chromium Posted March 26, 2014 Posted March 26, 2014 Hi all, I'm going to prepare a script which should try to overcome (even partially) the lacking of fragmentation damage by rockets. My idea would be to create an explosion (or two) of a defined damage power each time a rockets explode in its explosion position, but I don't have a clue about event Handling. At the moment I'm not worried about possibile performance problems. Can anybody help me? thanks in advance! :) Author of DSMC, mod to enable scenario persistency and save updated miz file Stable version & site: https://dsmcfordcs.wordpress.com/ Openbeta: https://github.com/Chromium18/DSMC The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.
Puddlemonkey Posted March 26, 2014 Posted March 26, 2014 Hi, I'm guessing you already know some lua and you know about the scripting wiki which has things like weapon ids. If so, then this script and mission should set you in the right direction. You can see how you register the event handler to be called. The event handler in this script dumps the table passed to it onto the screen. Then it's a case of making the right things happen so that you can capture what gets passed as an event when they do (slowing time and pausing helps). Hope this helps get you started. PMworld.event.luaworld.event.miz
chromium Posted March 26, 2014 Author Posted March 26, 2014 Thanks I'll check it asap ;) Author of DSMC, mod to enable scenario persistency and save updated miz file Stable version & site: https://dsmcfordcs.wordpress.com/ Openbeta: https://github.com/Chromium18/DSMC The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.
chromium Posted March 26, 2014 Author Posted March 26, 2014 ok wait, as I posted this thread I red this: • Corrected HE warheads for unguided rockets. Maybe I'll wait few minutes.. as 1.2.8. will be out I'll try some shoots of the OFP2 and KOM rockets against some BTR-80... then I'll see :) Author of DSMC, mod to enable scenario persistency and save updated miz file Stable version & site: https://dsmcfordcs.wordpress.com/ Openbeta: https://github.com/Chromium18/DSMC The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.
number3 Posted March 27, 2014 Posted March 27, 2014 (edited) Just curious, were you planning on increasing the size of the blast through scripting? Or were you going to add smaller explosions (lesser magnitude than the default for the weapon) around the initial impact point? Edited March 27, 2014 by number3 Fixing typos 314-я смешанная авиационная дивизия 314th Mixed Aviation Division: The "Fighting Lemmings"- Forums: http://314thsquadron.enjin.com/ - ED Forum Group: http://forums.eagle.ru/group.php?groupid=119
Puddlemonkey Posted March 27, 2014 Posted March 27, 2014 I'm guessing a number of small explosions scattered around the position of impact - I don't think it would be possible to modify the characteristics of the weapon through script.
number3 Posted March 27, 2014 Posted March 27, 2014 That could end up being a massive FPS hit. Currently firing a salvo of rockets is a decent enough hit on frames. Adding additional explosions for every rocket impact sounds like it might be even more crippling. 314-я смешанная авиационная дивизия 314th Mixed Aviation Division: The "Fighting Lemmings"- Forums: http://314thsquadron.enjin.com/ - ED Forum Group: http://forums.eagle.ru/group.php?groupid=119
chromium Posted March 27, 2014 Author Posted March 27, 2014 (edited) The first test it may be two explosion of different magnitude and range at the impact point, to simplify. If it will work and no FPS impact, i will improve with a different pattern of explosions. But first I'll wait for 1.2.8 release, as in the preliminary changelog appears that the HE power has been increased: maybe it's sufficient to get an acceptable degree of damage response. EDIT: corrected Language, damn T9 vocabulary of my smartphone :( Edited March 27, 2014 by chromium Author of DSMC, mod to enable scenario persistency and save updated miz file Stable version & site: https://dsmcfordcs.wordpress.com/ Openbeta: https://github.com/Chromium18/DSMC The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.
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