stevey666 Posted May 30 Author Posted May 30 (edited) 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 Edited May 30 by stevey666
Gunfreak Posted May 30 Posted May 30 Sorry for basic question, last version i used was 3.1 I just downloaded 3.3 Are improved cluster bomb effects default or do I need to go into the file and adjust? i7 13700k @5.2ghz, GTX 5090 OC, 128Gig ram 4800mhz DDR5, M2 drive.
stevey666 Posted May 30 Author Posted May 30 2 minutes ago, Gunfreak said: Sorry for basic question, last version i used was 3.1 I just downloaded 3.3 Are improved cluster bomb effects default or do I need to go into the file and adjust? 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.
stevey666 Posted Wednesday at 01:05 AM Author Posted Wednesday at 01:05 AM 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 2
stevey666 Posted Thursday at 02:25 AM Author Posted Thursday at 02:25 AM 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? 1
HawaiianRyan Posted Thursday at 02:39 AM Posted Thursday at 02:39 AM 14 minutes ago, stevey666 said: 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? Keep on keepin' on. It's great, plus people can toggle off what they don't want. 1
Kurdes Posted Thursday at 07:36 AM Posted Thursday at 07:36 AM Yes, keep going! More optional features are always nice! Ps: the additional weapons from the JF39/JAS39 mod i send you, are not in your lua yet. Pps: it would be nice, if you can integrate the small phosphor flares effect from your initial napalm explosion to the cook off & smoke feature. Big thank you for the script! 1
stevey666 Posted Thursday at 10:45 AM Author Posted Thursday at 10:45 AM 3 hours ago, Kurdes said: Yes, keep going! More optional features are always nice! Ps: the additional weapons from the JF39/JAS39 mod i send you, are not in your lua yet. Pps: it would be nice, if you can integrate the small phosphor flares effect from your initial napalm explosion to the cook off & smoke feature. Big thank you for the script! 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) 1
Kurdes Posted Thursday at 12:08 PM Posted Thursday at 12:08 PM Yes, but these are way higher in the air in comparison to the phosphor ones, or am i'm wrong? Also the phospor ones are 4 at a time...
stevey666 Posted Thursday at 12:44 PM Author Posted Thursday at 12:44 PM 33 minutes ago, Kurdes said: Yes, but these are way higher in the air in comparison to the phosphor ones, or am i'm wrong? Also the phospor ones are 4 at a time... 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
Kurdes Posted Thursday at 02:03 PM Posted Thursday at 02:03 PM Yes, 4 instantly in opposit direction would be great! Just like in the movies 1
stevey666 Posted Thursday at 06:34 PM Author Posted Thursday at 06:34 PM 4 hours ago, Kurdes said: Yes, 4 instantly in opposit direction would be great! Just like in the movies 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 2
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