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Posted (edited)

  

2 hours ago, maikchaos said:

Yes it is Caucasus. 

I can confirm the message and then  the mission continoues.

dcs.log 191.71 kB · 2 downloads

Mig-21bis_error.trk 355.75 kB · 1 download



 

thanks, I wasn't able to use the trk in the end as I didn't have your mods but luckily adding the mig in as an AI uses the SPRD

 

replace this section:

function onWpnEvent(event)
        if event.id == world.event.S_EVENT_SHOT then
        if event.weapon then
                local ordnance = event.weapon
                local typeName = trim(ordnance:getTypeName())
                 --Skip rocket boosters like SPRD-99
                if typeName == "SPRD" then
                    return
                end
                env.info("Weapon fired: [" .. typeName .. "]")
                debugMsg("Weapon fired: [" .. typeName .. "]")



with this


function onWpnEvent(event)
    if event.id == world.event.S_EVENT_SHOT then
        if event.weapon then
            local ordnance = event.weapon
            --verify isExist and getDesc
            local isValid = false
            local status, desc = pcall(function() return ordnance:isExist() and ordnance:getDesc() end)
            if status and desc then
                isValid = true
            end
            if not isValid then
                if splash_damage_options.debug then
                    env.info("SplashDamage: Invalid weapon object in S_EVENT_SHOT")
                    debugMsg("Invalid weapon object in S_EVENT_SHOT")
                end
                return
            end
            --Safely get typeName with pcall
            local status, typeName = pcall(function() return trim(ordnance:getTypeName()) end)
            if not status or not typeName then
                if splash_damage_options.debug then
                    env.info("SplashDamage: Failed to get weapon typeName: " .. tostring(typeName))
                    debugMsg("Failed to get weapon typeName: " .. tostring(typeName))
                end
                return
            end
 
            if splash_damage_options.debug then
                env.info("Weapon fired: [" .. typeName .. "]")
                debugMsg("Weapon fired: [" .. typeName .. "]")
            end



-

not been able to fix it specifically - but it will now put an error in the logs if debug mode is enabled, and it will not display an error popup anymore



will include this in the 3.2 code when I release that soon
 

Edited by stevey666
  • Like 1
Posted

Hi Stevey666,

we were flying yesterday (without SPRD-99) 😀 . I'll try it out later.
Just to clear up any confusion. For this to work, the splashdamage script needs to have ["debug"] = true, --enable debugging messages set?

Posted
21 minutes ago, maikchaos said:

Hi Stevey666,

we were flying yesterday (without SPRD-99) 😀 . I'll try it out later.
Just to clear up any confusion. For this to work, the splashdamage script needs to have ["debug"] = true, --enable debugging messages set?

You do not need debugging set to true.

I was asking for that to get better logging to see what's going on, but for your specific issue the debug logging didn't give any more info when I got the AI to use the SPRD 😅

  • Thanks 1
Posted (edited)

Splash Damage 3.2

Github: https://github.com/stephenpostlethwaite/DCSSplashDamageScript


Options Change:

Please be advised that the non debug script has these two defaulted to false, so that users don't see that the script is in use nor can they access the test/config radio options.  Set either to true as required.   The notice that the Splash Damage 3.2 is running uses game_messsages.

    ["game_messages"] = false, --enable some messages on screen

    ["enable_radio_menu"] = false, --enables the in-game radio menu for modifying settings

 

Feature Change: Giant Explosion

The Giant Explosion triggering has been changed, and no longer requires a mission editor trigger. If a unit or an object is called GiantExplosionTarget[something] i.e GiantExplosionTarget1, GiantExplosionTargetBoomBox, it will be tracked and trigger a giant explosion.

Also, I've added the option to trigger on unit damage as opposed to unit death.

    ["giantexplosion_ondamage"] = true,   --Trigger explosion when unit is damaged
    ["giantexplosion_ondeath"] = true,    --Trigger explosion when unit is destroyed

 

New Feature: Ground Ordnance

Disabled by default as it was a user request, this will allow the script to apply its effects to ground ordnance, i.e artillery shells fired by ground units

    --Ground Unit Ordnance
    ["track_groundunitordnance"] = false, --Enable tracking of ground unit ordnance (shells)
    ["groundunitordnance_damage_modifier"] = 1.0, --Multiplier for ground unit ordnance explosive power
    ["groundunitordnance_blastwave_modifier"] = 4.0, --Additional multiplier for blast wave intensity of ground unit ordnance


I've also added the below shells in, so it's not fully complete.  I'll need people to tell me what to add specifically if they want the specific shells tracking.  I'm aware of tank shells not being in there - given it was a user request I'm not sure how many people actually want to make sure of this so have not spent additional time.

    --*** Shells ***
    ["weapons.shells.M_105mm_HE"] = { explosive = 12, shaped_charge = false, groundordnance = true }, --105mm HE shell, M119/M102 (~10-15 kg TNT equiv)
    ["weapons.shells.M_155mm_HE"] = { explosive = 60, shaped_charge = false, groundordnance = true }, --155mm HE shell, M777/M109 (~50-70 kg TNT equiv)
    ["weapons.shells.2A60_120"] = { explosive = 18, shaped_charge = false, groundordnance = true }, --120mm HE shell, 2B11 mortar (~15-20 kg TNT equiv)
    ["weapons.shells.2A18_122"] = { explosive = 22, shaped_charge = false, groundordnance = true }, --122mm HE shell, D-30 (~20-25 kg TNT equiv)
    ["weapons.shells.2A33_152"] = { explosive = 50, shaped_charge = false, groundordnance = true }, --152mm HE shell, SAU Akatsia (~40-60 kg TNT equiv)
    ["weapons.shells.PLZ_155_HE"] = { explosive = 60, shaped_charge = false, groundordnance = true }, --155mm HE shell, PLZ05 (~50-70 kg TNT equiv)
    ["weapons.shells.M185_155"] = { explosive = 60, shaped_charge = false, groundordnance = true }, --155mm HE shell, M109 (~50-70 kg TNT equiv)
    ["weapons.shells.2A64_152"] = { explosive = 50, shaped_charge = false, groundordnance = true }, --152mm HE shell, SAU Msta (~40-60 kg TNT equiv) 


New Feature: All Ground Unit Smoke and Cargo Cookoff

Disabled by default as it was a user request. Enabling this will cause smoke and cookoff effects for all ground vehicles you destroy.

    --Smoke and Cookoff Effect For All Vehicles
    ["smokeandcookoffeffectallvehicles"] = false, --Enable effects for all ground vehicles not in cargoUnits vehicle table
    ["allunits_enable_smoke"] = false,
    ["allunits_enable_cookoff"] = false,
    ["allunits_explode_power"] = 50, --Initial power of vehicle exploding
    ["allunits_default_flame_size"] = 6, --Default smoke size (called flame here in the code, but it'll be smoke) 5 = small smoke, 6 = medium smoke, 7 = large smoke,  8 = huge smoke 
    ["allunits_default_flame_duration"] = 60, --Default smoke (called flame here in the code, but it's smoke) duration in seconds for non-cargoUnits vehicles
    ["allunits_cookoff_count"] = 4, --number of cookoff explosions to schedule
    ["allunits_cookoff_duration"] = 30, --max time window of cookoffs (will be scheduled randomly between 0 seconds and this figure)
    ["allunits_cookoff_power"] = 10, --power of the cookoff explosions
    ["allunits_cookoff_powerrandom"] = 50, --percentage higher or lower of the cookoff power figure


Release notes:

    10 May 2025 (Stevey666) - 3.2
      - New feature (user request): ground ordnance tracking, this tracks ground artillery etc if in the explosives table, set to false by default.
      - New feature (user request): option to create additional smoke and cargo cookoff effect for all ground vehicles initially destroyed by your ordnance or the script, set to false by default.
      - Adjusted blastwave explosion
      - Changes to debug output, ordering by vehicle distance
      - Thanks to tae. for the report, adjusted Ural-4320 in vehicle table, had incorrect name so wasn't triggering cook off.
      - Fixed error popup when using Mig 21's SPRD-99
      - Added Cargo Cook off / fireball to some static objects i.e crates/barrels
      - Reworked Giant Explosion tracking - no mission editor trigger needed, just name static unit or unit "GiantExplosionTarget[X]"
      - Allow for Giant Explosion trigger on damage or on death

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.


niTZbqz.jpeg

Splash_Damage_3.2.lua Splash_Damage_3.2_debug.lua

Edited by stevey666
  • Like 1
  • Thanks 3
  • stevey666 changed the title to Splash Damage 3.x script (now with more explosions) - Version 3.2
Posted

Hello!

Thanks for your continuous effort to make this script even better!

Some names of the JF17 weapons have changed since ED integrated them in their files:

    ["C_701T"] = { explosive = 38, shaped_charge = false },
    ["C_701IR"] = { explosive = 38, shaped_charge = false },
    ["LS_6_100"] = { explosive = 45, shaped_charge = false },
    ["LS_6"] = { explosive = 100, shaped_charge = false },
    ["LS_6_500"] = { explosive = 274, shaped_charge = false },

These are the corrected names! The GB6's and BRM_90's are ok, but I haven't tested all weapons, maybe there are more...

  • Like 2
Posted
9 hours ago, Kurdes said:

Hello!

Thanks for your continuous effort to make this script even better!

Some names of the JF17 weapons have changed since ED integrated them in their files:

    ["C_701T"] = { explosive = 38, shaped_charge = false },
    ["C_701IR"] = { explosive = 38, shaped_charge = false },
    ["LS_6_100"] = { explosive = 45, shaped_charge = false },
    ["LS_6"] = { explosive = 100, shaped_charge = false },
    ["LS_6_500"] = { explosive = 274, shaped_charge = false },

These are the corrected names! The GB6's and BRM_90's are ok, but I haven't tested all weapons, maybe there are more...

Thank you kindly, I've added those to Splash_Damage_main.lua and will be part of an eventual 3.3.  

 

FYI to everyone - Will add any ones that are missing/have changed when people report them - I only have the F18 and the Apache myself

  • Thanks 1
Posted
2 minutes ago, maikchaos said:

With the 3.2 Version i miss the F10 Radio menu. But it seems like the script ist started.

(Sorry for nvidia the overlay)

image.png

Please make sure you have this set to true:

    ["enable_radio_menu"] = true, --enables the in-game radio menu for modifying settings

if you still have issues, which one did you get? the debug one or did you modify the regular one?

  • Thanks 1
Posted (edited)

Thanks that was my mistake. I use the regular 3.2

In 3.0 the default for radiomenu was true, so I didn't realize there was an option in the lua.

Edited by maikchaos
  • Like 1
Posted (edited)
3 hours ago, maikchaos said:

Thanks that was my mistake. I use the regular 3.2

In 3.0 the default for radiomenu was true, so I didn't realize there was an option in the lua.

Ah yes my bad on that, it was never meant to be part of the regular script - just to be added on for testing, I should probably have said somewhere!  I've updated my release post

Edited by stevey666
Posted

@stevey666From the 2.0.x days, I've enjoyed the effect of the M26 rockets giving a nice small puff of smoke when dispensing the M77 submunitions. That effect seems missing since 3.1 or so. Any idea?

BTW, I don't know if that represents reality, I just liked it.

Posted
3 hours ago, Livers said:

@stevey666From the 2.0.x days, I've enjoyed the effect of the M26 rockets giving a nice small puff of smoke when dispensing the M77 submunitions. That effect seems missing since 3.1 or so. Any idea?

BTW, I don't know if that represents reality, I just liked it.

Not at my PC, is there a plane that drops that or is it a ground unit? I suspect the puff was an explosion in the air which may have been removed when I added the optional cluster feature, I'll have a peek tomo

  • Thanks 1
Posted (edited)
9 hours ago, Livers said:

@stevey666From the 2.0.x days, I've enjoyed the effect of the M26 rockets giving a nice small puff of smoke when dispensing the M77 submunitions. That effect seems missing since 3.1 or so. Any idea?

BTW, I don't know if that represents reality, I just liked it.

 ["track_groundunitordnance"] = false, --Enable tracking of ground unit ordnance (shells)

try setting this to true, seems to work for me on testing - with it set to true I see the puff smoke

Edited by stevey666
  • Thanks 1
Posted (edited)
12 hours ago, stevey666 said:

 ["track_groundunitordnance"] = false, --Enable tracking of ground unit ordnance (shells)

try setting this to true, seems to work for me on testing - with it set to true I see the puff smoke

YES! That was it. Also, I bumped the explosive parameter to 100 as in:

  ["M26"] = { explosive = 100, shaped_charge = false, cluster = true, submunition_count = 644, submunition_explosive = 0.1, submunition_name = "M77", groundordnance = true }, --227mm cluster rocket, M270 MLRS (adjusted for cluster)

and now it looks like I'm back to my normal. Thanks for looking.

Edited by Livers
  • Like 1
Posted (edited)

FYI I've updated the github Splash_Damage_main.lua with a few more things (some naval weapons for ground_tracking for example.  No plans on releasing a 3.3 yet unless someone has an idea for a major improvement - or maybe when CH adds a bunch of new weapons needed for tracking.

Anyways.. for people not too familiar with the original script and/or are coming into 3.2, I've written up some information about how the script works.  Please note, it doesnt contain explanations about everything.  It went longer and longer as I wrote it.. sorry.  Also I didn't want to proofread

Splash Damage 3.x Script Information:

When a weapon is fired the script tracks it, when it no longer exists it performs several actions depending on the options.  Weapons have to be manually added (and most are from the original 2.x days) to a table for them to be tracked.

i.e explTable = {
    --*** WWII BOMBS ***
    ["British_GP_250LB_Bomb_Mk1"] = { explosive = 100, shaped_charge = false },

Actions then include:

1. Larger explosions

The script adds on an additional explosion, the size set in the expl table in the script (as mentioned above).  This is the same as the explosion trigger in the mission editor but in this case it places it on the weapons last known location before it stopped existing.

    Toggled with ["larger_explosions"] = true

2. Wave explosions

A blastwave area is calculated based off the explosive amount from the largest explosion, which does NOT damage units in the area but instead will review them for damage modelling and cascade explosions.

Cascading explosions - By default, if a unit has 60% health left (configurable), so has been damaged 40%, it will trigger a cascade explosion to the unit.  This is an additional explosion, the power of which is calculated from the initial explosion power and the distance away. There's also extra damage that can be done to a building if it's affected. It is possible to force a cascade for every unit in the blastwave area.  See options below:

    ["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

Damage model - if a unit is damaged a certain amount it may be rendered unable to fire:

["damage_model"] = true
["unit_disabled_health"] = 30, --if health is below this value after our explosions, disable its movement 
["unit_cant_fire_health"] = 40, --if health is below this value after our explosions, set ROE to HOLD to simulate damage weapon systems
["infantry_cant_fire_health"] = 60,  --if health is below this value after our explosions, set ROE to HOLD to simulate severe injury

3. Ordnance protection

When a weapon explodes if there is another weapon close by i.e 10m, it will try to skip the addition larger_explosion from item 1.  If the tracked weapon is destroyed by another one and it's close to the ground it will snap a larger explosion to the ground so that there will still be some effect.  SAM missiles are not tracked so shouldn't affect this.

    ["ordnance_protection"] = true, --Toggle ordinance protection features
    ["ordnance_protection_radius"] = 10, --Distance in meters to protect nearby bombs
    
4. Cargo cook off, debris explosions, fuel explosions

When a weapon explodes the script reviews the before and after area for any vehicles that are damaged or no longer exist.  If they are in the cargo table in the script they will cause a cook off (multiple explosions over a set time) and/or causes a large fire for a short time.  There will also be debris explosions if a vehicle cooks off, which are little explosions that will randomly explode in a small area around the vehicle.

Example table entry:

--#Called Ural-4320 in game, but in code its Ural-375
    ["Ural-375"] = {
        cargoExplosion = true,
        cargoExplosionMult = 1,
        cargoExplosionPower = 200,
        cargoCookOff = true,
        cookOffCount = 4,
        cookOffPower = 1,
        cookOffDuration = 20,
        cookOffRandomTiming = true,
        cookOffPowerRandom = 50,
        isTanker = true,
        flameSize = 1,
        flameDuration = 30,
    },

Debris setup:

["debris_effects"] = true --Enables debris explosions
["debris_power"] = 1 --Power of debris explosions
["debris_count_min"] = 6 --Min debris pieces
["debris_count_max"] = 12 --Max debris pieces
["debris_max_distance"] = 10 --Max debris travel distance (m)
    
It's possible to enable this for all vehicles by setting the below to true (and options of what values to default to are in the script)

["smokeandcookoffeffectallvehicles"] = false, --Enable effects for all ground vehicles not in cargoUnits vehicle table
["allunits_enable_smoke"] = false,
["allunits_enable_cookoff"] = false,

5. Ground ordnance tracking

Disabled by default, this will track ground ordnance like shells, cannons, naval, missile arty etc.  If enabled it will track these the same way as it does for your aircraft's weapons.  

The requires the shell to be added in the expl table, i.e 
["weapons.shells.M_105mm_HE"] = { explosive = 12, shaped_charge = false, groundordnance = true }, --105mm HE shell, M119/M102 (~10-15 kg TNT equiv)

To enable:
["track_groundunitordnance"] = true --Enables tracking

6. Cluster bombs

This is disabled by default as I'm not sure how usable it really is, kind of half baked and abandoned but it tries to imitate cluster spread a bit more.  It will try to calculate the spread of cluster munitions but results vary.

It can be enabled by setting the below to true and also adjusting a number of options for base spread

["cluster_enabled"] = false --Enables cluster effects
["cluster_base_length"] = 150 --Base forward spread (m)

7.  Giant Explosions
If you call any unit/structure GiantExplosionTarget[x]  i.e GiantExplosionTargetTank1, configurable on damage or only death, it will cause a giant explosion.  The giant explosion is made up of, by default, 250 explosions of power 6000.  As mentioned in a previous post I'm using this to help simulate a large munition stockpile explosion. It's not ideal to use in a crowded area as the damage blastwave is pretty extensive to be able to get it to show a big explosion.  Explosion power, number of explosions, scale of the whole effect etc is in the options for someone to adjust if they wish.

A couple of relevant settings:
["giant_explosion_power"] = 6000,    --Power in kg of TNT (default 8 tons)
["giant_explosion_count"] = 250,      --Number of explosions (default 250)

Script is tested with the targets not moving and it will note the location of the unit/structure at the start of the mission.  If the unit is going to move during the mission then the below setting needs changing to false:

    ["giant_explosion_target_static"] = false, --Toggle to true for static targets (store position once), false for dynamic (update every second)

8. Game messages, debugging, missing weapons, radio commands

Game messages, if you set game message to true then on mission start it will state that you're running the script..

    ["game_messages"] = false, --enable some messages on screen

Setting weapon missing message to true will show if a weapon is not in the script and isn't being tracked

    ["weapon_missing_message"] = false, --false disables messages alerting you to weapons missing from the explTable

If you enable the radio menu, pressing f10 will allow you to change all kinds of settings ingame for your own testing without having to edit the script.  (Changes are no saved).  You can also trigger the giant explosion over and over if needed for testing.

    ["enable_radio_menu"] = false, --enables the in-game radio menu for modifying settings

-

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.

-

Feel free to ask questions/report issues/make requests here, DM, discord etc, and I hope you can enjoy the results.

Edited by stevey666
  • Thanks 1
Posted

Hello Stevey!

I have some additional weapon descriptions for your script:

    --*** JF17 weapon changes ***
    ["C_701T"] = { explosive = 38, shaped_charge = false },
    ["C_701IR"] = { explosive = 38, shaped_charge = false },
    ["LS_6_100"] = { explosive = 45, shaped_charge = false },
    ["LS_6"] = { explosive = 100, shaped_charge = false },
    ["LS_6_500"] = { explosive = 274, shaped_charge = false },
    ["Type_200A"] = { explosive = 107, shaped_charge = false },
    ["C_802AK"] = { explosive = 500, shaped_charge = false },
    ["CM_802AKG"] = { explosive = 240, shaped_charge = false },    
    
    --*** JF39 Mod by Whisky.Actual ***
    ["Brimstone Laser Guided Missile x3"] = { explosive = 38, shaped_charge = true },    
    ["MAR-1 High Speed Anti-Radiation Missile"] = { explosive = 75, shaped_charge = false },
    ["GBU-39 SDB 285lb Guided Glide-Bomb"] = { explosive = 45, shaped_charge = false },
    ["SPEAR-3 Air-to-Ground Glide Missile"] = { explosive = 38, shaped_charge = false },
    ["Spear EW"] = { explosive = 0, shaped_charge = false },

  • Like 2
Posted (edited)
6 hours ago, Kurdes said:

Hello Stevey!

I have some additional weapon descriptions for your script:

    --*** JF17 weapon changes ***
    ["C_701T"] = { explosive = 38, shaped_charge = false },
    ["C_701IR"] = { explosive = 38, shaped_charge = false },
    ["LS_6_100"] = { explosive = 45, shaped_charge = false },
    ["LS_6"] = { explosive = 100, shaped_charge = false },
    ["LS_6_500"] = { explosive = 274, shaped_charge = false },
    ["Type_200A"] = { explosive = 107, shaped_charge = false },
    ["C_802AK"] = { explosive = 500, shaped_charge = false },
    ["CM_802AKG"] = { explosive = 240, shaped_charge = false },    
    
    --*** JF39 Mod by Whisky.Actual ***
    ["Brimstone Laser Guided Missile x3"] = { explosive = 38, shaped_charge = true },    
    ["MAR-1 High Speed Anti-Radiation Missile"] = { explosive = 75, shaped_charge = false },
    ["GBU-39 SDB 285lb Guided Glide-Bomb"] = { explosive = 45, shaped_charge = false },
    ["SPEAR-3 Air-to-Ground Glide Missile"] = { explosive = 38, shaped_charge = false },
    ["Spear EW"] = { explosive = 0, shaped_charge = false },

Thank you kindly, have added to the script!

 

 

FYI all, I'm planning on releasing version 3.3 next week, have some testing and a write up to do.

Edited by stevey666
  • Like 2
  • Thanks 1
Posted (edited)

Splash Damage 3.3 - Now with Napalm
 

Github: https://github.com/stephenpostlethwaite/DCSSplashDamageScript

K8t4dIY.png



New Feature: Napalm

Demo Video


Alt link: Vimeo

I've adapted titi69's Napalm script https://www.digitalcombatsimulator.com/en/files/3340469/ , credit to him and the Olympus mod team for the Napalm method.  (And to Sniex for suggesting Napalm)
    
When napalm (or a weapon designated as napalm) hits the ground it will spawn and destroy several fuel tank structures along the path of the bomb.  Applying flares, unit damage and flames for per each fuel tank.  Please review the settings below:
    
Enabling

Napalm effects are enabled for the mk77 by default.  There is an option for napalm override (napalmoverride_enabled)- where it will apply napalm effects to any weapon that you have added into the napalm_override_weapons option.  You can look up the weapons for this in the expl table in the script.

    ["napalm_mk77_enabled"] = true, --Enable napalm effects for MK77mod0-WPN and MK77mod1-WPN
    ["napalmoverride_enabled"] = false, --If true, enables napalm effects for weapons in napalm_override_weapons
    ["napalm_override_weapons"] = "Mk_82,SAMP125LD", --Comma-separated list of weapons to override as napalm when overrides enabled, i.e Mk_82,SAMP125LD.  Do not pick CBUs.
    
Spread and spacing
    
You can select the number of napalm explosions per bomb and the spacing between each one.  With the default settings there will be 4 big fireballs/fires and those will be 25 meters apart.  The number of those can be reduced in the options and the spacing of them away from eachother - space them too close and the fires may overlap too much.

The MK77 0 is bigger than the 1, so will do a % more spread points automatically.
    
    ["napalm_spread_points"] = 4, --Number of points of explosion per each bomb (aka spawns of dummy fuel tank), so 1 bomb can have 4 fireballs as such
    ["napalm_spread_spacing"] = 25, --Distance m between the points
    
Phosphor and Flame Effects
    
Phosphor effects shoot out a number signal flares per each explosion, the multiplier lets you change how many but keeps a little randomisation.  Flame effects add big fires and smoke.
    
    ["napalm_phosphor_enabled"] = true, --If true, enables phosphor flare effects for napalm weapons
    ["napalm_phosphor_multiplier"] = 0.5, --Multiplier for number of phosphor flares that shoot out, there is a level of randomisation in the code already
    
    ["napalm_addflame"] = true, --Enable flame effects at napalm spawn points
    ["napalm_addflame_size"] = 3, --Flame size (1-8, 4 = huge smoke and  fire)
    ["napalm_addflame_duration"] = 180, --Flame duration in seconds napalm_destroy_delay
    
Delays
    
You can select how long the script takes to explode and destory/remove the fuel tanks after spawning them, as well as a delay for flames.  The original script had this set to 0.12 which meant you could see the fuel tank on the ground from the right angle and distance.  With these settings, the fuel tanks will be hard to catch.
    
    ["napalm_flame_delay"] = 0.01, --Delay in seconds before flame effect
    ["napalm_explode_delay"] = 0.01, --Delay in seconds before putting an exlode on the ground to blow up the spawned fuel tank, original script had this as 0.1
    ["napalm_destroy_delay"] = 0.02, --Delay in seconds before it destroys the fuel tank object, original script had this as 0.12
    
Napalm Double Width
    
I'm not really sure how wide these fireballs should be, you have an option to really overdo it with 2 parallel fuel tank spawns, not tested too heavily and not enabled by default
    
    ["napalm_doublewide_enabled"] = false, --Toggle for double-wide napalm (two points per spread point)
    ["napalm_doublewide_spread"] = 15, --Meters either side of bomb vector either side to spawn a fuel tank
    
Napalm Unit Damage
    
Having this enabled will spawn a small explosion like with the script's normal blastwave cascade feature.  The distance is calculated from the center of the fuel tank spawn.
    
    ["napalm_unitdamage_enable"] = true, --Enable/disable napalm unit damage
    ["napalm_unitdamage_scandistance"] = 60, --Scan radius in meters
    ["napalm_unitdamage_startdelay"] = 0.1, --Seconds between Napalm exploding and explosion occurring (can be 0 for no delay)
    ["napalm_unitdamage_spreaddelay"] = 0, --If startdelay is greater than 0, explosions are ordered by distance with this gap between each unit
    
The script has a unit category table for the max distance to trigger a damage explosion of the size set in the table per unit category:
    
    napalm_unitcat_tabl = {
    ["Infantry"] = { maxDamageDistance = 50, explosionPower = 0.5 }, 
    ["Tank"] = { maxDamageDistance = 30, explosionPower = 5 }, 
    ["Artillery"] = { maxDamageDistance = 40, explosionPower = 5 }, 
    ["Armored Vehicle"] = { maxDamageDistance = 35, explosionPower = 5 }, 
    ["Anti-Air"] = { maxDamageDistance = 35, explosionPower = 5 }, 
    ["Helicopter"] = { maxDamageDistance = 45, explosionPower = 5 }, 
    ["Airplane"] = { maxDamageDistance = 40, explosionPower = 5 },
    ["Structure"] = { maxDamageDistance = 60, explosionPower = 30 }
}

Limitations

Given the method used to create the napalm it's pretty much stuck at spawning at the fixed length.
The damage done isn't really high enough so have had to bring in the blast wave cascading extra explosion on top of the unit method which isn't as visually appealing sadly.
No terrain changes sorry.
FPS drops will happen, depending on your setting but by default mk77 mk1 will spawn 4 fuel tank explosions, 4 smoke/fires. So in the demo miz file that is 3 bombs on 3 plans - 36 explosions/fire+smokes.  Testing in 2D shows 180fps dropping to 60-80 during the demo, depending on where you look and gfx settings ofc.  You can limit the number of spread points or bombs dropped to help with FPS

I've done testing but not EXTENSIVE testing.. so hopefully people in the thread can give some feedback on settings and bugs etc and we can improve as we go.  Add in a plane of your choice if you wanna adjust things via radio commands.

Example Mission
I've attached a mission showing the napalm drop (requires A4 skyhawk, they're set to be controlled by AI)

https://github.com/Community-A-4E/community-a4e-c/releases/tag/v2.3

New Feature: Cook Off Flares

I've added signal flares to the cook off effects that will trigger randomly during a cook off.  The number of which is a modifier of the number of cook off explosions.  I'm not sure if I particularly like the effect, so I have left this in the script as disabled for now.

    ["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)

Feature Change: Ground Unit Tracking

I've added new entries (including Naval) to the explosive table and allowed a wider area to be tracked.  I've had some mixed results with how effective it is with naval units.  Naval expl table entries can be removed or commented out if needed.

Sniex and Kurde have also made changes to the weapons/expl table.

Feature Change: Radio Messages

The radio test options have been overhauled, as many were in the wrong section or missing.

Additional Changes

Changes to initial cargo cook off values as to not blow up convoys
Changes to weapons/expl table (thanks to Sniex and Kurdes)
Increase script readability (thanks to Sniex)

Game_mesages and enable_radio_menu options defaulted to false. 
Please be advised that these are false, so that users don't see that the script is in use nor can they access the test/config radio options.  Set either to true as required.   The notice that the Splash Damage 3.x is running uses game_messsages.

Changelog:

    24th May 2025 - 3.3

        (Stevey666) 
        
      - Added some naval weapons into weapon/expl table
      - Added some ground unit ordnance to explosive table and allowing a wider area to be tracked
      - Game_mesages and enable_radio_menu options defaulted to false. 
            -Please be advised that the non debug script has these two defaulted to false, so that users don't see that the script is in use nor can they access the test/config radio options.  
            -Set either to true as required.   The notice that the Splash Damage 3.x is running uses game_messsages.
      - Overhauled the radio options
      - Added optional cook-off effect - signal flares firing at random throughout the cook-off (see cookoff_flares_enabled). Not sure if I like this one so leaving in as optional
      - New feature: Napalm. MK77 A4 Skyhawk Napalm and Optional Napalm weapon override - Allows napalm effects, overriding specific weapons set in options is possible too.
              - This feature has been adapated from titi69's Napalm script https://www.digitalcombatsimulator.com/en/files/3340469/ , credit to him and the Olympus mod team for the Napalm method

        (Sniex)
        
      - Added weapon types in the expltable
      - Adjusted some rocket explosive power numbers (+1 or 2)
      - Adjusted explosive power for anti radar, ship missile, cruise missile and some others
      - Increased script readability
      
        (Kurdes)
        
      - Added changed/missing JF17 ordnance to weapons table
      - Added JF29 mod ordnance to the weapons table

 

napalm_example_3bird.miz

Splash_Damage_3.3.lua Splash_Damage_3.3_gamemessages_radio.lua

Edited by stevey666
  • Like 4
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  • stevey666 changed the title to Splash Damage 3.x script (now with more explosions) - Version 3.3 - Napalm Edition
Posted (edited)

Which script file name do I have to add for the start of mission trigger to activate all features ? Splash_Damage_main.lua ?

(Unfortunately I cannot open the napalm_example_3bird mission because I don't have the A_4E_C module)

Edited by TheBiggerBass

DCS: A-10A Flaming Cliffs, A-10C II Tank Killer, AH-64D, Black Shark 3, F-4E Phantom II, F/A-18C, F-16C Viper, Fw 190 A-B, Mi-24P Hind, Mosquito FB VI, P-47D, P-51D - all maps - Combined Arms, WWII Assets

System: HP Z2 Tower, Win11 24H2, i9-14900K, 64GB RAM, 2TB SSD (M2) + 18TB HDD (Sata), GeForce RTX4070 TI Super 16GB VRAM, Samsung Odyssey 57" curved monitor (main screen) + BenQ 32" UW3270 (secondary screen), VKB Gunfighter Ultimate MK4 + S-TECS Throttle

Posted
1 hour ago, TheBiggerBass said:

Which script file name do I have to add for the start of mission trigger to activate all features ? Splash_Damage_main.lua ?

(Unfortunately I cannot open the napalm_example_3bird mission because I don't have the A_4E_C module)

Typing on phone atm, you can get the a4 module here

https://github.com/Community-A-4E/community-a4e-c/releases/tag/v2.3

 

There isn't a version that has everything enabled - any game messages or debugging or usually disabled features that you want you can enable by editing the lua in notepad and set them to true.

You can download the 3.3 version from my post or the github (matches latest currently, latest is for all changes inbetween major versions).  

Most features are enabled by default, ones that are not are game messages/debugging etc, radio commands, cluster weapons, ground unit ordnance tracking, cook off flares, smoke and cookoff effect for all vehicles 

  • Thanks 1
Posted
2 minutes ago, VR Flight Guy in PJ Pants said:

Sorry for a bit off-topic: I think so far only A-4E-C can carry Mk.77, right?

I believe so. I might be wrong but from what I understand the weapon is custom in the mod's files, so it's possible that other mods could have used it to I suppose.

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