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How to use the script: A step by step guide
An illustrated guide on how to include the script in your missions.
Due to the introduction of the Air Mode iniNuke.sqf now has a fifth parameter, which is optional. Calling the script like in previous versions still works, however you can now also use
null = [position, yield, marker, damage, airMode] execVM "freestyleNuke\iniNuke.sqf";
where airMode can be:
- 0, to force normal explosion mode
- 1, to force Air Mode
- 2, to let the script itself decide depending on detonation height and yield, this is the default value For more information look into the "Air Mode" section of the "Features" page of this wiki.
The scripts now consists of 2 different folders, freestyleNuke and freestyleSimpleFire. Although not shown on the picture in Step 2, the folder freestyleSimpleFire has to be placed in the same directory as freestyleNuke, it shoudl appear right next to it.
Create a new mission in the Editor:
Copy the freestyleNuke folder into your mission folder. The mission folder is located under your documents in the folder "Arma 3 - Other Profiles\YourUsername\missions\YourMissionName" (or inder "Arma 3\missions..." if you have not created a other profile):
- is your username
- is the name of the mission you created
- is where the "freestyleNuke" folder should be, since version 0.3.0 "freestyleSimpleFire" should also be there
Create an object and give it a variable name:
Create a trigger and put this command in the "On Activation" field (explanation for the parameters below):
null = [position, yield, marker, damage] execVM "freestyleNuke\iniNuke.sqf";
alternative since version 0.5.0:
null = [position, yield, marker, damage, airMode] execVM "freestyleNuke\iniNuke.sqf";
As soon as the trigger is activated the bomb will detonate.
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position
: the postion on which the explosion occurs, given as array with 3 entries, like the ones returned by the getPos function, if you followed the guide you can replace this withgetPos ObjectName
, where ObjectName is the variable name of the object you created -
yield
: the explosive yield in kilotons, can be any floating point value, however due to lag you should only use values from 0.1 to 50 kT (The demo uses 0.3, 1, 2 and 7 kT) -
marker
: 'true' or 'false', wether markers will be created on the map to show the size of the blast zones (red = 20psi, yellow = 5psi, gray = 1psi), used mainly for debugging -
damage
: 'true' or 'false', wether the damage effects are used, if 'false' no damage is done, only visual effects are created -
arMode
: '0', '1' or '2', defaults to '2' if not given, wether to use Air Mode('1') or not('0') or let the script decide depending and altitude and yield ('2'), more information in the section "Changes as of version 0.5.0"
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null = [getPos blast, 5, false, true, 0] execVM "freestyleNuke\iniNuke.sqf";
Creates a nuclear explosion with an equivalent of 5 kT at the postion of the objectblast
, forces the use of the normal explosion effects -
null = [[3000,2000,0], 2, true, true] execVM "freestyleNuke\iniNuke.sqf";
Creates a nuclear explosion with an equivalent of 2 kT at the postion [3000,2000,0] and marks the ranges of the blastwaves on the map -
null = [getPos blast, 5, false, false] execVM "freestyleNuke\iniNuke.sqf";
Creates a nuclear explosion with an equivalent of 5 kT at the postion of the objectblast
, which deals no damage and consist only of visual effects -
null = [getPos blast, 5, false, false, 2] execVM "freestyleNuke\iniNuke.sqf";
Same as above as '2' is the default value for airMode -
null = [getPos blast, 5, false, false, 1] execVM "freestyleNuke\iniNuke.sqf";
Creates a nuclear explosion with an equivalent of 5 kT at the postion of the objectblast
, which deals no damage and consist only of visual effects, forced to be in airMode