WirtsLegs Posted September 22, 2023 Posted September 22, 2023 so currently through the scripting engine we can use: trigger.action.explosion(table vec3 , number power ) To create an explosion of some magnitude at a point, it works well for that. I would like to propose an extension of this function or perhaps a new function that allows the selection of explosion type such that we can trigger FLAK explosions at a chosen point and get the flak visuals. For context the specific use case I have in mind... For DCS WW2 or Korea era when bombers will be flying in large formations and FLAK will be a large threat currently it is quite taxing on the clients/servers to deploy a realistic amount of guns to create a realistic density flak screen (especially for WW2), this would allow some basic scripting to be a force multiplier for any flak guns on the ground, adding to the effect and giving mission makers more control over the effect in their missions as we could easily script flak screens that are guaranteed not to hit any bombers until a specific distance is travelled or script in some very close-calls for the players etc. 2
Night Owl Posted September 23, 2023 Posted September 23, 2023 This would be great for making cinematic missions while limiting performance impact 3 1
Kappa-131st Posted November 7, 2023 Posted November 7, 2023 (edited) Up! We must can choose type of explosion, normal, cluster, flak, and (soon), napalm ! And why not, Nuke! We must have various effects of explosion, in the ME, in lua scripting... Edited March 27 by Kappa-131st
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