Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It can be done but with the cost of performance. There are ways to optimize the script and find the sweet spot between visuals and performance. Anyways, is not something easy to tweak, there are edits to be made in several files far as i remember.
I got a question that maybe is a weird one, but: How could I extend the duration of the Mushroom cloud. I want it to linger a bit longer on the Horizon.
Make use of variables, either public, mission, object etc. plus a trigger, or you can schedule execution.
As example check out my rock slide demo mission to see how i use a public variable to trigger the script execution.
The error you got might be related to the premature execution of the script, but i could be wrong cuz i don't remember the script.
You have the same issue with the demo mission?
You need to restart the mission after editing description. Make sure you edit the sound you need to be louder. There is a limit for sound volume, i didn't reach it so far but maybe is the case in your situation
Files are provide in zip format.
https://aliascartoons.com/
From what i've heard the link below can be used to download the pbo files from steam
{LINK REMOVED}https://steamworkshopdownloader.io
As Zeuse you can run the script in global via debug console. You would need to incorporate the scripts and its files in your mission as for any other script.
Try using this for direct download
{LINK REMOVED}https://steamworkshopdownloader.io/
My nuke is fictional, if would be for real no terrain in Arma is big enough to see the explosion and survive. Also if you place it too far the blast will not be rendered because of your video settings and/or engine limitation.
Check out how i used the trigger in my rock slide script and do the same with the nuke script
sadly I'm not knowledgeable enough to know how to change it to only activate on the trigger - would you be willing to make an edit for being triggered instead of just being timed after the briefing?
I know, grab it from steam until i find a solution for direct download
I dont remember but is not something you can tweak via script parameters?
TBH i don't remember in which situation i applied damage, is it the the blast damage you want to tweak?
Not only with this script. I don't remember but it think you can disable the radiation area via script parameters and use my radiation script to add a radioactive zone where you can use facegear for protection
Not by default, tho you can use a trigger as i did in the rock slide script to set up a variable and make the nuke wait for that variable to change in order to be executed
Must be the object or marker you trying to use as source for nuke. Is it placed and named correctly on the map? Make sure u have the same name in scripts' parameters when u run the script
Any insight as to why this happened? I tried following your rock slide tutorial step by step and haven't found any answers! Thanks!!
You can change the time of the day in Eden
TBH i don't remember, must be an area defined by radius where damage is applied, look for setdammage shouldn't be in too many places, there is one for initial blast and one for radioactive area i think
I think is the postprocessing effect that you talking about, don't remember the line or the script file.
I will try to have a look when i can.
Sounds like a broadcast problem, did you run the script from a trigger? If so do not do that in MP. Will work in SP but not in MP. Use the triggers to run a script as i did in my Rock Slide demo script
Is done fast to save performance, however in order to prolong the effect needs tweaking and testing, there is no quick fix for that
right now i feel like its gone kinda fast and i cant find which params control that
Check if you have the sound file in the folder and the path to that file is correct in description.ext
I've beem trying to implement the script on a mission but I've been dealing with a few problems.
When blowing up, the script is supposed to look for the nuke_2.ogg on sounds, but a message in-game will pop out saying that the file can't be found. The explosions and the VFX occur normaly, but I couldn't make the sound work.
Ah, Thanks :D
I'll have a look...
Again amazing work on your scripts :)
Playing your Tanoa campaign with my friend ^^
Yes, see my bomb script which has the crater as parameter, however the feature is not available for nuke script.
Would be very cool :D
I've found another nuke mod... not gonna advertise though,
it leaves a crater but the explosion effects aren't as cool as your's but it does leave a crater,
and it's a mod not a script....
maybe an idea to create a shock wave that actually tips over cars..
I'm not sure if possible.
Amazing job on the nuke and other script, you got a new fan :D
I will have a look, remind me in few days if you don't hear from me
nul = [nuke,200,true,true,true,true,1000] execvm "Al_Nuke\alias_nuke.sqf";
Error Undefined variable in expression: _val
I don't see the mushroom cloud anymore, and the after effects don't work anymore. Are there known mod conflicts with your script? I have blastcore, would that effect anything?