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Teargas smoke


calamity

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now to get these to kill AI

 

would adding something like this kill anyone (including AI) near the firenade ??

 

{_x setDamage 1;} forEach allUnits;

you will probably have to replicate the whole loop itself in an AI related script somewhere ( it should work in any of the scripts, I suggest either placing it at the end or putting it on it's own thread with [] spawn {code}; and instead of using player use whatever references the AI (usually _unit))

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  • 1 month later...

Will this also work with the M32 grenade launcher? If not I would love to see it added!

I cant find any smoke grenade ammo for the m32.

However you may get it to work just change

the SmokeShellGreen to G_40mm_HE or try 1Rnd_HE_M203

in the teargas.sqf

or make a new one and name it m32tear.sqf or something

While{true} do {
waituntil{
((nearestObject [getpos player, "SmokeShellGreen"]) distance player < 10)
and
(getpos (nearestObject [getpos player, "SmokeShellGreen"]) select 2 < 0.5)
};

MAYBE like

this is a big maybe... I cant test it...

While{true} do {
waituntil{
((nearestObject [getpos player, "G_40mm_HE "]) distance player < 40)
and
(getpos (nearestObject [getpos player, "G_40mm_HE "]) select 2 < 0.5)
};

please let us know if it worked for you

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Here is the info on the M32 grenade launcher if you guys needed it.

Class = M32_EP1
Name = M32
Side = EAST
Info
The M32 is a lightweight 40mm semi-automatic, 6-shot grenade launcher. It is intended to increase a small squads firepower when compared to traditional single-shot grenade launchers like the M203.
The M32 is designed to be simple, rugged and reliable all-round weapon.
Magazine Class(1) = 6Rnd_HE_M203
Magazine Class(2) = 6Rnd_FlareWhite_M203
Magazine Class(3) = 6Rnd_FlareGreen_M203
Magazine Class(4) = 6Rnd_FlareRed_M203
Magazine Class(5) = 6Rnd_FlareYellow_M203
Magazine Class(6) = 6Rnd_Smoke_M203
Magazine Class(7) = 6Rnd_SmokeRed_M203
Magazine Class(8) = 6Rnd_SmokeGreen_M203
Magazine Class(9) = 6Rnd_SmokeYellow_M203
Magazine Class(10) = 1Rnd_HE_M203
Magazine Class(11) = FlareWhite_M203
Magazine Class(12) = FlareGreen_M203
Magazine Class(13) = FlareRed_M203
Magazine Class(14) = FlareYellow_M203
Magazine Class(15) = 1Rnd_Smoke_M203
Magazine Class(16) = 1Rnd_SmokeRed_M203
Magazine Class(17) = 1Rnd_SmokeGreen_M203
Magazine Class(18) = 1Rnd_SmokeYellow_M203

 

Here is a link to most stuff that comes with arma. Just click on the pic and you will get all info on something.

http://www.armatechsquad.com/ArmA2Class151656165165341654165165165165f/index.php

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Here is the info on the M32 grenade launcher if you guys needed it.

Class = M32_EP1

Name = M32

Side = EAST

Info

The M32 is a lightweight 40mm semi-automatic, 6-shot grenade launcher. It is intended to increase a small squads firepower when compared to traditional single-shot grenade launchers like the M203.

The M32 is designed to be simple, rugged and reliable all-round weapon.

Magazine Class(1) = 6Rnd_HE_M203

Magazine Class(2) = 6Rnd_FlareWhite_M203

Magazine Class(3) = 6Rnd_FlareGreen_M203

Magazine Class(4) = 6Rnd_FlareRed_M203

Magazine Class(5) = 6Rnd_FlareYellow_M203

Magazine Class(6) = 6Rnd_Smoke_M203

Magazine Class(7) = 6Rnd_SmokeRed_M203

Magazine Class(8) = 6Rnd_SmokeGreen_M203

Magazine Class(9) = 6Rnd_SmokeYellow_M203

Magazine Class(10) = 1Rnd_HE_M203

Magazine Class(11) = FlareWhite_M203

Magazine Class(12) = FlareGreen_M203

Magazine Class(13) = FlareRed_M203

Magazine Class(14) = FlareYellow_M203

Magazine Class(15) = 1Rnd_Smoke_M203

Magazine Class(16) = 1Rnd_SmokeRed_M203

Magazine Class(17) = 1Rnd_SmokeGreen_M203

Magazine Class(18) = 1Rnd_SmokeYellow_M203

 

Here is a link to most stuff that comes with arma. Just click on the pic and you will get all info on something.

http://www.armatechsquad.com/ArmA2Class151656165165341654165165165165f/index.php

I knew it had smoke rounds !

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Will this also work with the M32 grenade launcher? If not I would love to see it added!

yes this can work with m32 smoke

thankz to MrEnzO for providing the classnames  which allowed me to get the needed classnames 

just change the

While{true} do {
waituntil{
((nearestObject [getpos player, "SmokeShellGreen"]) distance player < 10)
and
(getpos (nearestObject [getpos player, "SmokeShellGreen"]) select 2 < 0.5)
};
While{true} do {
waituntil{
((nearestObject [getpos player, "G_40mm_SmokeRed"]) distance player < 10)
and
(getpos (nearestObject [getpos player, "G_40mm_SmokeRed"]) select 2 < 0.5)
};

or "G_40mm_SmokeGreen"

or whatever color 

or make a new sqf like  m32tear.sqf

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  • 6 months later...

Getting kicked for battle restriction #44 any ideas. Love this script

you need to check your logs to narrow down the kick and add the exemption to the filter..

is it  a createvehicle kick ?

check creatvehicle.log find nearly last line that shows kick line and number #44

find line 44 in createvehicle.txt and add

!="whatever kicks you"

 

or post your log  here or just the last few lines shows kick

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Added it to vehiclecreate text but their is no line 44   !="remExField" THATS WHAT I ADDED
 
14.06.2015 12:11:17: BOoM_YoUr_DeAd ()  - Value Restriction #18 "remExField" = [,,"spawn",["[RHZZ] BOoM_YoUr_DeAd was Killed By an Acid Grenade"],{systemChat (_this select 0) }]
14.06.2015 12:11:17: BOoM_YoUr_DeAd )  - Value Restriction #44 "remExField" = [,,"spawn",["[RHZZ] BOoM_YoUr_DeAd was Killed By an Acid Grenade"],{systemChat (_this select 0) }]
 
 
CODE WAS FOUND IN  publicvariable log
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  • 1 month later...

I can smelt the the smoke grenades, but I can't use them unless I remove them from my inventory and then put them back. Anyone know what might be causing this? Great script btw!! Gonna take it to the extreme.

 

Also, when I use the 6 round grenade launcher with 6rd ammo or single ammo, it has the gas effect without me having to use a different script for the grenade launcher ammo.

 

Had to change the sound to "repair" as well b/c it couldn't find the other and gave an error.

 

One more thing, what exactly is the _press for?

Maybe a comment for each of these lines will help me learn a little more.

 

_dis=100;
_sfx = "repair"; // I know this is the sound effect while crafting
_chance = floor(random 100);
_press = nearestObject [player, "Land_Ind_Stack_Big"]; 

_sounddist = 1;

 

Sorry if i'm asking too much.

 

Thanks in advance. ;-)

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I can smelt the the smoke grenades, but I can't use them unless I remove them from my inventory and then put them back. Anyone know what might be causing this? Great script btw!! Gonna take it to the extreme.

Also, when I use the 6 round grenade launcher with 6rd ammo or single ammo, it has the gas effect without me having to use a different script for the grenade launcher ammo.

Had to change the sound to "repair" as well b/c it couldn't find the other and gave an error.

One more thing, what exactly is the _press for?

Maybe a comment for each of these lines will help me learn a little more.

_dis=100;

_sfx = "repair"; // I know this is the sound effect while crafting

_chance = floor(random 100);

_press = nearestObject [player, "Land_Ind_Stack_Big"];

_sounddist = 1;

Sorry if i'm asking too much.

Thanks in advance. ;-)

Also, would anyone be interested, or is it possible, to make a script that lets players wearing certain skins (ones with masks) not be affected by the tear gas?

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I can smelt the the smoke grenades, but I can't use them unless I remove them from my inventory and then put them back. Anyone know what might be causing this? Great script btw!! Gonna take it to the extreme.

Also, when I use the 6 round grenade launcher with 6rd ammo or single ammo, it has the gas effect without me having to use a different script for the grenade launcher ammo.

Had to change the sound to "repair" as well b/c it couldn't find the other and gave an error.

One more thing, what exactly is the _press for?
Maybe a comment for each of these lines will help me learn a little more.

_dis=100;
_sfx = "repair"; // I know this is the sound effect while crafting
_chance = floor(random 100);
_press = nearestObject [player, "Land_Ind_Stack_Big"]; 
_sounddist = 1;

Sorry if i'm asking too much.


 

 

Also, would anyone be interested, or is it possible, to make a script that lets players wearing certain skins (ones with masks) not be affected by the tear gas?

Thanks in advance. ;-)

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I can smelt the the smoke grenades, but I can't use them unless I remove them from my inventory and then put them back. Anyone know what might be causing this? Great script btw!! Gonna take it to the extreme.

Also, when I use the 6 round grenade launcher with 6rd ammo or single ammo, it has the gas effect without me having to use a different script for the grenade launcher ammo.

Had to change the sound to "repair" as well b/c it couldn't find the other and gave an error.

One more thing, what exactly is the _press for?

Maybe a comment for each of these lines will help me learn a little more.

_dis=100;

_sfx = "repair"; // I know this is the sound effect while crafting

_chance = floor(random 100);

_press = nearestObject [player, "Land_Ind_Stack_Big"]; 

_sounddist = 1;

Sorry if i'm asking too much.

 

 

Also, would anyone be interested, or is it possible, to make a script that lets players wearing certain skins (ones with masks) not be affected by the tear gas?

Thanks in advance. ;-)

Also, would anyone be interested, or is it possible, to make a script that lets players wearing certain skins (ones with masks) not be affected by the tear gas?

 

I was about to attempt that with stalker clothing but never got around to it...

thankz for reminding me I will  try getting around to it now...

 

_dis=100;   )this is how far from _press you must be)

_sfx = "repair"; // I know this is the sound effect while crafting

_chance = floor(random 100); (this is well chance of success.....)

_press = nearestObject [player, "Land_Ind_Stack_Big"];   (this is the smokestack on cherno map. it WAS needed for smelting from a script I ripped it from) (I forget who or where now.._

_sounddist = 1  (this is the distatnce _sfx  can be heard )

 

 

 

use the 6 round grenade launcher with 6rd ammo or single ammo, it has the gas effect without me having to use a different script for the grenade launcher ammo.

Perhaps the SmokeShell is the ammo  effect ?

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  • 1 month later...

Installed works great! I like everything about it but I have two questions

(1) How can I reduce the time it lasts to about 30 secs?

(2) I want to remove the slap part but I'm a bit confused which line to remove. 1 or 2 or both?

////////////////////////

(1) CC_slap_them = {_randomnr = [2,-1] call BIS_fnc_selectRandom;(vehicle player) SetVelocity [_randomnr * random (4) * cos getdir (vehicle player), _randomnr * random (4) * cos getdir (vehicle player), random (4)];};

(2) [] spawn CC_slap_them;

 

Thank You, Bricktop

 

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  • 10 months later...
3 minutes ago, chi said:

Calamity, ever figure out how to make certain skins not be affected by teargas?

 

Shouldn't be too hard to do. I won't be able to touch this for a little while but if no one else helps you with it, I'll get to it soon enough. 

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1 hour ago, MattL said:

Shouldn't be too hard to do. I won't be able to touch this for a little while but if no one else helps you with it, I'll get to it soon enough. 

Thanks Matt. Long time. U still at the beach? We just left from their on vacation.

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