Bohemia Interactive Forums  

Go Back   Bohemia Interactive Forums > BI MILITARY GAMES FORUMS > ARMA 2 EDITING > ArmA 2 & OA - MISSION EDITING & SCRIPTING

ArmA 2 & OA - MISSION EDITING & SCRIPTING For discussing the technical aspects of creating custom ArmA 2 & the standalone expansion Operation Arrowhead missions as well as scripting.

Reply
 
Thread Tools Display Modes
Old 03-16-2010, 09:59 PM   #1
Fox '09
Master Gunnery Sergeant
 
Fox '09's Avatar
 
Join Date: Jun 2009
Posts: 1,321
Smile ACE2 nuke airburst via trigger

I am not sure if this is the right place..

I am trying to make the ACE nuke airburst work through a trigger.. I haven't a clue of what to do. I want the airburst to

I paste this into the on activation box " ["ACE_B61_15", (getPosATL myTarget)] call ACE_fnc_NuclearAirBurst;"

activation is radio alpha..

Here is the link..
http://dev-heaven.net/docs/ace/files...Burst-sqf.html


how do i make this happen?

thanks
__________________
PMC Somalia
http://forums.bistudio.com/showthread.php?t=103058

The question is not "is this addon ace compatible?"
the question is "is ace compatible with my addon"
ace is NOT a standard.
Fox '09 is online now   Reply With Quote
Old 03-17-2010, 06:57 AM   #2
Andy455
Sergeant
 
Join Date: Aug 2009
Location: Kent, UK
Posts: 161
All you need for that to work is the trigger & function call (which you have), you also need an object called myTarget such as an invisible H or game logic. Just place the object down and change the trigger activation to:
Code:
["ACE_B61_15", [(getPosATL myTarget select 0), (getPosATL myTarget select 1),100]] call ACE_fnc_NuclearAirBurst;
That should create the nuclear airburst 100m above the objects location. You can change the 100 to the desired height.
Andy455 is offline   Reply With Quote
Old 03-17-2010, 03:56 PM   #3
Fox '09
Master Gunnery Sergeant
 
Fox '09's Avatar
 
Join Date: Jun 2009
Posts: 1,321
thanks man! worked beautifully.
__________________
PMC Somalia
http://forums.bistudio.com/showthread.php?t=103058

The question is not "is this addon ace compatible?"
the question is "is ace compatible with my addon"
ace is NOT a standard.
Fox '09 is online now   Reply With Quote
Old 03-17-2010, 04:34 PM   #4
Evil_Echo
Gunnery Sergeant
 
Evil_Echo's Avatar
 
Join Date: Apr 2009
Location: N. California
Posts: 594
Recommended airburst heights ( ATL )....

5.0 - 114.89m
1.5 - 70.98m
0.3 - 37.28m

You can round up slightly if you like.
__________________
I am fear.
Evil_Echo is offline   Reply With Quote
Old 03-17-2010, 06:17 PM   #5
Fox '09
Master Gunnery Sergeant
 
Fox '09's Avatar
 
Join Date: Jun 2009
Posts: 1,321
so this is for minimal radiation? ie the lower the more fallout, the higher, less?


edit:
or just a wider damage radius?
__________________
PMC Somalia
http://forums.bistudio.com/showthread.php?t=103058

The question is not "is this addon ace compatible?"
the question is "is ace compatible with my addon"
ace is NOT a standard.

Last edited by Fox '09; 03-17-2010 at 06:24 PM.
Fox '09 is online now   Reply With Quote
Old 03-18-2010, 12:22 PM   #6
Evil_Echo
Gunnery Sergeant
 
Evil_Echo's Avatar
 
Join Date: Apr 2009
Location: N. California
Posts: 594
Best damage height IRL that has minimal fallout. So the detonation height that would be used for a real airburst.
__________________
I am fear.
Evil_Echo is offline   Reply With Quote
Old 03-24-2010, 08:19 PM   #7
Winchester Delta_1
Corporal
 
Join Date: Mar 2007
Posts: 96
Hmmmm i can't figure it out. It seemed so easy. I made a trigger (activation bluefor / present) and a marker named it myTarget and put this in the On Activation box:

Code:
["ACE_B61_15", [(getPosATL myTarget select 0), (getPosATL myTarget select 1),10]] call ACE_fnc_NuclearAirBurst;hint "baboom"
The hint Baboom shows up.. and than total silence. It totally amazes me that it doesn't work. I'm doing evrything right!

EDIT EDIT:

Never mind i used a marker... I should use the invisable H like told. sorry.

Edit again:

Hmm i don't die from radiation. I tought that came with it... DO i have to do something to activate it? Or should it work right away.

Last edited by Winchester Delta_1; 03-24-2010 at 09:07 PM.
Winchester Delta_1 is offline   Reply With Quote
Old 03-24-2010, 10:14 PM   #8
Evil_Echo
Gunnery Sergeant
 
Evil_Echo's Avatar
 
Join Date: Apr 2009
Location: N. California
Posts: 594
The effects of thermal, blast, prompt radiation are already in the initial burst.

An airburst does not generate fallout. If you use a ground burst then it takes a while for the debris to land, about 30-31 minutes usually. Wind determines that fallout footprint, it will show up on your map as an orange zone. Each zone represents a dosage level of 7 Sv, overlapping fallout zones have culmulative damage. You need to be in a NBC-rated vehicle in order to be protected from fallout.
__________________
I am fear.
Evil_Echo is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 04:43 AM.


Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.