BlackFalco Posted March 28 Posted March 28 2 ore fa, stevey666 ha scritto: I'm slowly working on 3.1 at the moment, which contains the fixes mentioned above and will give the ability to add in a giant explosion. Splash_Damage_main.lua is usable and is updated with the latest items between version releases, you can use that if the changes are helpful to you Awesome man. I've downloaded the "Splash_Damage_main.lua", is it enough for now until next release?
stevey666 Posted March 29 Author Posted March 29 (edited) 6 hours ago, BlackFalco said: Awesome man. I've downloaded the "Splash_Damage_main.lua", is it enough for now until next release? Yeah, unless you want to test the giant explosion feature? https://github.com/stephenpostlethwaite/DCSSplashDamageScript/blob/giantexplosion/Splash_Damage_main.lua That goes for anyone, feel free to test it and feedback. This creates a big explosion, or well 300 or so big explosions. Caveats: The damage wave is massive for this, but the explosion visual is comparatively smaller so using it near buildings and towns etc can be a bit iffy. It can cause an FPS hit obviously, but I feel the worst thing FPS wise is smoke any destroyed surrounding buildings/scenery (which can be removed via a trigger for a cleaner area). Limited by DCS here sadly I've added this to help simulate a large ammo stockpile going off. To use it you need to name a unit "GiantExplosionTarget[Name]" In the example below I'll use GiantExplosionTargetTruck After that set a Once Trigger for Unit Dead or maybe Unit Damaged against GiantExplosionTargetTruck and have the action Set Flag Value GiantExplosionTargetTruck 1 The script is checking for those triggers to be 1 and if they are set as 1 then it will trigger the explosion The script tracks the location of the unit at the start as if its a static unit (moving can also work but need to change options in the script and ive not tested that part yet). When it sees the flag for the unit go to 1 then it will trigger the boom. There are radio commands to increase/decrease the scale and number of explosions and also one to trigger the boom as many times as you like for testing. It will dynamically review triggers as long as the name is "GiantExplosionTriggerSOMETHING" I wanted to have this as part of a mission im making for some friends. There are only 3 of us who play them so these changes are only really designed and tested for that. Edited March 29 by stevey666
BlackFalco Posted March 29 Posted March 29 17 ore fa, stevey666 ha scritto: Yeah, unless you want to test the giant explosion feature? https://github.com/stephenpostlethwaite/DCSSplashDamageScript/blob/giantexplosion/Splash_Damage_main.lua That goes for anyone, feel free to test it and feedback. This creates a big explosion, or well 300 or so big explosions. Caveats: The damage wave is massive for this, but the explosion visual is comparatively smaller so using it near buildings and towns etc can be a bit iffy. It can cause an FPS hit obviously, but I feel the worst thing FPS wise is smoke any destroyed surrounding buildings/scenery (which can be removed via a trigger for a cleaner area). Limited by DCS here sadly I've added this to help simulate a large ammo stockpile going off. To use it you need to name a unit "GiantExplosionTarget[Name]" In the example below I'll use GiantExplosionTargetTruck After that set a Once Trigger for Unit Dead or maybe Unit Damaged against GiantExplosionTargetTruck and have the action Set Flag Value GiantExplosionTargetTruck 1 The script is checking for those triggers to be 1 and if they are set as 1 then it will trigger the explosion The script tracks the location of the unit at the start as if its a static unit (moving can also work but need to change options in the script and ive not tested that part yet). When it sees the flag for the unit go to 1 then it will trigger the boom. There are radio commands to increase/decrease the scale and number of explosions and also one to trigger the boom as many times as you like for testing. It will dynamically review triggers as long as the name is "GiantExplosionTriggerSOMETHING" I wanted to have this as part of a mission im making for some friends. There are only 3 of us who play them so these changes are only really designed and tested for that. Oh don't worry man, I don't want to affect my performance too much, for what I do the basic script is enough :) How much time until next release (3.1)? Thanks for your work here. 1
stevey666 Posted March 29 Author Posted March 29 1 hour ago, BlackFalco said: Oh don't worry man, I don't want to affect my performance too much, for what I do the basic script is enough How much time until next release (3.1)? Thanks for your work here. Apart from the giant explosions you have everything i was going to include in 3.1, not sure when I'll release it as of yet. Outside of any reported bugs no current plans on other features also.
BlackFalco Posted March 29 Posted March 29 19 minuti fa, stevey666 ha scritto: Apart from the giant explosions you have everything i was going to include in 3.1, not sure when I'll release it as of yet. Outside of any reported bugs no current plans on other features also. Ok so I can keep the"Splash_Damage_main.lua" and I should be good? 1
ETBSmorgan Posted April 2 Posted April 2 Hello, Thanks for the work on this script. I don't understand this values: ["HYDRA_70_M151"] = { explosive = 5, shaped_charge = false }, ["HYDRA_70_M151_M433"] = { explosive = 5, shaped_charge = false }, ["HYDRA_70_M229"] = { explosive = 5, shaped_charge ["Hydra_70_M282_MPP"] = { explosive = 8, shape According to Wikipedia the 229 have more the twice of explosive than the 151. The 282 have less explosive and a penetrator. For me the 229 have a bigger blast than the 151 and the 282 less than the 251. https://en.m.wikipedia.org/wiki/Hydra_70
stevey666 Posted April 2 Author Posted April 2 (edited) 10 hours ago, ETBSmorgan said: Hello, Thanks for the work on this script. I don't understand this values: ["HYDRA_70_M151"] = { explosive = 5, shaped_charge = false }, ["HYDRA_70_M151_M433"] = { explosive = 5, shaped_charge = false }, ["HYDRA_70_M229"] = { explosive = 5, shaped_charge ["Hydra_70_M282_MPP"] = { explosive = 8, shape According to Wikipedia the 229 have more the twice of explosive than the 151. The 282 have less explosive and a penetrator. For me the 229 have a bigger blast than the 151 and the 282 less than the 251. https://en.m.wikipedia.org/wiki/Hydra_70 Hi there, Looks like that was changed between version 2 and 2.05 of the script. Seems like this is pretty much double then? I can change the M229 to 10 if that's what you'd recommend. If you think the MPP needs to be a penetrator we could set this a shaped charge which will reduce the extra explosion the script adds by like 80%, or I can just lower to a value you'd recommend. I've not really used these weapons ingame so cant really comment on how effective they are generally and with the current script. On 29/03/2025 at 21:39, BlackFalco said: Ok so I can keep the"Splash_Damage_main.lua" and I should be good? Yep! Edited April 2 by stevey666
ETBSmorgan Posted April 2 Posted April 2 1 hour ago, stevey666 said: Hi there, Looks like that was changed between version 2 and 2.05 of the script. Seems like this is pretty much double then? I can change the M229 to 10 if that's what you'd recommend. If you think the MPP needs to be a penetrator we could set this a shaped charge which will reduce the extra explosion the script adds by like 80%, or I can just lower to a value you'd recommend. I've not really used these weapons ingame so cant really comment on how effective they are generally and with the current script. Yep! M229 to 10 and m282 to 5 and shaped charge seems logic no ?
stevey666 Posted April 4 Author Posted April 4 Splash Damage 3.1 04 April 2025 (Stevey666) - 3.1 - Set default cluster munitions option to false, set this to true in the options if you want it - Added missing radio commands for Cascade Scaling - Adjust default cascading to 2 (from 1) - Adjusted Ural-4320 to be a tanker and ammo carrier for cargo cookoff - Prevent weapons not in the list from being tracked - Moved some logging behind the debug mode flag - Ordnance Protection, added a max height ordnance protection will snap explosion to ground - Ordnance Protection, fixed enable/disable option - Added Giant Explosion feature - Adjusted some hydra70 values on recom. from ETBSmorgan I've released 3.1 which contains a few fixes as well as the giant explosion feature. Splash_Damage_3.1.lua - contains all the changes but keeps giant explosion disabled Splash_Damage_3.1_GiantExplosionEnabled.lua - contains all changes As always, the script is highly configurable so you can enable/disable/adjust a lot of the options on your whim. Giant Explosion I've added the feature for a giant explosion which can be triggered via mission editor or radio command. As mentioned in a previous post I'm using this to help simulate a large munition stockpile explosion. Currently, it triggers several hundred high kg explosions. 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. On 29/03/2025 at 01:46, stevey666 said: Yeah, unless you want to test the giant explosion feature? https://github.com/stephenpostlethwaite/DCSSplashDamageScript/blob/giantexplosion/Splash_Damage_main.lua That goes for anyone, feel free to test it and feedback. This creates a big explosion, or well 300 or so big explosions. Caveats: The damage wave is massive for this, but the explosion visual is comparatively smaller so using it near buildings and towns etc can be a bit iffy. It can cause an FPS hit obviously, but I feel the worst thing FPS wise is smoke any destroyed surrounding buildings/scenery (which can be removed via a trigger for a cleaner area). Limited by DCS here sadly I've added this to help simulate a large ammo stockpile going off. To use it you need to name a unit "GiantExplosionTarget[Name]" In the example below I'll use GiantExplosionTargetTruck After that set a Once Trigger for Unit Dead or maybe Unit Damaged against GiantExplosionTargetTruck and have the action Set Flag Value GiantExplosionTargetTruck 1 The script is checking for those triggers to be 1 and if they are set as 1 then it will trigger the explosion The script tracks the location of the unit at the start as if its a static unit (moving can also work but need to change options in the script and ive not tested that part yet). When it sees the flag for the unit go to 1 then it will trigger the boom. There are radio commands to increase/decrease the scale and number of explosions and also one to trigger the boom as many times as you like for testing. It will dynamically review triggers as long as the name is "GiantExplosionTriggerSOMETHING" I wanted to have this as part of a mission im making for some friends. There are only 3 of us who play them so these changes are only really designed and tested for that. See this post for how to use the GiantExplosion effects Splash_Damage_3.1.lua Splash_Damage_3.1_GiantExplosionEnabled.lua 3
BlackFalco Posted April 4 Posted April 4 4 ore fa, stevey666 ha scritto: Splash Damage 3.1 04 April 2025 (Stevey666) - 3.1 - Set default cluster munitions option to false, set this to true in the options if you want it - Added missing radio commands for Cascade Scaling - Adjust default cascading to 2 (from 1) - Adjusted Ural-4320 to be a tanker and ammo carrier for cargo cookoff - Prevent weapons not in the list from being tracked - Moved some logging behind the debug mode flag - Ordnance Protection, added a max height ordnance protection will snap explosion to ground - Ordnance Protection, fixed enable/disable option - Added Giant Explosion feature - Adjusted some hydra70 values on recom. from ETBSmorgan I've released 3.1 which contains a few fixes as well as the giant explosion feature. Splash_Damage_3.1.lua - contains all the changes but keeps giant explosion disabled Splash_Damage_3.1_GiantExplosionEnabled.lua - contains all changes As always, the script is highly configurable so you can enable/disable/adjust a lot of the options on your whim. Giant Explosion I've added the feature for a giant explosion which can be triggered via mission editor or radio command. As mentioned in a previous post I'm using this to help simulate a large munition stockpile explosion. Currently, it triggers several hundred high kg explosions. 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. See this post for how to use the GiantExplosion effects Splash_Damage_3.1.lua 129.01 kB · 4 download Splash_Damage_3.1_GiantExplosionEnabled.lua 129 kB · 2 download Thanks a lot man! I was wondering : yesterady I set few B-1B bombers to carpet bomb a runway, was all good but I noticed that as bombs hit the runway it also creates a HUGE dust smoke trail that goes up for many feets, was that supposed to happen? lol. Indeed then I disabled the script and was solved. ( Be aware I was using the splash "main.lua", the one we talked about here days ago.
stevey666 Posted April 4 Author Posted April 4 20 minutes ago, BlackFalco said: Thanks a lot man! I was wondering : yesterady I set few B-1B bombers to carpet bomb a runway, was all good but I noticed that as bombs hit the runway it also creates a HUGE dust smoke trail that goes up for many feets, was that supposed to happen? lol. Indeed then I disabled the script and was solved. ( Be aware I was using the splash "main.lua", the one we talked about here days ago. How many bombs we talking? The script adds an additional large explosion to every bomb that goes off, so if its throwing out a load of 2000lb bombs at the same time around the same place it might make a bit of a cloud. You have a screenshot? You could also test an older version if you think its an issue with a newer script.
BlackFalco Posted April 4 Posted April 4 1 minuto fa, stevey666 ha scritto: How many bombs we talking? The script adds an additional large explosion to every bomb that goes off, so if its throwing out a load of 2000lb bombs at the same time around the same place it might make a bit of a cloud. You have a screenshot? You could also test an older version if you think its an issue with a newer script. Here it is man, you see that long smoke trail? lol. But again : Here I was using the "main.lua" you sent here few days ago. Gonna try again with the new 3.1.
stevey666 Posted April 4 Author Posted April 4 (edited) 13 minutes ago, BlackFalco said: Here it is man, you see that long smoke trail? lol. But again : Here I was using the "main.lua" you sent here few days ago. Gonna try again with the new 3.1. Ah okay I think I know whats happening there, your bombs are blowing eachother up midair which is a side effect of the script. I think from the screenshot we can see the additional explosion element of the script snapping to the ground (set by ["snap_to_ground_if_destroyed_by_large_explosion"] = true,). I would recommend you try bumping this up "["ordnance_protection_radius"] = 10, --Distance in meters to protect nearby bombs" to increasing amounts i.e 30+. What that will do is prevent the additional script explosion from triggering if its too close to another one of your bombs (not always effective but does often work from my testing). Also, if you can space out the bombs further as well then they wont blow eachother up. Also also, if you set this to false it will prevent the additional explosions: ( ["larger_explosions"] = true), but you will loose some of the fun of the script Edited April 4 by stevey666
BlackFalco Posted April 4 Posted April 4 24 minuti fa, stevey666 ha scritto: Ah okay I think I know whats happening there, your bombs are blowing eachother up midair which is a side effect of the script. I think from the screenshot we can see the additional explosion element of the script snapping to the ground (set by ["snap_to_ground_if_destroyed_by_large_explosion"] = true,). I would recommend you try bumping this up "["ordnance_protection_radius"] = 10, --Distance in meters to protect nearby bombs" to increasing amounts i.e 30+. What that will do is prevent the additional script explosion from triggering if its too close to another one of your bombs (not always effective but does often work from my testing). Also, if you can space out the bombs further as well then they wont blow eachother up. Also also, if you set this to false it will prevent the additional explosions: ( ["larger_explosions"] = true), but you will loose some of the fun of the script Thanks a lot man, I set it this way ["ordnance_protection_radius"] = 30. Yeah but dont worry, the script is very good, I can just keep it disabled in case I'll run some more runway bombing missions
Mistermann Posted April 6 Posted April 6 Hey @stevey666 - great job on maintaining and improving this script. I am incorporating it into everything I do and updating older missions with your work. Thank you! There's a default configuration setting ["infantry_cant_fire_health"] = 60 Does this mean when infantry group reaches 60% damage, they stop firing? Because I could also interpret that as when they receive 40% damage they stop shooting. If you could respond to these questions it'll save tons of testing. 1) What numeric value should I put into that to disable the feature? 2) What numeric value should I put into that to stop infantry from firing when they've lost 80% of their health? Thanks!!! 1 System Specs: Spoiler Callsign:Kandy Processor:13th Gen Intel(R) Core(TM) i9-13900K - RAM: 64GB - Video Card: NVIDIA RTX 4090 - Display: Pimax 8kx VR Headset - Accessories: VKB Gunfighter III MCG Ultimate, VKB STECS Standard, Thrustmaster TPR Pedals, Simshaker JetPad, Predator HOTAS Mounts, 3D Printed Flight Button Box Video Capture Software: Open Broadcaster Software (OBS), Video Editing Software: PowerDirector 35 Into The Jungle (MP Mission) F18: Scorpion's Sting Apache Campaign - Griffins Kiowa Campaign - Assassins
Qnnrad Posted April 6 Posted April 6 Hey! Do you think artillery damage could be increased with the script? Currently it seems like a very ineffective pyrotechnics display and I'd love to change that in lethal weapon.
stevey666 Posted April 6 Author Posted April 6 (edited) 2 hours ago, Mistermann said: Hey @stevey666 - great job on maintaining and improving this script. I am incorporating it into everything I do and updating older missions with your work. Thank you! There's a default configuration setting ["infantry_cant_fire_health"] = 60 Does this mean when infantry group reaches 60% damage, they stop firing? Because I could also interpret that as when they receive 40% damage they stop shooting. If you could respond to these questions it'll save tons of testing. 1) What numeric value should I put into that to disable the feature? 2) What numeric value should I put into that to stop infantry from firing when they've lost 80% of their health? Thanks!!! Hey there, thanks. Happy to help continue the work that's been done on it! Below is the relevant code block. It looks like it calculates the current health % of a unit, if a unit has more than 0% health and is infantry - it then checks if the health is less than or equal to the infantry_cant_fire_health %. local health = (unit:getLife() / unit:getDesc().life) * 100 if unit:hasAttribute("Infantry") and health > 0 then if health <= splash_damage_options.infantry_cant_fire_health then unit:getController():setOption(AI.Option.Ground.id.ROE, AI.Option.Ground.val.ROE.WEAPON_HOLD) So to answer your questions, the "infantry_cant_fire_health" key is the % of health the unit has left, or below, that will cause it to be set to weapon hold. When set at 60 if the unit takes 40% damage or more then the unit holds fire 1) 0 2) 20 1 hour ago, Qnnrad said: Hey! Do you think artillery damage could be increased with the script? Currently it seems like a very ineffective pyrotechnics display and I'd love to change that in lethal weapon. Good question, I'll look into this. Any particular unit(s) I should focus on? How do you feel it currently works vs how you'd want it to work? On 04/04/2025 at 16:54, BlackFalco said: Thanks a lot man, I set it this way ["ordnance_protection_radius"] = 30. Yeah but dont worry, the script is very good, I can just keep it disabled in case I'll run some more runway bombing missions May need to jack that up a bit, you can test to see - I think your bombs are too close and need a larger interval though. You could always change the damage figure for the specific bombs youre dropping to be much smaller as well so that other weapons can still have the script work - if your mission calls for it Edited April 6 by stevey666 1
Qnnrad Posted April 6 Posted April 6 6 minutes ago, stevey666 said: Good question, I'll look into this. Any particular unit(s) I should focus on? How do you feel it currently works vs how you'd want it to work? Hi! There are just handful of artillery units in core DCS, so both cannons and missile artillery would be awesome if were included in your beautiful mod. Currently it has very little splash damage, just tested today 24 shots barrage at BTR and all hit the ground around the target - not killing it. I would love to destroy soft target even if scored like 15 meters from it - the fragmentation is real. Most importantly, I would love to be able to adjust it and enhance it as needed, to make my friends excited about their artillery calls (I am preparing an arty request and coordination from Gazelle or Kiowa and we don't have tools there to even hope for direct hits (which are necessary in core DCS)). 1
Gunfreak Posted April 6 Posted April 6 Yay, hadn't seen this before, I've still been using the original splash lua I think. No more adding "explode unit" to all my ammo and fuel trucks in the triggers! 2 i7 13700k @5.2ghz, GTX 5090 OC, 128Gig ram 4800mhz DDR5, M2 drive.
stevey666 Posted April 7 Author Posted April 7 10 hours ago, Qnnrad said: Hi! There are just handful of artillery units in core DCS, so both cannons and missile artillery would be awesome if were included in your beautiful mod. Currently it has very little splash damage, just tested today 24 shots barrage at BTR and all hit the ground around the target - not killing it. I would love to destroy soft target even if scored like 15 meters from it - the fragmentation is real. Most importantly, I would love to be able to adjust it and enhance it as needed, to make my friends excited about their artillery calls (I am preparing an arty request and coordination from Gazelle or Kiowa and we don't have tools there to even hope for direct hits (which are necessary in core DCS)). There's a number of arty units so I've added some to the script with the below power levels. This wont be all of them im sure. --*** Rocketry *** ["9M22U"] = { explosive = 25, shaped_charge = false, groundordnance = true }, --122mm HE rocket, BM-21 Grad (~20-30 kg TNT equiv) ["M26"] = { explosive = 0, 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) --*** 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) And I've added in these options: --Ground Unit Ordnance ["track_groundunitordnance"] = true, --Enable tracking of ground unit ordnance (shells) ["groundunitordnance_damage_modifier"] = 1.0, --Multiplier for ground unit ordnance explosive power ["groundunitordnance_blastwave_modifier"] = 3.0, --Additional multiplier for blast wave intensity of ground unit ordnance ["track_groundunitordnance_debug"] = false, --Enable detailed debug messages for ground unit ordnance tracking groundunitordnance_damage_modifier" and "groundunitordnance_blastwave_modifier" are ones you can bump up for greater explosions/more damage I tested lightly with a Paladin and it seems to work, so have a try. https://github.com/stephenpostlethwaite/DCSSplashDamageScript/blob/groundordnance/Splash_Damage_main.lua Please do test and let me know how it feels now and maybe what the best settings to have are. My testing time is limited now and I'll be going away for a few weeks soon so if you are able to test it Qnnrad I'd appreciate it. If you want to attach a miz file for any Qs I have Caucuses, Normandy/Channel, Gulf Also available on discord 1
Qnnrad Posted April 7 Posted April 7 Thank you so much! I have tested and DCS damage model amazes me. I will not be able to give any inputs regarding what the correct setting should be, because I ended up tweaking it up 30x (1800 explosive for 155 mm) and they still felt miserable, as logistics trucks are either gone with a close hit or undamaged at all like nothing happened 20 meters from them. I must admit though, it has a great effect on infantry from quite a distance and unfortunately they have nowhere to hide. But yeah, that's DCS, it is what it is. I'm very happy to be able to adjust it on demand and I will be able to get nukes if I need to make myself and my friends happy with effects of our long night scouting missions, without having to do "explode cheats" anymore. Thank you so so much for your quick help, it's great addition to the script! And I've learned a lot about DCS by reading your code.
stevey666 Posted April 7 Author Posted April 7 (edited) 2 hours ago, Qnnrad said: Thank you so much! I have tested and DCS damage model amazes me. I will not be able to give any inputs regarding what the correct setting should be, because I ended up tweaking it up 30x (1800 explosive for 155 mm) and they still felt miserable, as logistics trucks are either gone with a close hit or undamaged at all like nothing happened 20 meters from them. I must admit though, it has a great effect on infantry from quite a distance and unfortunately they have nowhere to hide. But yeah, that's DCS, it is what it is. I'm very happy to be able to adjust it on demand and I will be able to get nukes if I need to make myself and my friends happy with effects of our long night scouting missions, without having to do "explode cheats" anymore. Thank you so so much for your quick help, it's great addition to the script! And I've learned a lot about DCS by reading your code. I've updated the groundordnance branch please take this one https://github.com/stephenpostlethwaite/DCSSplashDamageScript/blob/groundordnance/Splash_Damage_main.lua If you run it with these 2 debug lines set as true I can review the log results to see if they line up with how I understand how the script works, should you want to review anything. ["debug"] = true, --enable debugging messages ["weapon_missing_message"] = false, --false disables messages alerting you to weapons missing from the explTable ["track_pre_explosion_debug"] = false, --Toggle to enable/disable pre-explosion tracking debugging ["track_groundunitordnance_debug"] = true, --Enable detailed debug messages for ground unit ordnance tracking but.. See attached images or this next bit - However it seems like you want some significant explosions happening here so, for that you can use the base script and set this to true: ["always_cascade_explode"] = true, --switch if you want everything to explode like with the original script You could reduce blastwave size (dynamic_blast_radius_modifier) and intensity (groundunitordnance_blastwave_modifier) to restrict this a bit, but yes. Big booms available if you change the right settings in the script. That was one arty round into the fray and decimated all but the tanks Edited April 7 by stevey666 1
Northbeard Posted April 17 Posted April 17 (edited) Amazing work! I assume this does not work with existing map structures/buildings? I tried it and with debugging on it doesn't seem to find any "units" in the area of the blast. Context: Friend and I are messing around with the StrategicTargetStrikeDispatcher system on the Caucaus map in multiplayer. This script/missions gives you random existing map objects to destroy. Edited April 17 by Northbeard
stevey666 Posted April 21 Author Posted April 21 (edited) On 4/17/2025 at 11:18 PM, Northbeard said: Amazing work! I assume this does not work with existing map structures/buildings? I tried it and with debugging on it doesn't seem to find any "units" in the area of the blast. Context: Friend and I are messing around with the StrategicTargetStrikeDispatcher system on the Caucaus map in multiplayer. This script/missions gives you random existing map objects to destroy. Thanks! Currently no as its set to scan for units only, there are some preexisting building types I've been able to scan before but not all of them. I'll have to do some testing when I'm back from vacation next week. I'll check out the dispatcher script. That said there is a building damage modifier in the script that was in there originally before I made modifications if you're looking to bump damage to the building. Are you looking at making a giant explosion for them or just the regular extra explosions the script applies to units? Edited April 22 by stevey666
Kurdes Posted April 23 Posted April 23 Hello! Since the "Smoke Mod" isn't compatible anymore with the recent versions of DCS, is there a possibility to enhance the smoke from destroyed vehicles with this script? Make them bigger and higher in the air etc. ? This would be great! 1
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