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Calldown/CAS Script

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  • [GUIDE] Calldown/CAS Script

    this script creates a bomb/tomahawk/artillery strike at a specified point. simple as that.

    you need to pass three parameters:
    the [x,y] of where you want the strike

    and the type of strike, designated by a number
    1 is a lgb
    2 is a tomahawk
    3 is a precision artillery strike (w/e it is when all the rounds fired hit at the same time)

    the time you want to wait for it to strike
    if someone wants the time to increase if the strike is farther away from a base just let me know and I'll write it (or something like that)

    heres the script:
    calldown.sqf
    Code:
    _bomb_target = [(_this select 0) select 0,(_this select 0) select 1,1000];
    _time = 7;
    _time = _this select 2;
    
    _type1 = 1;
    _type1 = _this select 1;
    
    _calldown = 
    	{
    	sleep _time;
    	_bomb1 = _bomb createvehicle (_bomb_target);
    
    	_bomb1 setdir 0;
    
    	sleep 0.1;
    
    	_bomb1 setVectorDirAndUp [[0,0,-1],[0,1,0]];
    
    	_pos2 = getpos _bomb1;
    
    	while {alive _bomb1} do
    
            {
    
            _bomb1 setvelocity _speed
    
            };
    
    	waituntil {!alive _bomb1};
    
    	_bomb2 = "Bo_GBU12_LGB_MI10" createvehicle ([(_pos2 select 0)+13,(_pos2 select 1)+13,0]);
    
    	_bomb3 = "Bo_GBU12_LGB_MI10" createvehicle ([(_pos2 select 0)-13,(_pos2 select 1)+13,0]);
    
    	_bomb4 = "Bo_GBU12_LGB_MI10" createvehicle ([(_pos2 select 0)+13,(_pos2 select 1)-13,0]);
    
    	_bomb5 = "Bo_GBU12_LGB_MI10" createvehicle ([(_pos2 select 0)-13,(_pos2 select 1)-13,0]);
    	};
    	
    _artillery =
    	{
    	for [{_y = 20},{_y>0},{_y=_y-1}] do
    		{
    		_ran_x = round(random 50);
    		_ran_y = round(random 25);
    		_ran_x2 = round(random 1);
    		if (_ran_x2==0) then {_ran_x = _ran_x * -1};
    		_ran_y2 = round(random 1);
    		if (_ran_y2==0) then {_ran_y = _ran_y * -1};
    		_bomb_target2 = [(_bomb_target select 0) + _ran_x,(_bomb_target select 1) + _ran_x, 1000];
    		_bomb1 = _bomb createvehicle (_bomb_target2);
    		_bomb1 setVectorDirAndUp [[0,0,-1],[0,1,0]];
    		};
    	};
    
    switch (_type1) do
    	{
    	case 1:{_bomb = "Bo_GBU12_LGB";_speed = [0,0,-100];[ ] call _calldown;};
    	case 2:{_bomb = "M_Zephyr_Mi06";_speed = [0,0,-200];[ ] call _calldown;};
    	case 3:{_bomb = "Sh_120mm_HE_Tracer_Red"; sleep _time; [3] call _artillery;};
    	};
    to call this you simply use this line:
    Code:
    nul = [getmarkerpos "marker",1,20] execVM "calldown.sqf";
    or
    nul = [getpos laser_target,2,10] execVM "calldown.sqf";
    or
    nul = [[4,4],3,15] execVM "calldown.sqf";
    it is actually really funny and entertaining to just spam these all over the place... the artillery could lag you out though.
    Yink | Vanilla Pilot | Killer of Stirling | CS GOD | Projects Team


  • #2
    Re: Calldown/CAS Script

    isn't that second one a long range anti-air missile carried on the AA jets?

    interesting anyway
    - Current ArmA Pathfinder

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    Comment


    • #3
      Re: Calldown/CAS Script

      lol yup. its the largest missile they have. i suppose i could attach the gbu that is huge and has wings to it... make it actually look like a tomahawk
      Yink | Vanilla Pilot | Killer of Stirling | CS GOD | Projects Team

      Comment

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