Arma 3
JDAM Bomb script DEMO
67 kommentarer
turtletron9 29. apr. kl. 12:57 
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  [ophavsmand] 16. apr. 2024 kl. 9:36 
@dendiirawanto
Yup. Have fun!
dendiirawanto 11. apr. 2024 kl. 6:22 
can I use this mod on a monetized channel?
ALIAScartoons  [ophavsmand] 9. aug. 2023 kl. 12:52 
@sim.imre
I don't have a direct download link anymore. Sorry!
sim.imre 5. aug. 2023 kl. 11:18 
Hi, Can you give me a direct download link where I can view the sqf files? Thank you very much! :-)
ALIAScartoons  [ophavsmand] 24. jan. 2023 kl. 3:50 
SKIPS_ [스킵스] 19. jan. 2023 kl. 5:56 
Where is this saved? I can't find it anywhere.
ALIAScartoons  [ophavsmand] 7. jan. 2022 kl. 6:09 
@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 kl. 14:50 
@ALIAScartoons How should I credit you?
Not Momo 29. dec. 2021 kl. 7:35 
@ALIAScartoons Ok, thank you man!
ALIAScartoons  [ophavsmand] 29. dec. 2021 kl. 5:04 
@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 kl. 13:09 
Can I use this for a faction mod?
ALIAScartoons  [ophavsmand] 8. mar. 2021 kl. 2:28 
@Σκουτάτος
Sort of. You can set up an object to be the bomb you can explode via trigger
Wort Wort Wort!!! 1. maj 2020 kl. 14:01 
can we use it on editor too ?
ALIAScartoons  [ophavsmand] 6. apr. 2020 kl. 2:23 
@-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 kl. 7:01 
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. juli 2019 kl. 11:12 
thanks, it works:lunar2019smilingpig:
ALIAScartoons  [ophavsmand] 15. juli 2019 kl. 3:17 
@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. juli 2019 kl. 16:34 
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. juli 2019 kl. 5:40 
Oh, ok, thank u)
ALIAScartoons  [ophavsmand] 14. juli 2019 kl. 3:03 
@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. juli 2019 kl. 20:43 
Hello? how can i make smoke animation shorter?
White Morpheus 16. okt. 2018 kl. 21:49 
Oh ok thx
ALIAScartoons  [ophavsmand] 14. okt. 2018 kl. 21:15 
@Mister Gimp
Only if you have acces to debug console to run the script on the fly
White Morpheus 13. okt. 2018 kl. 8:15 
Is there a Way to use this type of stuff in Zues?
ALIAScartoons  [ophavsmand] 27. juni 2018 kl. 5:17 
Yup
Hannes 27. juni 2018 kl. 5:07 
Allright, thx, i shall try, is it the same for the napalm script ?
ALIAScartoons  [ophavsmand] 27. juni 2018 kl. 5:04 
I don't know how that works, anyways if you manage to pass the bomb class name to the script should work.
Hannes 27. juni 2018 kl. 2:42 
Trying to make this work with a virtual support module, dropped from an A-10, any suggestions ? :3
ALIAScartoons  [ophavsmand] 17. juni 2018 kl. 14:00 
Script update.
Changes:
* tweaked echo sound
* tweaked SFX
* various optimizations
* code clean up
ALIAScartoons  [ophavsmand] 29. maj 2018 kl. 8:06 
Big boys playing with big guns
https://youtu.be/LTd1_wUnT-M?t=887
Razgriz 016 16. maj 2018 kl. 19:38 
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  [ophavsmand] 16. maj 2018 kl. 17:05 
@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. maj 2018 kl. 16:39 
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  [ophavsmand] 15. maj 2018 kl. 14:24 
@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. maj 2018 kl. 14:02 
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  [ophavsmand] 12. maj 2018 kl. 20:47 
@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. maj 2018 kl. 20:21 
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  [ophavsmand] 12. maj 2018 kl. 19:43 
ALIAScartoons  [ophavsmand] 12. maj 2018 kl. 1:13 
@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. maj 2018 kl. 18:29 
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  [ophavsmand] 6. mar. 2018 kl. 22:02 
@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 kl. 16:01 
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 kl. 15:24 
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  [ophavsmand] 6. mar. 2018 kl. 0:20 
@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 kl. 15:12 
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 kl. 13:35 
@ALIAScartoons oh ok, thx
ALIAScartoons  [ophavsmand] 15. jan. 2018 kl. 2:30 
@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 kl. 1:31 
I can't find anything called "bombard"
ALIAScartoons  [ophavsmand] 23. aug. 2017 kl. 1:30 
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