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HomeMade Bomb


juandayz

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This is a small script to make home made bombs.

Thers a Time Delay to select, a countdown and "Bip,Bip" sound :D

 

VIDEO:

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1-Path to every bombs sqfs: custom\bomb\

 

2-Create:   bombtimer.sqf: (used for all bombs).

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3-in descriptions.ext (into class sounds). (ONLY PASTE LINES IN BLUE! THE OTHERS LINES ARE FOR REFERENCE)

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4-DOWNLOAD BOMB SOUND : http://www.mediafire.com/download/7yjzis8htqfb952/bomb.ogg

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*THERS 4 KIND OF BOMBS (Choose one , two or all of them... works togheter.) :

 

SIMPLE BOMB// SIMPLE STICKY BOMB// STICKY BOMB WITH DEFUSE OPTION// VEHICLE BOMB

 

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SIMPLE BOMB: (WITHOUT STICKY-WITHOUT DEFUSE). Dedicated to @chi who put "like" in all my post. TNKS chi!

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SIMPLE STICKY BOMB: (WITH OUT DEFUSE OPTION). Dedicated to @theduke he wanna broke some tanks :D

VID:

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STICKYBOMB WITH DEFUSE  Dedicated to @Cherdenko 

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VEHICLE BOMB

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INFISTAR USERS:

TNKS TO @theduke for it

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other way is put the bomb into the cars

bomb_init2.sqf

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bombcounter.sqf

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fn_SelfActions.sqf (add only lines in blue)

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description.ext  into class sounds (paste just lines in blue, the others is for reference)

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@theduke  this is for sticky bombs as you want :)

stickybomb.sqf   (goes into: custom\stickybomb\)

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bottom of your fn_selfactions.sqf

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into class sounds  (descriptions.ext)

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bomb timer sound: http://www.mediafire.com/download/7yjzis8htqfb952/bomb.ogg

 

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@Cherdenko

i was using it to other kind of bombs. With this you can Open a scroll menu and let you choose a wire to cut. (i need test it cuz must be in a second sqf. and i guess need make changes in primary sqf to give all players the option to defuse) gonna work in it.

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  On 8/16/2016 at 10:36 PM, WagnerMello said:

Hello Juan Parabens by Script tested and worked perfectly, the only problem I'm having is that it gun in the car even if I did not have the necessary items

How can I make him do checking the items inside the car too?
Thank you!

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hey wagner! try replace in fn_selfactions this lines in blue:

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by this lines in red:

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also in bomb_init2.sqf  you will need add a remove item line so  into this file add lines in red:

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@Cherdenko  here you have a bomb with defuse.

Once bomb is active, execute another option to Defuse if u have a toolbox.  Defuse option shows a cut wire menu. Now you need choose trough 3 wires to cut. (red,Black or brown) Every time the "good" wire changes cuz thers a random to select who is the good wire.

paths to drop the sqfs: custom\bombs\  (change the paths in fn_selfactions if u want).

stickybomb_withdefuse.sqf

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stickybomb_defuse.sqf

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at bottom of selfactions

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Lets clean this post a little. XD

Path to every bombs sqfs: custom\bomb\

bombtimer.sqf: (used for all bombs).

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in descriptions.ext (into class sounds). (ONLY PASTE LINES IN BLUE! THE OTHERS LINES ARE FOR REFERENCE)

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DOWNLOAD BOMB SOUND : http://www.mediafire.com/download/7yjzis8htqfb952/bomb.ogg

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

*THERS 4 KIND OF BOMBS (Choose one , two or all of them... works togheter.) :

 

SIMPLE BOMB// SIMPLE STICKY BOMB// STICKY BOMB WITH DEFUSE OPTION// VEHICLE BOMB

 

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

 

SIMPLE BOMB: (WITHOUT STICKY-WITHOUT DEFUSE).

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SIMPLE STICKY BOMB: (WITH OUT DEFUSE OPTION).

 

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STICKYBOMB WITH DEFUSE

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VEHICLE BOMB

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  On 8/19/2016 at 5:28 PM, paulcav said:

Looks awesome mate! :)

Quick question, is there any way of making a proximity bomb that's set off by AI?

 

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i think yes, creating a trigger with a bomb where opfor faction active it by his presence. let me see not tested but its a begining:

proxybomb.sqf (custom\bomb\)

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bottom of selfactions.sqf

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