How do you make a kamikaze unit |
How do you make a kamikaze unit |
Aug 7 2009, 00:28
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#1
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New Member Group: Members Posts: 5 Joined: 22-September 07 From: Ohio Member No.: 1,282 |
Ive been playing around with naval units for awhile now, and i was wondering if there was any way to make a kamikaze plane besides using
this setpos[(getpos this select 0),(getpos this select 1), #] or set flyinheight # at point blank. ( the flyinheight one doesnt even work cause the planes avoid the ships ) Any suggestions? D@VE considering your suggestion, I think i could use mando missile for that i messed around with it before, but im not sure how to make AI use the missile system. I cant run arma 2 yet, my comp sucks but i saw on a video on youtube that there is a avoidance option or something like that, where i could probably just set flyinheight to 4 or 5 and theres my kamikaze Also i could use the ArmA 2 attach to script, and have a plane fly over at a high altitude to where you cant see it, that might work. This post has been edited by HataKilla: Aug 20 2009, 14:24 |
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Aug 8 2009, 07:20
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#2
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Member Group: Members Posts: 51 Joined: 5-August 08 From: Warrington, Cheshire, UK Member No.: 3,833 |
That'd be pretty cool. It's just got me wondering how hard it would be to make a suicide bomber!
-------------------- "I thought I'd lived a simple life. But I've sinned too much"
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Aug 8 2009, 14:37
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#3
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Gee, I wish we had one of them doomsday machines. Group: Moderators Posts: 2,037 Joined: 13-November 06 From: Wales Member No.: 155 |
That'd be pretty cool. It's just got me wondering how hard it would be to make a suicide bomber! Suicide ground units are easy, just wait until they're close enough to the target, then have them explode using the method of your choosing (camcreate etc.) The problem with aircraft is the whole 3 dimensions thing. I suppose the best way would probably be to wait until they're in range then cut the fuel.... not really precise though. Alternatively, you could create a homing missile that looks exactly like the aircraft, and deletes the original when it's fired. -------------------- The Rules - Nothing too complicated, follow these and we'll have no problems.
Moderation Feedback Thread - Tell everyone how much you Site Issues Thread - Complain about site issues here. We might even fix them! Community Chatter Thread - Furthest Mud-sling gets a free subscription to "JdB Monthly". QUOTE(Major Mike Shearer) We can categorically state that we have not released man-eating badgers into the area. QUOTE(Brace Belden) A machine gun is like a woman, I don’t understand it, I’m afraid of it, and one day I’ll accidentally be killed by one. |
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Aug 13 2009, 18:21
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#4
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Member Group: Members Posts: 51 Joined: 5-August 08 From: Warrington, Cheshire, UK Member No.: 3,833 |
Suicide ground units are easy, just wait until they're close enough to the target, then have them explode using the method of your choosing (camcreate etc.) The problem with aircraft is the whole 3 dimensions thing. I suppose the best way would probably be to wait until they're in range then cut the fuel.... not really precise though. Alternatively, you could create a homing missile that looks exactly like the aircraft, and deletes the original when it's fired. Er.......I think I need a bit more help! I don't understand really where you're coming from. As usual I have very little time and a brain full of ideas! I do know however that I want to have a sound triggered before detonation saying "allah akbar" etc etc. basically to give you a couple of seconds to run for cover! Is there a way of attaching a satchel to a civ, then using a trigger to detonate within x radius of a blufor? -------------------- "I thought I'd lived a simple life. But I've sinned too much"
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Aug 13 2009, 22:18
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#5
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Gee, I wish we had one of them doomsday machines. Group: Moderators Posts: 2,037 Joined: 13-November 06 From: Wales Member No.: 155 |
Use a script?
(In SQS syntax because SQF is a bugger to get working for simple stuff like this ) CODE _Terrorman = _this select 0 _Terrorman say ["AllahAkbar",25] ~5 _bomb = "Sh_125_HE" camcreate (getpos _Terrorman) Should work, obviously tweak the settings to get it the way you want. And you'll need to sort of the audio externally. -------------------- The Rules - Nothing too complicated, follow these and we'll have no problems.
Moderation Feedback Thread - Tell everyone how much you Site Issues Thread - Complain about site issues here. We might even fix them! Community Chatter Thread - Furthest Mud-sling gets a free subscription to "JdB Monthly". QUOTE(Major Mike Shearer) We can categorically state that we have not released man-eating badgers into the area. QUOTE(Brace Belden) A machine gun is like a woman, I don’t understand it, I’m afraid of it, and one day I’ll accidentally be killed by one. |
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Aug 14 2009, 05:46
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#6
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Member Group: Members Posts: 51 Joined: 5-August 08 From: Warrington, Cheshire, UK Member No.: 3,833 |
aha! sorry I had to ask but I dont really get any time on here anymore
-------------------- "I thought I'd lived a simple life. But I've sinned too much"
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Oct 7 2009, 05:02
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#7
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Junior Member Group: Members Posts: 18 Joined: 4-October 09 From: Somewhere Near/inside the Philippines Member No.: 6,606 |
CODE _Terrorman = _this select 0 _Terrorman say ["AllahAkbar",25] ~5 _bomb = "Sh_125_HE" camcreate (getpos _Terrorman) how do I make this a script?? I know its pretty simple but Im weak in scripting... thanks in advance... This post has been edited by Lt.Mavrick94: Oct 7 2009, 05:03 |
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Oct 7 2009, 07:53
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#8
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Gee, I wish we had one of them doomsday machines. Group: Moderators Posts: 2,037 Joined: 13-November 06 From: Wales Member No.: 155 |
Save it as an sqs (you can use notepad, just replace the txt extension with an sqs one) then put it in your mission directory, or in an addon. If it's in your mission directory use:
CODE [this] exec "script.sqs" If it's in an addon use: CODE [this] exec "\myaddon\script.sqs" (Obviously, if it's in a folder within the addon, you'd need to give a full path) -------------------- The Rules - Nothing too complicated, follow these and we'll have no problems.
Moderation Feedback Thread - Tell everyone how much you Site Issues Thread - Complain about site issues here. We might even fix them! Community Chatter Thread - Furthest Mud-sling gets a free subscription to "JdB Monthly". QUOTE(Major Mike Shearer) We can categorically state that we have not released man-eating badgers into the area. QUOTE(Brace Belden) A machine gun is like a woman, I don’t understand it, I’m afraid of it, and one day I’ll accidentally be killed by one. |
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Oct 7 2009, 10:33
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#9
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Junior Member Group: Members Posts: 18 Joined: 4-October 09 From: Somewhere Near/inside the Philippines Member No.: 6,606 |
Eh thanks D@Ve I'll try it... its easier than it looks so far hehehe....
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Oct 7 2009, 11:06
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#10
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Junior Member Group: Members Posts: 18 Joined: 4-October 09 From: Somewhere Near/inside the Philippines Member No.: 6,606 |
Now I know how to make it to become a script but i got a new problem after the Civilian screams alla akbar eventually nothing happens I mean is he didn't blew up... he just screamed... I tried to change the ammo type but didn't work to... please advice... thanks in advance...
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Oct 7 2009, 15:16
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#11
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Gee, I wish we had one of them doomsday machines. Group: Moderators Posts: 2,037 Joined: 13-November 06 From: Wales Member No.: 155 |
Hmm... probably something wrong with the syntax of the last line... I didn't test it ingame... try using "R_Hydra_HE", you should be able to see that if it's spawning properly.
-------------------- The Rules - Nothing too complicated, follow these and we'll have no problems.
Moderation Feedback Thread - Tell everyone how much you Site Issues Thread - Complain about site issues here. We might even fix them! Community Chatter Thread - Furthest Mud-sling gets a free subscription to "JdB Monthly". QUOTE(Major Mike Shearer) We can categorically state that we have not released man-eating badgers into the area. QUOTE(Brace Belden) A machine gun is like a woman, I don’t understand it, I’m afraid of it, and one day I’ll accidentally be killed by one. |
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Nov 3 2009, 05:03
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#12
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Junior Member Group: Members Posts: 18 Joined: 4-October 09 From: Somewhere Near/inside the Philippines Member No.: 6,606 |
Eh one more thing, is this script compatible with ARMA 2 ??
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Nov 3 2009, 09:27
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#13
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Gee, I wish we had one of them doomsday machines. Group: Moderators Posts: 2,037 Joined: 13-November 06 From: Wales Member No.: 155 |
Should be compatible with OFP, ArmA and ArmA2. You may want to check the munition classname though, but I think it's the same.
This post has been edited by D@V£: Nov 3 2009, 09:27 -------------------- The Rules - Nothing too complicated, follow these and we'll have no problems.
Moderation Feedback Thread - Tell everyone how much you Site Issues Thread - Complain about site issues here. We might even fix them! Community Chatter Thread - Furthest Mud-sling gets a free subscription to "JdB Monthly". QUOTE(Major Mike Shearer) We can categorically state that we have not released man-eating badgers into the area. QUOTE(Brace Belden) A machine gun is like a woman, I don’t understand it, I’m afraid of it, and one day I’ll accidentally be killed by one. |
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Nov 3 2009, 14:19
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#14
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Junior Member Group: Members Posts: 18 Joined: 4-October 09 From: Somewhere Near/inside the Philippines Member No.: 6,606 |
OK thx for the reply I'll try it later... well in the script can I change what the Suicide Bomber will say??
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Nov 3 2009, 14:32
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#15
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Gee, I wish we had one of them doomsday machines. Group: Moderators Posts: 2,037 Joined: 13-November 06 From: Wales Member No.: 155 |
Quite easily. This line:
CODE _Terrorman say ["AllahAkbar",25] The string "AllahAkbar" references an entry you'll need to make, either in the cfgsounds section of your mission's Description.ext or an addon. For example: (from BI Wiki) CODE class CfgSounds { sounds[] = {}; class wolf1 { name = ""; sound[] = {"\sound\wolf1.ogg", 1, 1}; titles[] = {}; }; class wolf2 { name = "Wolfsong"; sound[] = {"\sound\wolf2.ogg", 1, 1}; titles[] = {}; }; }; So if you were doing this as a self-contained script for a mission, you'd need this in your description.ext file: CODE class CfgSounds { sounds[] = {}; class AllahAkbar { name = ""; sound[] = {"\sound\AllahAkbar.ogg", 1, 1}; titles[] = {}; }; }; And you'd also need to place an .ogg file (you can use audacity to convert .wav or .mp3 sound files to .ogg format) and a corresponding .lip file (for lip-syncing, should be named the same) Audacity can be found here: http://audacity.sourceforge.net/ And here are some BI wiki pages you'll probably find useful: http://community.bistudio.com/wiki/say (the "say" scripting command) http://community.bistudio.com/wiki/Description.ext#CfgSounds (A in-depth look at the Description.ext file) http://community.bistudio.com/wiki/Wave2Lip (A utility to generate lip-sync files from .wav sounds, if you're using an .mp3 sound effect, use audacity to convert it to .wav format) -------------------- The Rules - Nothing too complicated, follow these and we'll have no problems.
Moderation Feedback Thread - Tell everyone how much you Site Issues Thread - Complain about site issues here. We might even fix them! Community Chatter Thread - Furthest Mud-sling gets a free subscription to "JdB Monthly". QUOTE(Major Mike Shearer) We can categorically state that we have not released man-eating badgers into the area. QUOTE(Brace Belden) A machine gun is like a woman, I don’t understand it, I’m afraid of it, and one day I’ll accidentally be killed by one. |
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Nov 4 2009, 02:43
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#16
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Junior Member Group: Members Posts: 18 Joined: 4-October 09 From: Somewhere Near/inside the Philippines Member No.: 6,606 |
MY head exploded when I read that, It's like reading my most weakest subject Math, well I will try to solve that eh can you make me a demo sound of a AI saying "Mayday! Mayday! we are going down" or just your own demo... for ARMA 1 and for ARMA 2 can you do that?? thanks in advance
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