Arma 3
Grenade Window Breaker
32 Comments
STyx2909 15 Jun @ 10:31pm 
A life saver until BI decided to add this to the game engine.
It is now obsolete.
Bl00dyDruid 18 Sep, 2020 @ 10:07pm 
Not working on Wefferlingen from Global Mobilization DLC with mod grenades or smoke grenades
[Black_Hawk_BG]_->_<-_X-Ray 9 Apr, 2019 @ 11:23pm 
Well, now it works with normal grenades. Stun grenades, for example, cause the same error, but I tried to throw 1 through a small hangar window.
[Black_Hawk_BG]_->_<-_X-Ray 9 Apr, 2019 @ 12:01am 
Still not working the right way. There's an error. I can send you a screenshot to see what's wrong.
[Black_Hawk_BG]_->_<-_X-Ray 8 Apr, 2019 @ 10:23pm 
Thank you very much for your efforts, dude! I really appreciate your help. I will test it today. :)
Shift+g  [author] 8 Apr, 2019 @ 4:13pm 
@[Black_Hawk_BG]_->_<-_X-Ray

fixed, have a try. But just a few windows on that map won't work, if that is necessary, try to change the value in "fn_nadeWindowA3.sqf"---_t = 0.8 change the _t value bigger that will help. but not recommended, since that may cause two or three windows even the windows in the whole building be broken together, just depend on how big this value is.
[Black_Hawk_BG]_->_<-_X-Ray 8 Apr, 2019 @ 4:52am 
I don't know what kind of buildings are used on Tilos. That's where I've made the testing.
Shift+g  [author] 8 Apr, 2019 @ 1:55am 
@[Black_Hawk_BG]_->_<-_X-Ray

What custom buildings are you using for your mission, I've tried the script with CUP buildings and all works fine, also no error throws
Shift+g  [author] 8 Apr, 2019 @ 1:33am 
@[Black_Hawk_BG]_->_<-_X-Ray

You've used a custom building? I haven't tested it yet.
[Black_Hawk_BG]_->_<-_X-Ray 8 Apr, 2019 @ 1:30am 
Does it work only on vanilla windows?
[Black_Hawk_BG]_->_<-_X-Ray 8 Apr, 2019 @ 1:29am 
Absolutely. I am going to test it again separately from my current mission.
Shift+g  [author] 8 Apr, 2019 @ 1:24am 
@[Black_Hawk_BG]_->_<-_X-Ray

It works fine for me, weird. Do you have the functions folder, Description.ext and initPlayerLocal.sqf, I mean all of them
[Black_Hawk_BG]_->_<-_X-Ray 7 Apr, 2019 @ 11:41pm 
Thank you very much! :)
Shift+g  [author] 7 Apr, 2019 @ 11:39pm 
@[Black_Hawk_BG]_->_<-_X-Ray

Alright, I will check it out one hour later
[Black_Hawk_BG]_->_<-_X-Ray 7 Apr, 2019 @ 11:28pm 
I use this combination with ace.
Shift+g  [author] 7 Apr, 2019 @ 11:24pm 
@[Black_Hawk_BG]_->_<-_X-Ray

Due to another report from Armatop, I wonder if there's a misunderstanding---Is your shift+g "throwing in vanilla way" or "throwing in ace3 way"
[Black_Hawk_BG]_->_<-_X-Ray 7 Apr, 2019 @ 11:09pm 
That's the way I tried.
Shift+g  [author] 7 Apr, 2019 @ 11:07pm 
@[Black_Hawk_BG]_->_<-_X-Ray

the first important thing is whether you use shift+g to prepare grenade when you are using ace3, I don't think it won't work if you do it that way
[Black_Hawk_BG]_->_<-_X-Ray 7 Apr, 2019 @ 10:57pm 
Absolutely. I didn't want additional mods, so I decided to use this version with the scripts. I copied all files to my scenario folder, but it didn't work for me. I tried the usual vanilla way to throw a grenade and the ace more complicated way. It did not change anything. I even double checked the files, but I am 100% sure everything's fine with them. Any solution or should try without ace? Because I must use it in any way in this scenario of mine, it's a dependency. How would I fix this or are you going to test it and fix it? :)
Armatop 7 Apr, 2019 @ 10:33pm 
script with ace not working too
Shift+g  [author] 6 Apr, 2019 @ 11:31pm 
@Судья

but it's just too low for me, the latest version I have changed it to 10,78, (and the script has changed, recommend you to use the latest one), 10,78 sounds fine in my mod version, but it's kind of weird when I adjust it in sciprt version because the same value in two version, but just not the same volume in them. But due to the mod version test, I'll adjust it to 10,58 which is just much more suitable.
Судья 6 Apr, 2019 @ 7:09pm 
All perfectly. but there is a slight drawback. the sound of breaking the window is much higher than the vanilla sound when broken from different distances. I changed the parameter. Try it.

playSound3D [format ["A3 \ Sounds_F \ arsenal \ sfx \ bullet_hits \ glass_0% 1.wss", (floor random 8) + 1], _na, false, _nP, 7.1,15]};
-->7,1,15
Shift+g  [author] 4 Apr, 2019 @ 3:40am 
@[SeL] Belbo

Thank you for your advise.I will try to make this better, and also expect for your further suggestions and the ones from BI forum scripters.
[SeL] Belbo 4 Apr, 2019 @ 12:42am 
This is a great concept and idea.
I've taken a look at your code though and would recommend you to look into code optimisation.
Readability would be a great plus too, because there's very much room for improvement - and your code will cause some performance issues with clients, so it might be in your interest to have other community scripters to offer you guidance in regards of optimisation.
I'd take your script over to the BI forum, there are some really nifty scripters who are always willing to offer help.
Судья 3 Apr, 2019 @ 11:08pm 
thank u)
Shift+g  [author] 3 Apr, 2019 @ 10:10pm 
@[JgBtl533] Patrick

I'll take that into account
Shift+g  [author] 3 Apr, 2019 @ 10:09pm 
@Судья

use a little time, find it's not so hard, here's the mod version
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1702704179
Patrick 3 Apr, 2019 @ 2:47pm 
maybe you can make it work with "ACE3 Grenades"?
Shift+g  [author] 3 Apr, 2019 @ 10:04am 
@Судья

I haven't try to turn any script to a mod before, so I don't know how to do it for now, and I have no time these days to learn it, so maybe sometime later or maybe someone who could help me to do that?
Судья 3 Apr, 2019 @ 9:06am 
what about mod version?
Shift+g  [author] 3 Apr, 2019 @ 8:06am 
@Paladinknightsword

yes, here it is:
http://www.armaholic.com/page.php?id=34995
Paladinknightsword 2 Apr, 2019 @ 5:00pm 
Do you have a direct download link available?