), vulnerable to bomblets ["CBU_Bomblet_LightlyArmored_Dmg_Modifier"] = 0.8, --Multiplier damage for LightlyArmored units. 0.3 = 30% of damage (e.g., BTR-80, ZSU-23-4, moderately vulnerable (e.g., BLU-97B, PTAB-10-5) ["CBU_Bomblet_Armored_Dmg_Modifier"] = 0.6, --Multiplier for damage for Armored units. 0.3 = 30% of damage (e.g., T-90, BMP-3), highly resistant (e.g., Mk 118, HEAT) ["CBU_Bomblet_Hit_Chance"] = 0.8, --Chance that a unit gets hit. 0.8 = 80%. ["CBU_Bomblet_Indirect_Hit_Chance"] = 0.2, --Chance that the direct hit was actually indirect or less critical, 0.5% = 20% chance ["CBU_Bomblet_Indirect_Dmg_Modifier"] = 0.4, --Multiplier for if its an indirect or less critical hit 0.4 = 40% of damage/60% reduction ["CBU_Bomblet_Explosion_Height"] = 0.1, -- Explosions at ground height do less damage and typically kick up more dirt, increase height by this much New Feature: Trophy APS This allows a unit to have effects as if there is a Trophy APS on it, designed and tested using the Abrams in game. Specific enemy weapons from a table are tracked and intercepted. The map will then have line and a marker if the shooter was close by, or a dotted line if they were out of range. More information here: New Feature: Kill Feed and Leka's Foothold Integration The kill feed is required for the support of points in Leka's foothold. Leka has recently added this script to his foothold missions so you don't need to add it in manually. You can choose not to display it, but it will try to give credit for a kill where splash damage is involved. The extra explosions the script puts on top does not give player attribution to the kill. The displaying of the feed as a game message is not required for foothold. You can use the killfeed but keep the killfeed_lekas_foothold_integration as false if its not part of the foothold mission. --------------------------------------------------------------- Kill Feed ------------------------------------------------------------------------ ["killfeed_enable"] = true, --Enable killfeed, required for lekas foothold ["killfeed_game_messages"] = false, --Show killfeed SPLASH KILL FEED WORKS IN MP ONLY (you can host your local SP mission as MP for now) ["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) New Feature: Strobe Marker Strobe Marker - generates a tiny explosion above a unit, no smoke but sound does happen + light appears - can be used as a marker for planes or helos. You can enable this on a unit by it having "Strobe" in its name. It can be a constant beacon or activated via radio commands. The radio commands are dynamically generated so if you have 4 units you can choose to enable them at different times and set different speeds. ---------------------------------------------------------------------- Strobe Marker / Beacon ------------------------------------------------------------ --Only enable one of the strobe methods at a time ["StrobeMarker_allstrobeunits"] = false, --Constantly fire off strobe for all living, active units and not invisible units with Strobe in the name ["StrobeMarker_individuals"] = false, --Ability to enable or diable the strobing via radio commands for indiviudual "Strobe" units ["StrobeMarker_interval"] = 2, --Default interval in seconds for strobing explosions New Option: Only Track Player's Weapons As per Jogaredi's suggestion, I've added a key - ["only_players_weapons"] = true, track only weapons launch by players, this will be defaulted to false. If set to true, it will reduce potential performance costs. New Option: Skip larger explosion and damage mode/wave explosion effect Due to ED boosting damage values for MK82s and others bombs, I've added the ability to skip larger_explosion and damage_model by having a specific entry in the explosive table - Example below, you would need to add this to each weapon that you need this for (or I can do it in the base script if multiple people think its a good idea) - ["Mk_82"] = { explosive = 100, Skip_larger_explosions = true, Skip_damage_model = true }, Personally, I'm keeping in what I have now. Please note that there are issues with ED's changes - with their explosions taking out buildings a kilometer away - so if things are looking off it may not be the script at fault. ---- Installation: Download the script. In mission editor have a mission start trigger with the action "DO SCRIPT FILE" and point it to this script. Here I've made an unscripted video where I drone on about some keys and some install instructions -- Notes: 4th July 2025 - 3.4 (Stevey666) - Added in optional kill feed feature, this will try to display kills from DCS engine and kills from the additional explosions by checking pre/post scans of the explosion area --SPLASH KILL FEED WORKS IN MP ONLY (you can host your local SP mission as MP if you want to see it) - Added in Lekas Foothold Integration to allow splash kills to count towards the points, killfeed is required to be enabled for this - Added AGM_45B to expl table - Added instant phosphor/signal flares option to cook off events - Added in missing JF17/JAS39 weapons as per Kurdes - Added killfeed to napalm and cluster features. Note, it may not support all features in this script i.e ied explosions but should work with splashdamage by dropping bombs, the new CBU cluster feature and napalm. - New Feature: A-10 Murder Mode, Named Unit Murder Mode (disabled by default) - adds a configurable sized explosion to every hit event with the a10 or the named unit with the name MurderMode in it as an initiator - New Feature: Trophy APS System (disabled by default) -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. -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: - New Feature: Vehicle IEDs. (disabled by default) If a unit is contains VehicleIEDTarget (or other names as set in the config) it will trigger a large configurable explosion - New Feature: Tactical Explosion, similar to the IED effect but a little bigger and has the ability to be assigned to a weapon in a table or as an override - New Feature: Critical Component. % chance on a hit event of triggering an explosion at unit level - New Feature: Ground Unit Explosion On Death. - If a vehicle is flaming it takes time to pop, this will trigger an explosion with a %chance when its begins to flame (when it does not "exist" but has not triggerd a killed/dead event) - There's a % chance settable - You can also trigger this to happen if the unit has "GUED" in its name even if chance is set to 0 - New Feature: CBU Bomblet Hit Spread - On a Hit event from a cluster bomb, it will scan the local area for nearby vehicles and trigger an additional explosion - This features aims to help wipe out areas, but it works by scanning 20 meters radius (adjustable) for any vehicles nearby the hit vehicle and then 20m (adjustable) from those vehicles - Max of 1 additional explosion will spawn on the vehicles. Not enabled for CBU_97/CBU_105 due to them already being effective. - The spread mechanic could miss vehicles in the area still if one doesnt get hit, or theyre at opposite sides of the visible area and not within 20m (adjustable) - There is % chance to hit per unit found in the area, % chance for that hit to be indirect, and armour damage modifiers - New Feature: Strobe Marker - generates a tiny explosion above a unit, no smoke but sound + light appears - can be used as a marker for planes - Generates on an active and living unit with "Strobe" in the name - Good: Visible to eye/FLIR(TV mode) - Not good: Not visible in IR, audible explosions if you're close to the unit - New Feature: All Unit Cook/off smoke chances and advanced sequences - It's possible to assign a % chance to allunits having smoke/cookoffs - Advanced sequences allow for having multiple smoke/fire sizes of multiple lengths of time - and have smoke for example indefinitely burn - New trigger for cookoff - Cookoff with the allunits settings can be enabled for specific units by the having "CargoCookoffTarget" in the name - Reworked how cookoff works, cookoffs will now follow a moving vehicle as it travels instead of just going off where it was. Flames/smoke will trigger when the vehicle stops. - You can have a chance of cookoff, smoke with a cookoff and also a chance of smoke only - Added chance options to the flares for cookoffs also - Effects (i.e cookoff) no longer only bound by damage from tracked weapons. Gun cannon kills will now count! May time until the unit pops before it triggers a cookoff - Giant explosion effects now tracked on events instead of checking the unit every second - Jogaredi's suggestion added - ["only_players_weapons"] = true, --track only weapons launch by players, this will be defaulted to false - Due to ED boosting damage values for MK82s and a few others, added the ability to skip larger_explosion and damage_model by having a specific entry in the explosive table - Example below, you would need to add this to each weapon that you need this for (or I can do it in the base script if multiple people think its a good idea) - ["Mk_82"] = { explosive = 100, Skip_larger_explosions = true, Skip_damage_model = true }, -- Download Options: Note: these contain the same script, with more features enabled on the standard vs the basic. You should review the config section and set as required for your mission(s) Splash_Damage_3.4_Basic.lua Standard splash damage explosions, cookoffs for vehicles in the cookoff table, Napalm for the A4, ordnance protection. Other features are set to disabled and can be enabled by editing the config as you please. Splash_Damage_3.4_Standard.lua Further to the basic version features, this one also enables all unit cookoffs and advanced sequences with specific % chances of occurrence (20% advanced sequence, if that fails then 40% cook off, if that fails 70% smoke only. Flares are set with a 50% chance). Ground units exploding on death is also enabled with a 50% chance. Splash_Damage_3.4_Standard_With_Ground_Ordnance.lua Further to the standard version features, this also enables ground unit tracking (i.e it will track and apply damage to tank shells and other weapons added into the explosives table i.e ["weapons.shells.M_105mm_HE"] = { explosive = 12, groundordnance = true }, --105mm HE shell, M119/M102 (~10-15 kg TNT equiv) This is the version I typically play with, unless I'm setting up vehicleIEDs and the like. Please remember that game messages are set to false, but if you start the mission it should state in the DCS logs that the splash script is running: 2025-07-04 00:13:15.669 INFO SCRIPTING (Main): SPLASH DAMAGE 3.4 SCRIPT RUNNING -- I've tested what I can but please, as always, reach out with any issues or suggestions. Splash_Damage_3.4_Standard_With_Ground_Ordnance.lua Splash_Damage_3.4_Standard.lua Splash_Damage_3.4_Basic.lua
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Thanks for clarification @BIGNEWY, looking forward to the damage model changes. - Script wise there's a couple of things you script using guys can do if you think the changes have made the script a bit too much (which it potentially already was is in a number of cases haha). If ED bump up the base damage numbers the difference with the script will be units that were damaged before may potentially be damaged even more, or potentially destroyed. You can either comment out the tracking of the weapon so it will not trigger any additional explosion or try to do blastwave stuff: -- ["GBU_12"] = { explosive = 100}, Or if you use the latest script I just updated at https://github.com/stephenpostlethwaite/DCSSplashDamageScript/blob/master/Splash_Damage_main.lua You can add Skip_larger_explosions = true and/or Skip_damage_model = true to skip the additional large explosion and potential blastwave damage. i.e ["GBU_16"] = { explosive = 274, Skip_larger_explosions = true, Skip_damage_model = true }, I did a quick test with a 500lb and a 1000lb laser jdam, 500lb with script - took out a t90 tank from about 5 meters and another at 10 meters 500lb skipping blastwave and additional explosion - took out a t90 tank from about 5 meters 1000lb with script - took out 3 t90s from about 5,10, and 15 meters 1000lb skipping blastwave and additional explosion - took out 2 t90s from 5 and 10 meters, reduced the 3rd at 15 meters to 5% health just one test with each so take it how you like
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Nice, maybe we no longer need the large explosion on top for the ones they changed if people are happy with the results. I might add a "SkipLargeExplosion" field in the explosives table for certain weapons then so the additional large explosion will not add potentially unwanted extra damage. Hopefully this is a sign they're deep into fragmentation/bomb damage review. The ingame radio is pretty much for testing purposes, are you looking to adjust settings ingame? https://github.com/stephenpostlethwaite/DCSSplashDamageScript/blob/master/Splash_Damage_3.3_gamemessages_radio.lua Or you can download 3.4 / the latest unreleased build at https://github.com/stephenpostlethwaite/DCSSplashDamageScript/blob/master/Splash_Damage_main.lua and then modify the configs at the top of the file to set ["enable_radio_menu"] = false, --enables the in-game radio menu for modifying settings to be true
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Ive seen this before and thought this was fixed, did a little testing just and some filming last night and didn't see this happen - do you have a replay where it happens or a miz where its reproducible? Thanks! edit: Just saw your edit, I'm able to repro on the groundunit explode on death - will review edit2: should be fixed now, thanks for letting me know
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Pretty much all logging is behind debug flags. There are a number of nil and object errors in those but they "should" be behind safe calls and not pop error boxes. 3.4 is getting close to completion - just need testing and foothold scoring adding for some of the new bits like cluster weapons. The script has many customisable options so feel free to reach out on your discord or dm me if you want to discuss the best setup for you (or any changes/reqs)
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Advanced Sequencing is done for now, fixed a bug with it triggering early for moving vehicles. Fast moving vehicles have been a bit of a problem with the script since they can exist in a weird semi dead until they stop. Here is an example (recording from replays which - since I am using % chances - we get different cookoffs every run of the replay.
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Hey there, thanks! The radius and height are set like that so they can be scaled with ["giant_explosion_scale"] = 1, I probably wanted to have them set as an option in the past but was happy with what I had as a feature there - options/config keys an be added easily there though. I made the giant explosion feature before I knew a lot about the events like hit, dead etc. I'm relatively new, started playing DCS at the start of the year and I'm using AI to help write this (I can read code/script and I have a background in powershell, never wrote LUA before DCS - AI isn't particularly easy to work with tbh). I'm planning on reworking it in 3.4 to trigger giant explosion from events like you say- I have a LOT of stuff working with events in 3.4. If you make any improvements, I can add them in if its something you'd like to share. Feel free to reach out to me on discord if you have more questions etc
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Not too difficult as i'm basically taking what I have already. With my current knowledge of DCS this is the best I can manage and this only works because triggered explosions work differently below 1.6m vs above 1.6m. If its above 1.6m at ground level it is a puff, if its below 1.6 it interacts with the ground and has a rising cloud effect - you can tell the stalk of the mushroom like explosion differs in colour to the rest as that's the only one above 1.6m. Will be added to 3.4 as part of a long list of new features and options (over 10) - Tactical Explosion. It's defaulted to be much bigger than the vehicleied explosion. -- Mistermann's suggestion of a sequence of fire/smoke (Advanced sequences) is also pretty much completed. Need to test and record a video for that too. Eventually (and I'm not looking forward to this part) I'll need to document all the features before I can release 3.4. All the latest stuff is on github here if anyone wants to use it https://github.com/stephenpostlethwaite/DCSSplashDamageScript/blob/master/Splash_Damage_main.lua
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When you say the previous effect, do you mean the additional bigsmokes? Or the DCS vehicle fires? The overlapping I'm referring to here is the original DCS vehicle fire/smoke getting covered or clipping with the bigsmoke effect - which also varies on zoom levels, we also get the same kinda stuff with multiple bigsmokes if we don't use them smartly Thats the base dcs fire/smoke clipping with medium fire bigsmoke effect Having both bigsmoke fire 1 and smoke 5 gets us a nice flame and a nice bit of smoke, which some hiding of the smoke when we zoom out. the medium flame is just crazily big imo though, is that what you'd want in your missions still?
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Thanks! Something like this is relatively easy to implement, though you get issues with effects overlapping as Kurdes has said. These are the 8 bigsmoke sizes. The script uses 6 (medium smoke) for allvehiclescookoff by default. The small fire+smoke(1)/smoke(5) are slightly bigger than the default vehicle burn off (when testing with IFV). I've recorded a test video for triggering it on one vehicle compared to base dcs, small fire(1) and medium smoke (6) triggered at the same time, small fire effect is later removed, small smoke (5) triggered and medium smoke removed. After some time the small smoke is removed and then I've fast forwarded til both are put out. At the end of the video Ive showed what it looks like if the small smoke is kept around indefinitely. In the vid I also move around a little so you can see the clipping of smoke/fire. The clipping issue is significantly worse if you try to put a small smoke onto a small fire. Let me know what you think and I can add it in What kind of size are you thinking? I have something similar at the moment with the vehicle IEDs which ended up a little mushroomy, and we have a giant explosion option as well. With the effects the way they are I've not been able to get a giant rising cloud since I'm doing everything with triggered explosions
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@Kurdes I was a little dubious about your all vehicles cookoff request when you first asked for its inclusion, but after playing with it on - it's damn fun. FYI 3.4 will have adjustable % chance options for all vehicle cookoffs ["allunits_damage_threshold"] = 10, --Health % below which cargo/smoke attempts to trigger ["allunits_cookoff_chance"] = 0.6, --Chance of cookoff effects occurring for all vehicles. 0.6 = 60%, 1 = 100% ["allunits_smokewithcookoff"] = true, --Automatically smoke along with cookoff, or leave it to chance ["allunits_smoke_chance"] = 1, --Chance of smoke effect, 1 = 100%, 0.5 = 50% ["allunits_explode_on_smoke_only"] = true, --If its a smoke only one, add an explosion to finish the vehicle off
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Just got home and watched the video, love a nice bit of destruction! I can see the snap feature worked: ["snap_to_ground_if_destroyed_by_large_explosion"] = true, --If the ordnance protection fails or is disabled we can snap larger_explosions to the ground (if enabled - power as set in weapon list) - so an explosion still does hit the ground This is the one you might want to bump up ["ordnance_protection_radius"] = 10, --Distance in meters to protect nearby bombs , 10 is pretty low to be honest - I never dialed this in during testing. You could also set this to false: "larger_explosions"] = true, --secondary explosions on top of weapon impact points, dictated by the values in the explTable or reduce the large explosion size of the weapon you're going to be spammin' ["MK_82SNAKEYE"] = { explosive = 100, shaped_charge = false }, to ["MK_82SNAKEYE"] = { explosive = 20, shaped_charge = false }, (assuming that's the right table entry!)
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The core of the script is adding a triggered explosion onto bombs, I've tried to mitigate it with ordnance protection with mixed results, it should hopefully snap an explosion to the ground if it has been destroyed by your own bombs. You can mess with the distance settings on the ordnance config section to try and bump it a bit, to prevent the large explosion from happening. You'd either have to disable larger explosions (which defeats part of the idea of making things punchier) or try not to drop bombs too close to eachother outside of that I think
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this is beautiful! brings a tear to my eye Thanks for this! I'm very limited by dcs in what I can do here. I can only think to see if a hit registers from the cbus and then with the script scan the local area for all the units. I'll probably do a percentage chance of it hitting, dependent on unit type and basing it on an estimated submunition load as well.
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If someone could please give me some feedback here or dm I'd appreciate it. Hi all, a number of new options are available in the upcoming 3.4, right now I'm working on cluster munitions again. I already put in a half baked cluster option before but this one is trying to mimic damage in a cluster area to a greater degree. The new code isn't fully in the github yet but these some details I have about it so far. - New Feature: CBU Bomblet Hit Spread - On a Hit event from a cluster bomb, it will scan the local area for nearby vehicles and trigger an additional explosion - This features aims to help wipe out areas, but it works by scanning 20 meters radius (adjustable) for any vehicles nearby the hit vehicle and then 20m (adjustable) from those vehicles - Max of 1 additional explosion will spawn on the vehicles. Not enabled for CBU_97/CBU_105 due to them already being effective. - The spread mechanic could miss vehicles in the area still if one doesnt get hit, or theyre at opposite sides of the visible area and not within 20m (adjustable) ["CBU_Bomblet_Hit_Explosion"] = true, --Enable/Disable - on a hit even by a bomblet it can do extra damage AND/OR scan around the unit to deal damage with additional explosions of the power set in the cluster table ["CBU_Bomblet_Hit_Explosion_Scaling"] = 1, --Multiplier for the bomblet damage in the explTable ["CBU_Bomblet_Hit_Mimic_Spread"] = true, --Enable/Disable - Mimic spread of clusterbomb warheads by scanning an area around the target that was hit and triggering an explosion against any unit or structure (unitIds can only be hit once by this weaponid) ["CBU_Bomblet_Hit_Spread"] = 20, --Scan radius m to look for units to hit ["CBU_Bomblet_Hit_Spread_SecondaryScan"] = 20, --Scan radius m to look for units to hit ["CBU_Bomblet_Hit_Spread_Duration"] = 2, --Schedule additional unit explosions over this many seconds ["CBU_Bomblet_Hit_OriginUnit_Twice"] = false, --Do you want to hit the unit that DCS already hit again with a boosted bomblet explosion? clusterSubMunTable = { ["Mk 118"] = { explosive = 2 }, --Rockeye/CBU99 ["BLU-97B"] = { explosive = 4.3 }, --CBU_87/CBU_103 ["BLU-97/B"] = { explosive = 4.3 }, --AGM 154s -- ["BLU-108"] = { explosive = 9.0 }, --CBU_97/CBU_105 **DISABLED DUE TO BEING AFFECTIVE ALREADY** ["AO-2-5"] = { explosive = 2.5 }, --RBK_500AO ["BLU-3"] = { explosive = 1 }, --Heatblur F4 BLU-3_GROUP ["BLU-3B"] = { explosive = 1 }, --Heatblur F4 ["BLU-4B"] = { explosive = 1 }, --Heatblur F4 ["HEAT"] = { explosive = 1.5 }, --BL_755 ["MJ2"] = { explosive = 1 }, --Mjolnir ["MJ1"] = { explosive = 1 }, --Gripen/DWS Mjolnir etc.. My question is, how much damage would you expect from a decent cluster hit? In real life, in DCS, in DCS w/ script ( which would ideally be what you'd want?) I tried using the JSOW-A which fires over a 100 mixed charges irl - meant to take down infantry and even armour. Placed: 15 x infantry, 5 x t72 and 8 x btr80 Survivors with base DCS - the CBU animation went allll over these units. T72 5/5 with some up to 25% damaged INF 3/15 BTR80 7/8 Survivors with the current CBU_Bomblet_Hit_Explosion implementation with a JSOW-A: 4/5 72s with about 50% health Base cluster - woeful. New cluster - OTT? By how much?
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Trophy APS Script Version 1.1
stevey666 replied to stevey666's topic in Scripting Tips, Tricks & Issues
Thanks for the feedback! I can add a detection system of sorts, is this for combined arms or something it can communicate out to flying players? I've been able to make it spit out a detection message and add map markers, if it's over a configurable distance away it doesn't put a marker on the shooter but you get a dotted line towards it instead. Is that what you'd want to see? The Abrams took out 2 of the RPG shooters, with the last one not taken out yet. The AH64 has a dotted line towards it after trophy intercepted a hellfire, extending out 1km in that screenshot. The marks/lines last a configurable amount of time also. markShooterOrigin = true, --Enable/disable marking shooter origin with a point marker drawOriginLine = true, --Enable/disable drawing line from tank to shooter origin maxMapMarkerDistance = 1000, --Max distance for shooter map marker and line length (meters) markerDuration = 120, --Duration of point and line markers (seconds) showInterceptionMessage = true, --Enable/disable interception message (true/false) messageDuration = 10 --Duration of interception message display (seconds) Trophy_Script_v1.1.lua