

stevey666
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Everything posted by stevey666
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I consider it a fork, I don't know if there's anything "official" about the original 2.0 script since that was a fork as well from wheelyjoe's MIT License script. I've not spoken to Grimm, the changes are from my own initiative in fixing up a couple of issues I had with it and it spiraled out of control. I'm calling it 3.0 since there has been no recent support of 2.0 (for example there have been pull requests on grimms repo that have not been approved) and there a number of changes that will probably cause more performance overhead. Happy to pull it or rename it if there are any issues!
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It was reduced by a couple of people since the original I think, the original script smashed everything in the blast radius and basically made them explode. Mine reduces it/allows it to be reduced further. I believe this has been changed with the settings to have a dynamic blast radius and a multiplier for cascading explosion damage and a threshold of unit health where it would blow up if the health is below a percentage. The original script called for everything to blow up I think. Note these settings I added to the script: ["overall_scaling"] = 1, --overall scaling for explosive power ["use_dynamic_blast_radius"] = true, --if true, blast radius is calculated from explosion power; if false, blast_search_radius (90) is used ["dynamic_blast_radius_modifier"] = 2, --multiplier for the blast radius ["cascade_scaling"] = 1, --multiplier for secondary (cascade) blast damage, 1 damage fades out too soon, 3 damage seems a good balance ["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 You can reduce the overall damage of the script by changing overall_scaling to 0.5 for example, 50% less damage than standard. You can change these settings temporarily while ingame with the radio commands too - Basically, just download the new one and try it, if it seems like its way too much for you then reduce the overall scaling down to 0.5 and try again. Adjust other settings til you have something you like and works for you. Please note, if you change the settings in the script file with notepad/notepad++ then you will need to reimport the file into your mission editor again. (I always increment the script name with a letter or number when testing to make sure I have the right script. I've not really had any feedback on the changes I've made but they seem to improve things for me so hopefully its better overall haha
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Splash Damage 2.0 script (make explosions better!)
stevey666 replied to Grimm's topic in Scripting Tips, Tricks & Issues
FYI all, I've release version 3 to a different thread should probably ask in the IADs thread for this one, it probably has a newer script too -
3.4 is released, see latest page/github. ------- Hi all, I've forked the splash damage script from Grimm that was forked from wheelyjoe, which has had changes from Mistermann, Quéton and Kerv before I've made contributions. I'd like to try to keep this one up to date and be active on pull requests should anyone want to contribute. This thread will cover all 3.x versions For those who haven't seen this before this script enhances DCS ordnance by adding extra explosions and blastwave damage. It includes a customizable weapon table, rocket multiplier, shaped charge adjustments, dynamic blast radius options, and in-game radio commands for tweaking settings like cascade explosions. Any questions/comments/concerns feel free to ask in the thread or on Discord (stevey9062) Splash Damage 3.0 Github: https://github.com/stephenpostlethwaite/DCSSplashDamageScript New features: Cargo (Ammo/Fuel) Explode and Cook Off 3.0 brings in the ability to have cargo explode and cook off if you blow up a particular vehicle (or the blast wave damages it enough). This is controlled by cargoUnits in the script so we have to add the units in specifically. We can have a large fire that spawns and dissipates, as well as a controllable number of cook off explosions and smaller debris explosions. In the script, there a few fuel trucks added and a few ammo trucks added. The fuel trucks will blow up with a fireball. The ammo ones will have cook off explosions. --track_pre_explosion/enable_cargo_effects should both be the same value ["track_pre_explosion"] = true, --Toggle to enable/disable pre-explosion tracking ["enable_cargo_effects"] = true, --Toggle for enabling/disabling cargo explosions and cook-offs ["cargo_damage_threshold"] = 60, --Health % below which cargo explodes (0 = destroyed only) ["debris_effects"] = true, --Enable debris from cargo cook-offs ["debris_power"] = 1, --Power of each debris explosion ["debris_count_min"] = 6, --Minimum debris pieces per cook-off ["debris_count_max"] = 12, --Maximum debris pieces per cook-off ["debris_max_distance"] = 10, --Max distance debris can travel (meters), the min distance from the vehicle will be 10% of this Fuel truck --3) Refueler ATZ-10 ["ATZ-10"] = { cargoExplosion = true, cargoExplosionMult = 1.8, cargoExplosionPower = 200, cargoCookOff = false, cookOffCount = 0, cookOffPower = 0, cookOffDuration = 0, cookOffRandomTiming = false, cookOffPowerRandom = 50, isTanker = true, flameSize = 3, flameDuration = 5, }, Ammo truck ["ZIL-135"] = { cargoExplosion = true, cargoExplosionMult = 1, cargoExplosionPower = 200, cargoCookOff = true, cookOffCount = 5, cookOffPower = 1, cookOffDuration = 20, cookOffRandomTiming = true, cookOffPowerRandom = 50, isTanker = false, flameSize = 1, flameDuration = 30, }, Ordnance Protection To try and mitigate situations where your own bombs blow eachother up I've put in some (not always 100% effective) mitigation options. If a bomb is blown up midair it will try to scan the local area for the larger_explosion that the script adds. If it find it, it will snap a larger_explosion to the ground beneath it so that it was like a bomb did go off there. There is also ["ordnance_protection_radius"] = 10 that will stop the additional script larger_explosion for weapons if theyre withthin this amount of meters of another weapon. It means both bombs will drop and hit but you wont get the additional larger explosion from the first. I had this set to 25 for a while but have it at 10 atm. ["ordnance_protection"] = true, --Toggle ordinance protection features ["ordnance_protection_radius"] = 10, --Distance in meters to protect nearby bombs ["detect_ordnance_destruction"] = true, --Toggle detection of ordnance destroyed by large explosions ["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 ["recent_large_explosion_snap"] = true, --enable looking for a recent large_explosion generated by the script ["recent_large_explosion_range"] = 200, --range its looking for in meters for a recent large_explosion generated by the script ["recent_large_explosion_time"] = 4, --in seconds how long ago there was a recent large_explosion generated by the script Cluster Bomb Support This is considered in alpha and has me not really being sure how to proceed so it's set to false by default for 3.0. When DCS releases bomblets it releases a single bomblet in the code that it tracks, as opposed to the visual tens of bomblets. The script follows that to the ground and initiates a lot of explosions over a dispersal pattern that's very basic and inexact. Not sure how effective it is but can look a bit better if you want to see dust clouds? Hence why I keep it optional -- Cluster bomb settings ["cluster_enabled"] = true, ["cluster_base_length"] = 150, -- Base forward spread (meters) ["cluster_base_width"] = 200, -- Base lateral spread (meters) ["cluster_max_length"] = 300, -- Max forward spread (meters) ["cluster_max_width"] = 400, -- Max lateral spread (meters) ["cluster_min_length"] = 100, -- Min forward spread ["cluster_min_width"] = 150, -- Min lateral spread ["cluster_bomblet_reductionmodifier"] = true, -- Use equation to reduce number of bomblets (to make it look better) ["cluster_bomblet_damage_modifier"] = 1, -- Adjustable global modifier for bomblet explosive power Full Ingame Radio Settings This is on by default and allows you to toggle or adjust numbers on nearly all of the options in the script while in-game. It'll be in the F10 Other section of your ingame radio ["enable_radio_menu"] = true, --enables the in-game radio menu for modifying settings Discussion Point I've changed the script to try to allow for a customisable experience, you can change damage scaling relatively easily without having to look too much into the code of things Splash damage in this script is still more than is realistic, especially with thanks. As per https://apps.dtic.mil/sti/pdfs/ADA329188.pdf tanks are probably good with a 1000lb hitting 10 meters away (whether the crew would be happy about it is another thought for a different day). Overall this script is to add some more visual and fun flair, I can't speak to the realism of the additional explosions vs standard DCS. Release notes: 09 March 2025 (Stevey666) - 3.0 - Added ordinance protection gives a few options - stop the additional larger_explosion that tends to blow up your own bombs if theyre dropped at the same place if its within x m - Additional ordnance protection option that will cause a snap to ground larger_explosion if its within x meters of a recent larger explosion and within x seconds (can set in options) - Added vehicle scanning around a weapon to allow for.. - Cook offs - you can set vehicles that will cook off i.e ammo trucks, number of explosions, debris explosions, power adjustable - Fuel/Tanker explosion and flames - when a fuel tanker blows it will through up a big flame - adjustable in the scripts - Added section for vehicles for the above - Added radio commands for everything - Added in cluster munitions changes (note: barely tested, its not particularly accurate or that useful at this point so leaving disabled) - Potential bug - testing, stacking too many units together may cause a MIST error if you're using mist - Setting this as 3.0 as I'd like to be responsive to requests, updates etc - creating a new fork to track this Below is the 2.0 thread 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_3.0_withcluster.lua Splash_Damage_3.0.lua Splash_Damage_3.0_debugmode.lua
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Splash Damage 2.0 script (make explosions better!)
stevey666 replied to Grimm's topic in Scripting Tips, Tricks & Issues
The github is outdated from what I understand, there was a request to update it but it was neither accepted or denied. You can download Splash_Damage_2.0.7_radio_messages.lua from my previous post and load it into your mission. Give me the log or screenshots showing what is being fired and I can update any missing weapons and create a new version. I'm on discord (stevey9062) if you need anything further -
Splash Damage 2.0 script (make explosions better!)
stevey666 replied to Grimm's topic in Scripting Tips, Tricks & Issues
Yes, thanks for catching that! -
Splash Damage 2.0 script (make explosions better!)
stevey666 replied to Grimm's topic in Scripting Tips, Tricks & Issues
Did a little more testing today, may have cranked the cascade_explode_threshold cascade_scaling a little high at 5 instead of 3 on my release.. oops. I was looking at preventing bombs destroying other bombs when dropping lots in the same area, not found a way as in testing it seemed to be tied to: "["larger_explosions"] = true, --secondary explosions on top of weapon impact points, dictated by the values in the explTable" which spawns a bigger explosion: if splash_damage_options.larger_explosions then trigger.action.explosion(impactPoint, explosionPower) end If youre dropping a lot of bombs in the same point and they're getting destroyed before exploding properly then you may want to set ["larger_explosions"] = false - You wont get bigger explosions but you will get the splash damage blast wave Run the script with game messages, debug and weapon_missing_message set to true and screenshot what appears on screen when you fire the rockets -
Splash Damage 2.0 script (make explosions better!)
stevey666 replied to Grimm's topic in Scripting Tips, Tricks & Issues
10 Feb 2025 (Stevey666) - 2.07 (okay i planned to get some changes done for next week but exchanged sleep to get things done) - Fixed AGM 154/Adjusted a few weapons - Added overall damage scaling - Added modifier for shaped charges (i.e. Mavericks), adjusted weapon list accordingly - Adjusted blast radius and damage calculations, created option for dynamic blast radius - Adjusted cascading explosions, added additional "cascade_scaling" modifier and cascade explode threshold modifier. Units wont explode on initial impact unless health drops under threshold - Added always_cascade_explode option so you can set it to the old ways of making everything in the blast wave go kaboom - Added in game radio commands to change the new options ingame without having to reload everything in mission editor to test it out I meant to modify an incorrect AGM setting but got sidetracked and adjusted the script quite heavily, please have a go and let me know if it's to your liking, any issues with testing etc if you're using it. Without changing values it's less flashy than earlier versions, but there's a bunch of modifiers to ramp things up if you need it. Please note I'm not an LUA script writer, more of a powershell script writer, so have utilised chatgpt to assist in writing this/troubleshooting. Also note, edited without permission? Not sure if that is needed or not, this doesn't seem to be getting actively worked on. ["overall_scaling"] = 1, --overall scaling for explosive power ["apply_shaped_charge_effects"] = true, --apply reduction in blastwave etc for shaped charge munitions ["shaped_charge_multiplier"] = 0.2, --multiplier that reduces blast radius and explosion power for shaped charge munitions. ["use_dynamic_blast_radius"] = true, --if true, blast radius is calculated from explosion power; if false, blast_search_radius (90) is used ["dynamic_blast_radius_modifier"] = 2.5, --multiplier for the blast radius ["cascade_scaling"] = 5, --multiplier for secondary (cascade) blast damage, 1 damage fades out too soon, 3 damage seems a good balance ["cascade_explode_threshold"] = 90, --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 ["enable_radio_menu"] = true, --enables the in-game radio menu for modifying settings As a note, ["dynamic_blast_radius_modifier"] = 2.5, I think a 3 here would peg a 1000lb JDAM at 93 meters or so. Experimentation needed if you want to dial it. Ingame radio commands: Some comparisons of damage/blast zone differences - mileage varies depending on weapon and things around. This was a 1000lb JDAM. Original DCS vs 2.0.5a vs 2.0.7. Screenshots taken at different times but the old version seems to blow up everything in the blast zone which looks AWESOME so you can still enable that. 1000lb JDAM scaled x 500 (for testing purposes you understand) -- Attached version with game messages and radio enabled, and one without. Splash_Damage_2.0.7_radio_messages.lua Splash_Damage_2.0.7.lua