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Posted

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/

Github for latest version: https://github.com/Chromium18/DSMC

Posted

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.

 

PM

world.event.lua

world.event.miz

Posted

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/

Github for latest version: https://github.com/Chromium18/DSMC

Posted (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 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

Posted

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.

Posted

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

Posted (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 by chromium

Author of DSMC, mod to enable scenario persistency and save updated miz file

Stable version & site: https://dsmcfordcs.wordpress.com/

Github for latest version: https://github.com/Chromium18/DSMC

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