Arma 3
JDAM Bomb script DEMO
67 Comments
turtletron9 29 Apr @ 12:57pm 
Could I possibly, and if it is possible, convert this into a composition that when placed would instantly detonate were it is placed for use in public Zeus?
ALIAScartoons  [author] 16 Apr, 2024 @ 9:36am 
@dendiirawanto
Yup. Have fun!
dendiirawanto 11 Apr, 2024 @ 6:22am 
can I use this mod on a monetized channel?
ALIAScartoons  [author] 9 Aug, 2023 @ 12:52pm 
@sim.imre
I don't have a direct download link anymore. Sorry!
sim.imre 5 Aug, 2023 @ 11:18am 
Hi, Can you give me a direct download link where I can view the sqf files? Thank you very much! :-)
ALIAScartoons  [author] 24 Jan, 2023 @ 3:50am 
SKIPS_ [스킵스] 19 Jan, 2023 @ 5:56am 
Where is this saved? I can't find it anywhere.
ALIAScartoons  [author] 7 Jan, 2022 @ 6:09am 
@momo12320
The simpler way will be to add me in mission, mod or modules' description and if you want you can provide a link to my workshop page
Here it is a simple way to credit, Malcain mentioned me in the description at the end.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2706460405
Not Momo 6 Jan, 2022 @ 2:50pm 
@ALIAScartoons How should I credit you?
Not Momo 29 Dec, 2021 @ 7:35am 
@ALIAScartoons Ok, thank you man!
ALIAScartoons  [author] 29 Dec, 2021 @ 5:04am 
@momo12320
Sure and is you wanna release it for public send me the link and i will promote it.:steamthumbsup:
Not Momo 28 Dec, 2021 @ 1:09pm 
Can I use this for a faction mod?
ALIAScartoons  [author] 8 Mar, 2021 @ 2:28am 
@Σκουτάτος
Sort of. You can set up an object to be the bomb you can explode via trigger
Wort Wort Wort!!! 1 May, 2020 @ 2:01pm 
can we use it on editor too ?
ALIAScartoons  [author] 6 Apr, 2020 @ 2:23am 
@-mj-
See the demo mission, i don't remember in which mission i used it myself, i think i used a version of it in first episode from my Russian Winter campaign.
Also watch these:
https://www.youtube.com/playlist?list=PLod_PhpAOFQjeeWATteU73zqL69ShN5Df
-mj- 5 Apr, 2020 @ 7:01am 
Hello, very good job like everything else.
I'm re-editing an old mission from Rtek, and would like to know if I can use your JDAM script in it?
Fanatic 15 Jul, 2019 @ 11:12am 
thanks, it works:lunar2019smilingpig:
ALIAScartoons  [author] 15 Jul, 2019 @ 3:17am 
@oigor555
In alias_bomb_ini.sqf you have this line which generates the effect post explosion:
[[_bomb_obj_b,size_b,0.01],"ALfire\fire.sqf"] remoteExec ["execVM"];
you can either comment/remove the line to negate the effect or you can tweak some sleep values to make it shorter in fire.sqf. Notice lines 73 and 79 (hopefully we have the same version of the script) whre the sleeps are and decrease the values, if the lines do not coincide look for spawn blocks at the end of the script that contain the sleeps
Fanatic 14 Jul, 2019 @ 4:34pm 
Deleting an object does not stop the script, and due to the fact that it was planned to use it for a mission with a large number of players (160+), it can cause a strong decrease in FPS for a large period of time
Fanatic 14 Jul, 2019 @ 5:40am 
Oh, ok, thank u)
ALIAScartoons  [author] 14 Jul, 2019 @ 3:03am 
@oigor555
You want the smoke to disappear faster? Is not so simple, i think the simpler and quickest way for you will be to delete the object you used to create the bomb. I will have a look when i have time
Fanatic 13 Jul, 2019 @ 8:43pm 
Hello? how can i make smoke animation shorter?
White Morpheus 16 Oct, 2018 @ 9:49pm 
Oh ok thx
ALIAScartoons  [author] 14 Oct, 2018 @ 9:15pm 
@Mister Gimp
Only if you have acces to debug console to run the script on the fly
White Morpheus 13 Oct, 2018 @ 8:15am 
Is there a Way to use this type of stuff in Zues?
ALIAScartoons  [author] 27 Jun, 2018 @ 5:17am 
Yup
Hannes 27 Jun, 2018 @ 5:07am 
Allright, thx, i shall try, is it the same for the napalm script ?
ALIAScartoons  [author] 27 Jun, 2018 @ 5:04am 
I don't know how that works, anyways if you manage to pass the bomb class name to the script should work.
Hannes 27 Jun, 2018 @ 2:42am 
Trying to make this work with a virtual support module, dropped from an A-10, any suggestions ? :3
ALIAScartoons  [author] 17 Jun, 2018 @ 2:00pm 
Script update.
Changes:
* tweaked echo sound
* tweaked SFX
* various optimizations
* code clean up
ALIAScartoons  [author] 29 May, 2018 @ 8:06am 
Big boys playing with big guns
https://youtu.be/LTd1_wUnT-M?t=887
Razgriz 016 16 May, 2018 @ 7:38pm 
The description from your mission looks like this https://pastebin.com/H1Vk670V . I have that (minus naming/author and such) with the Sound / AL_Bomb / ALfire / Ini_bomb.sqf files and I still just get a beautiful but silent explosion. At this point I just know I'm overlooking something trivial.
ALIAScartoons  [author] 16 May, 2018 @ 5:05pm 
@Razgriz 016
Don't worry mate about pestering me, if i have the time and i can assist you i will.
You need to keep the structure of files and folders of the script, from my description all you need is to remove the line enableDebugConsole = 2; if is there, i need that to do tests on dedicated but you don't want that in your mission cuz will allow everyone to open the console and run scripts and commands, then you need to edit the name of the mission and add your own stuff if is the case, the rest should remain the same for instance the sound definitions. So sound files should stay in the same folder as in my script, if you decide to place them in another folder you should edit the paths in your description accordingly.
Razgriz 016 16 May, 2018 @ 4:39pm 
Yeah the demo mission has sound. I ripped the Sound folder and your description straight from the Steam version. Are you saying I shouldn't have to adjust the description at all if thats the case? Sorry for pestering you I'm more of a Zeus on the fly mission maker than 3DEN. I haven't really made a in depth mission from the ground up since A2.
ALIAScartoons  [author] 15 May, 2018 @ 2:24pm 
@Razgriz 016
From description you need the class sound definitions, use my description file to see if it works and work your way up from there, make sure you have the correct path for the sound files.
The demo mission has sounds for you? If not maybe you have an older version of the script from before BIS messed with say3D command. To make sure you have the right version take it from STEAM, Armaholic version should be up to date too, but with so many scripts and updates on my head i sometimes forget to update that one too
Razgriz 016 15 May, 2018 @ 2:02pm 
Okay I managed to get some time to start tinkering with this again. I can trigger it perfectly at will but still no sound. I have the sound file but I'm not sure what I'm suppsed to be doing with the description.ext. I took the one out of your script package but I'm not sure what I'm looking at.
ALIAScartoons  [author] 12 May, 2018 @ 8:47pm 
@Razgriz 016
Also take the script from STEAM, i really don't remember if the Armaholic version was updated, it should but can't tell for sure.
If you wanna trigger the explosion via radio, just use the radio to set a public variable let's say from true to false, then run the script from init.sqf but have an waituntil {yourvariable}; before the jdam line. So as soon the variable becomes true your script will be executed. There are some other ways but this one is the simpler.
Razgriz 016 12 May, 2018 @ 8:21pm 
Ah then I probably screwed up in the description.ext for the sound. How would I go about properly setting that up if was using a named object as a radio trigger? For example I just want the simple effect of using the radio to trigger the JDAM explosion to simulate a large secondary explosion after demolition for a Coop mission. Also thanks for the quick and helpful reply.
ALIAScartoons  [author] 12 May, 2018 @ 7:43pm 
ALIAScartoons  [author] 12 May, 2018 @ 1:13am 
@Razgriz 016
Is it your mission the sound doesn't work in? I this case check if you have the correct path for sounds in your description.ext and make sure you have the sound files. Let me know if this fixed your issue.
Razgriz 016 11 May, 2018 @ 6:29pm 
Works flawlessly in the demo. I can't seem to get sound for a manually detonated one on an object. Am I missing something simple?
ALIAScartoons  [author] 6 Mar, 2018 @ 10:02pm 
@Ka0sNuclear
Mind the relative path, if you see the file under your mission file and you get that error it means is something wrong with the path
AstroJoe 6 Mar, 2018 @ 4:01pm 
I was able to figure out how to get it on a plane but it keeps saying "al_bomb_player.sqf" not found. I checked and the file is there. It's just not working.
AstroJoe 6 Mar, 2018 @ 3:24pm 
I figured out how to use the script but I can't get it to work when I'm using the plane. I've tried everything and I can't get the script to work when I'm dropping the bombs from a wipeout.
ALIAScartoons  [author] 6 Mar, 2018 @ 12:20am 
@Ka0sNuclear
If is a SP mission you work on you could use it in a trigger, for MP you need to execute it in global like i did in demo mission.
I also used it here
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=919327005
AstroJoe 5 Mar, 2018 @ 3:12pm 
I feel kinda stupid asking this, but I'm new to ARMA and mods. How would I go about using this script in editor?
slimy slimy, grimy grimy 15 Jan, 2018 @ 1:35pm 
@ALIAScartoons oh ok, thx
ALIAScartoons  [author] 15 Jan, 2018 @ 2:30am 
@Gook
Is something you need to place in editor. See the video tutorial. The object you place can be named in any way just use the same name in script command.
slimy slimy, grimy grimy 15 Jan, 2018 @ 1:31am 
I can't find anything called "bombard"
ALIAScartoons  [author] 23 Aug, 2017 @ 1:30am 
Place an object on map called bombard and use line
null = [bombard,50, false,false] execVM "AL_bomb\alias_bomb_ini.sqf";
Feel free to tweak the parameters