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stevey666

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Everything posted by stevey666

  1. 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
  2. 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
  3. 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
  4. 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)
  5. 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?
  6. 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
  7. You'll need to adjust the file in notepad, it's disabled by default - The cluster feature was only worked on a little before abandoning the idea due to the complexities of it.
  8. 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
  9. 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
  10. 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" },
  11. I believe so. I might be wrong but from what I understand the weapon is custom in the mod's files, so it's possible that other mods could have used it to I suppose.
  12. 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
  13. 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
  14. 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
  15. Thank you kindly, have added to the script! FYI all, I'm planning on releasing version 3.3 next week, have some testing and a write up to do.
  16. FYI I've updated the github Splash_Damage_main.lua with a few more things (some naval weapons for ground_tracking for example. No plans on releasing a 3.3 yet unless someone has an idea for a major improvement - or maybe when CH adds a bunch of new weapons needed for tracking. Anyways.. for people not too familiar with the original script and/or are coming into 3.2, I've written up some information about how the script works. Please note, it doesnt contain explanations about everything. It went longer and longer as I wrote it.. sorry. Also I didn't want to proofread Splash Damage 3.x Script Information: When a weapon is fired the script tracks it, when it no longer exists it performs several actions depending on the options. Weapons have to be manually added (and most are from the original 2.x days) to a table for them to be tracked. i.e explTable = { --*** WWII BOMBS *** ["British_GP_250LB_Bomb_Mk1"] = { explosive = 100, shaped_charge = false }, Actions then include: 1. Larger explosions The script adds on an additional explosion, the size set in the expl table in the script (as mentioned above). This is the same as the explosion trigger in the mission editor but in this case it places it on the weapons last known location before it stopped existing. Toggled with ["larger_explosions"] = true 2. Wave explosions A blastwave area is calculated based off the explosive amount from the largest explosion, which does NOT damage units in the area but instead will review them for damage modelling and cascade explosions. Cascading explosions - By default, if a unit has 60% health left (configurable), so has been damaged 40%, it will trigger a cascade explosion to the unit. This is an additional explosion, the power of which is calculated from the initial explosion power and the distance away. There's also extra damage that can be done to a building if it's affected. It is possible to force a cascade for every unit in the blastwave area. See options below: ["cascade_explode_threshold"] = 60, --only trigger cascade explosion if the unit's current health is <= this percent of its maximum, setting can help blow nearby jeeps but not tanks ["always_cascade_explode"] = false, --switch if you want everything to explode like with the original script Damage model - if a unit is damaged a certain amount it may be rendered unable to fire: ["damage_model"] = true ["unit_disabled_health"] = 30, --if health is below this value after our explosions, disable its movement ["unit_cant_fire_health"] = 40, --if health is below this value after our explosions, set ROE to HOLD to simulate damage weapon systems ["infantry_cant_fire_health"] = 60, --if health is below this value after our explosions, set ROE to HOLD to simulate severe injury 3. Ordnance protection When a weapon explodes if there is another weapon close by i.e 10m, it will try to skip the addition larger_explosion from item 1. If the tracked weapon is destroyed by another one and it's close to the ground it will snap a larger explosion to the ground so that there will still be some effect. SAM missiles are not tracked so shouldn't affect this. ["ordnance_protection"] = true, --Toggle ordinance protection features ["ordnance_protection_radius"] = 10, --Distance in meters to protect nearby bombs 4. Cargo cook off, debris explosions, fuel explosions When a weapon explodes the script reviews the before and after area for any vehicles that are damaged or no longer exist. If they are in the cargo table in the script they will cause a cook off (multiple explosions over a set time) and/or causes a large fire for a short time. There will also be debris explosions if a vehicle cooks off, which are little explosions that will randomly explode in a small area around the vehicle. Example table entry: --#Called Ural-4320 in game, but in code its Ural-375 ["Ural-375"] = { cargoExplosion = true, cargoExplosionMult = 1, cargoExplosionPower = 200, cargoCookOff = true, cookOffCount = 4, cookOffPower = 1, cookOffDuration = 20, cookOffRandomTiming = true, cookOffPowerRandom = 50, isTanker = true, flameSize = 1, flameDuration = 30, }, Debris setup: ["debris_effects"] = true --Enables debris explosions ["debris_power"] = 1 --Power of debris explosions ["debris_count_min"] = 6 --Min debris pieces ["debris_count_max"] = 12 --Max debris pieces ["debris_max_distance"] = 10 --Max debris travel distance (m) It's possible to enable this for all vehicles by setting the below to true (and options of what values to default to are in the script) ["smokeandcookoffeffectallvehicles"] = false, --Enable effects for all ground vehicles not in cargoUnits vehicle table ["allunits_enable_smoke"] = false, ["allunits_enable_cookoff"] = false, 5. Ground ordnance tracking Disabled by default, this will track ground ordnance like shells, cannons, naval, missile arty etc. If enabled it will track these the same way as it does for your aircraft's weapons. The requires the shell to be added in the expl table, i.e ["weapons.shells.M_105mm_HE"] = { explosive = 12, shaped_charge = false, groundordnance = true }, --105mm HE shell, M119/M102 (~10-15 kg TNT equiv) To enable: ["track_groundunitordnance"] = true --Enables tracking 6. Cluster bombs This is disabled by default as I'm not sure how usable it really is, kind of half baked and abandoned but it tries to imitate cluster spread a bit more. It will try to calculate the spread of cluster munitions but results vary. It can be enabled by setting the below to true and also adjusting a number of options for base spread ["cluster_enabled"] = false --Enables cluster effects ["cluster_base_length"] = 150 --Base forward spread (m) 7. Giant Explosions If you call any unit/structure GiantExplosionTarget[x] i.e GiantExplosionTargetTank1, configurable on damage or only death, it will cause a giant explosion. The giant explosion is made up of, by default, 250 explosions of power 6000. As mentioned in a previous post I'm using this to help simulate a large munition stockpile explosion. It's not ideal to use in a crowded area as the damage blastwave is pretty extensive to be able to get it to show a big explosion. Explosion power, number of explosions, scale of the whole effect etc is in the options for someone to adjust if they wish. A couple of relevant settings: ["giant_explosion_power"] = 6000, --Power in kg of TNT (default 8 tons) ["giant_explosion_count"] = 250, --Number of explosions (default 250) Script is tested with the targets not moving and it will note the location of the unit/structure at the start of the mission. If the unit is going to move during the mission then the below setting needs changing to false: ["giant_explosion_target_static"] = false, --Toggle to true for static targets (store position once), false for dynamic (update every second) 8. Game messages, debugging, missing weapons, radio commands Game messages, if you set game message to true then on mission start it will state that you're running the script.. ["game_messages"] = false, --enable some messages on screen Setting weapon missing message to true will show if a weapon is not in the script and isn't being tracked ["weapon_missing_message"] = false, --false disables messages alerting you to weapons missing from the explTable If you enable the radio menu, pressing f10 will allow you to change all kinds of settings ingame for your own testing without having to edit the script. (Changes are no saved). You can also trigger the giant explosion over and over if needed for testing. ["enable_radio_menu"] = false, --enables the in-game radio menu for modifying settings - To use the script in your mission, add a Mission Start trigger with the action DO SCRIPT FILE (splash_damage_3.2.lua). PLEASE NOTE IF YOU'RE MAKING CHANGES TO THE SETTINGS IN THE LUA AFTER YOU'VE ADDED THE TRIGGER: When you select the file in the trigger, it uploads a copy to the miz file at that point, further changes will not be reflected. You need to remove and re-add the trigger or select a different file and then back to the script. - Feel free to ask questions/report issues/make requests here, DM, discord etc, and I hope you can enjoy the results.
  17. ["track_groundunitordnance"] = false, --Enable tracking of ground unit ordnance (shells) try setting this to true, seems to work for me on testing - with it set to true I see the puff smoke
  18. Not at my PC, is there a plane that drops that or is it a ground unit? I suspect the puff was an explosion in the air which may have been removed when I added the optional cluster feature, I'll have a peek tomo
  19. Ah yes my bad on that, it was never meant to be part of the regular script - just to be added on for testing, I should probably have said somewhere! I've updated my release post
  20. Please make sure you have this set to true: ["enable_radio_menu"] = true, --enables the in-game radio menu for modifying settings if you still have issues, which one did you get? the debug one or did you modify the regular one?
  21. Thank you kindly, I've added those to Splash_Damage_main.lua and will be part of an eventual 3.3. FYI to everyone - Will add any ones that are missing/have changed when people report them - I only have the F18 and the Apache myself
  22. Splash Damage 3.2 Github: https://github.com/stephenpostlethwaite/DCSSplashDamageScript Options Change: 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 3.2 is running uses game_messsages. ["game_messages"] = false, --enable some messages on screen ["enable_radio_menu"] = false, --enables the in-game radio menu for modifying settings Feature Change: Giant Explosion The Giant Explosion triggering has been changed, and no longer requires a mission editor trigger. If a unit or an object is called GiantExplosionTarget[something] i.e GiantExplosionTarget1, GiantExplosionTargetBoomBox, it will be tracked and trigger a giant explosion. Also, I've added the option to trigger on unit damage as opposed to unit death. ["giantexplosion_ondamage"] = true, --Trigger explosion when unit is damaged ["giantexplosion_ondeath"] = true, --Trigger explosion when unit is destroyed New Feature: Ground Ordnance Disabled by default as it was a user request, this will allow the script to apply its effects to ground ordnance, i.e artillery shells fired by ground units --Ground Unit Ordnance ["track_groundunitordnance"] = false, --Enable tracking of ground unit ordnance (shells) ["groundunitordnance_damage_modifier"] = 1.0, --Multiplier for ground unit ordnance explosive power ["groundunitordnance_blastwave_modifier"] = 4.0, --Additional multiplier for blast wave intensity of ground unit ordnance I've also added the below shells in, so it's not fully complete. I'll need people to tell me what to add specifically if they want the specific shells tracking. I'm aware of tank shells not being in there - given it was a user request I'm not sure how many people actually want to make sure of this so have not spent additional time. --*** Shells *** ["weapons.shells.M_105mm_HE"] = { explosive = 12, shaped_charge = false, groundordnance = true }, --105mm HE shell, M119/M102 (~10-15 kg TNT equiv) ["weapons.shells.M_155mm_HE"] = { explosive = 60, shaped_charge = false, groundordnance = true }, --155mm HE shell, M777/M109 (~50-70 kg TNT equiv) ["weapons.shells.2A60_120"] = { explosive = 18, shaped_charge = false, groundordnance = true }, --120mm HE shell, 2B11 mortar (~15-20 kg TNT equiv) ["weapons.shells.2A18_122"] = { explosive = 22, shaped_charge = false, groundordnance = true }, --122mm HE shell, D-30 (~20-25 kg TNT equiv) ["weapons.shells.2A33_152"] = { explosive = 50, shaped_charge = false, groundordnance = true }, --152mm HE shell, SAU Akatsia (~40-60 kg TNT equiv) ["weapons.shells.PLZ_155_HE"] = { explosive = 60, shaped_charge = false, groundordnance = true }, --155mm HE shell, PLZ05 (~50-70 kg TNT equiv) ["weapons.shells.M185_155"] = { explosive = 60, shaped_charge = false, groundordnance = true }, --155mm HE shell, M109 (~50-70 kg TNT equiv) ["weapons.shells.2A64_152"] = { explosive = 50, shaped_charge = false, groundordnance = true }, --152mm HE shell, SAU Msta (~40-60 kg TNT equiv) New Feature: All Ground Unit Smoke and Cargo Cookoff Disabled by default as it was a user request. Enabling this will cause smoke and cookoff effects for all ground vehicles you destroy. --Smoke and Cookoff Effect For All Vehicles ["smokeandcookoffeffectallvehicles"] = false, --Enable effects for all ground vehicles not in cargoUnits vehicle table ["allunits_enable_smoke"] = false, ["allunits_enable_cookoff"] = false, ["allunits_explode_power"] = 50, --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"] = 60, --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 Release notes: 10 May 2025 (Stevey666) - 3.2 - New feature (user request): ground ordnance tracking, this tracks ground artillery etc if in the explosives table, set to false by default. - New feature (user request): option to create additional smoke and cargo cookoff effect for all ground vehicles initially destroyed by your ordnance or the script, set to false by default. - Adjusted blastwave explosion - Changes to debug output, ordering by vehicle distance - Thanks to tae. for the report, adjusted Ural-4320 in vehicle table, had incorrect name so wasn't triggering cook off. - Fixed error popup when using Mig 21's SPRD-99 - Added Cargo Cook off / fireball to some static objects i.e crates/barrels - Reworked Giant Explosion tracking - no mission editor trigger needed, just name static unit or unit "GiantExplosionTarget[X]" - Allow for Giant Explosion trigger on damage or on death Reminder on how to add the script: To use the script in your mission, add a Mission Start trigger with the action DO SCRIPT FILE (splash_damage_3.2.lua). PLEASE NOTE IF YOU'RE MAKING CHANGES TO THE SETTINGS IN THE LUA AFTER YOU'VE ADDED THE TRIGGER: When you select the file in the trigger, it uploads a copy to the miz file at that point, further changes will not be reflected. You need to remove and re-add the trigger or select a different file and then back to the script. Splash_Damage_3.2.lua Splash_Damage_3.2_debug.lua
  23. You do not need debugging set to true. I was asking for that to get better logging to see what's going on, but for your specific issue the debug logging didn't give any more info when I got the AI to use the SPRD
  24. thanks, I wasn't able to use the trk in the end as I didn't have your mods but luckily adding the mig in as an AI uses the SPRD replace this section: function onWpnEvent(event) if event.id == world.event.S_EVENT_SHOT then if event.weapon then local ordnance = event.weapon local typeName = trim(ordnance:getTypeName()) --Skip rocket boosters like SPRD-99 if typeName == "SPRD" then return end env.info("Weapon fired: [" .. typeName .. "]") debugMsg("Weapon fired: [" .. typeName .. "]") with this function onWpnEvent(event) if event.id == world.event.S_EVENT_SHOT then if event.weapon then local ordnance = event.weapon --verify isExist and getDesc local isValid = false local status, desc = pcall(function() return ordnance:isExist() and ordnance:getDesc() end) if status and desc then isValid = true end if not isValid then if splash_damage_options.debug then env.info("SplashDamage: Invalid weapon object in S_EVENT_SHOT") debugMsg("Invalid weapon object in S_EVENT_SHOT") end return end --Safely get typeName with pcall local status, typeName = pcall(function() return trim(ordnance:getTypeName()) end) if not status or not typeName then if splash_damage_options.debug then env.info("SplashDamage: Failed to get weapon typeName: " .. tostring(typeName)) debugMsg("Failed to get weapon typeName: " .. tostring(typeName)) end return end if splash_damage_options.debug then env.info("Weapon fired: [" .. typeName .. "]") debugMsg("Weapon fired: [" .. typeName .. "]") end - not been able to fix it specifically - but it will now put an error in the logs if debug mode is enabled, and it will not display an error popup anymore will include this in the 3.2 code when I release that soon
  25. Do you have the full log there? or if its on caucuses, the replay? edit - if that's all the messages you have, please enable debug mode and repeat it and supply the logs
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