Air raid - bombing and siren

mmmyum

Valued Member!
Help and Discussion for Air Raid and Bombing siren begins here...



ORIGINAL POST:
You guys are great, it's time I give back some. Got this working yesterday.

A little script to add an AIR RAID complete with bombing and siren to a STATIC location or RANDOM locations

Siren is an authentic recording from Israel!

Yes the bombs will kill you! They blow up cars too!

EDIT!!!! BELOW CODE IS OLD! SEE POST 3 FOR CURRENT CODE

______________________________________________
1

Select your code; either:
Random Locations (tested 26/04/2013 @2pmEST working) NEWEST!
Code:
////////////////////////////////////////////////////////////////////////////////////////
//      DayZ Air Raid written by                                                    //
//              mmmyum    with    work    from                                      //
// sirens: http://www.armaholic.com/page.php?id=12598 by DarkXess                    //
// bombs: http://www.armaholic.com/page.php?id=15612 by Maxjoiner                    //
////////////////////////////////////////////////////////////////////////////////////////
 
/////////////////////////SETUP repeat and break
 
private ["_espl","_sound","_pos2","_pos2cnt","_seconds","_rndLoc","_place","_position","_choice","_duration","_xpos","_ypos","_targetpos","_loc","_target","_pos","_siren","_pos1","_choise","_ray","_dblsecs","_repeat","_break"];
sleep 10;
_repeat = 30;                            //times to repeat
_break = 120;                            //time to break between attacks
_position = [13135.9, 10393.3, 1.5]; //leave this
_xpos = 13135.9;
_ypos = 10393.3;
//repeat script
diag_log format ["AIRRAID: Starting..."];
sleep 2;
While {_repeat > 1} do {
/////////////////////////SETUP position
//                                      enter positions below. format x,y,z
    _rndLoc=floor(random 6);
    _place=
    switch (_rndLoc) do
    {
      case 0: {"Electro"};
      case 1: {"Berezino"};
      case 2: {"NEAF"};
      case 3: {"Stary"};
      case 4: {"Vybor"};
      case 5: {"Gorka"};
    };
    diag_log format ["AIRRAID: Random Location: %1 | %2",_rndLoc,_place];
    _position=
    switch (_rndLoc) do
    {
      case 0: {[10480.6, 2217.8, 1.5]};
      case 1: {[12043.9, 9091.3, 1.5]};
      case 2: {[12073.9, 12724.3, 1.5]};
      case 3: {[6143.6, 7721.5, 1.5]};
      case 4: {[3815.1, 8865.0, 1.5]};
      case 5: {[9659.0, 8795.3, 1.5]};
    };
//////////////////////////SETUP type of bombing and duration
_choice = 1;
_duration = 60;
/////////////////////////
_xpos = _position select 0;
_ypos = _position select 1;
_targetpos = [_xpos, _ypos, 1.5];
_loc = createVehicle ["HeliHEmpty", _targetpos,[], 0, "NONE"];
_target = createVehicle ["HeliHEmpty",position _loc,[], 0, "NONE"];  // target bombing
sleep 2;
diag_log format ["AIRRAID: INCOMING ATTACK: Sounding Siren at: %1 %2 | Repeat: %3| Type: %4 | Duration: %5",_xpos,_ypos,_repeat,_choice,_duration];
 
 
//sound siren
_pos = position _target;
diag_log format ["AIRRAID: POS: %1 | TARGET: %2 | SHOULD MATCH",_pos,_targetpos];
_siren = createVehicle ["HeliHEmpty",position _target,[], 0, "NONE"];
[nil,_siren,rSAY,['eve', 3500]] call RE;
sleep 60;
_pos1 = position _siren;
diag_log format ["AIRRAID: SIREN: %1 | TARGET: %2 | SHOULD MATCH APPROX",_pos1,_targetpos];
[nil,_siren,rSAY,['puk', 3500]] call RE;
sleep 60;
[nil,_siren,rSAY,['eve', 3500]] call RE;
sleep 60;
[nil,_siren,rSAY,['nam', 3500]] call RE;
sleep 10;
[nil,_siren,rSAY,['puk', 3500]] call RE;
sleep 60;
[nil,_siren,rSAY,['nam', 3500]] call RE;
sleep 5;
 
//start bombing init
_choise = _choice;    // choise bombing: 1 = light 2 = medium 3 = heavy
_ray = 120;          // ray of bombing
_seconds = _duration; // time bombing
_dblsecs = _seconds * 2;
diag_log format ["AIRRAID: Bombing Area: %1 %2",_xpos,_ypos];
 
//start bombing
_pos2 = [getPosATL _siren];
While {_seconds > 1} do {
_sound = createVehicle ["HeliHEmpty",position _target,[], _ray, "NONE"];
[nil,_sound,rSAY,['mortar1', 3500]] call RE;
_pos2 set [_seconds, getPosATL _sound];
sleep 2;
If (_choise == 1) then {
_espl = createVehicle ["SH_105_HE",position _sound,[], 0, "NONE"];
};
If (_choise == 2) then {
_espl = createVehicle ["SH_125_HE",position _sound,[], 0, "NONE"];
};
If (_choise == 3) then {
_espl = createVehicle ["BO_GBU12_LGB",position _sound,[], 0, "NONE"];
};
_pos2 = [_dblsecs,getPosATL _espl];
_pos2cnt = count _pos2;
diag_log format ["AIRRAID: BOMB: %1 | TARGET: %2 | SHOULD MATCH APPROX ||| debug arraycount %3 |",str(_pos2),_targetpos,_pos2cnt];
_seconds = _seconds - 1;
deletevehicle _sound;
};
 
//cleanup
sleep 60;
_repeat = _repeat - 1;
deletevehicle _espl;
deletevehicle _siren;
deletevehicle _loc;
deletevehicle _target;
diag_log format ["AIRRAID: Going down for sleep: Repeat:%1 | Sleep:%2",_repeat,_break];
sleep _break;
};
exit

Static 1 Location (UN-tested and confirmed MAY BE BUGGY)
Code:
removed - just use random code with all same location for each case,
 
this had not been tested in some time so I removed it.

(If you feel like trying your hand I could use some help with http://pastebin.com/YMKDSpYJ
essentially, the animated ai airraid code works so far but my AI gets killed by server cleanup)

Save this as mmmyum_bomb.sqf in the root of your pbo (dayz_chernarus1.pbo/mmmyum_bomb.sqf)
______________________________________________
2

Call via init.sqf with this line:
Code:
_airraid = [] execVM "mmmyum_bomb.sqf";
Just put it at the bottom of your list here
Code:
if (isServer) then {
//you will have entries here
//put my code at the bottom of the list
}

CALL init.sqf (above) OR ADD mission.sqm (below)

Code:
class Vehicles
{
class Item0
{
position[]={13977.627, 0.12955765, 10752.155};
azimut=240;
special="NONE";
id=1;
side="EMPTY";
vehicle="USVehicleBox_EP1";
text="target";
init="null = [target,1,120,60] execVM ""mmmyum_bomb.sqf"";";
};
items=1;
};

Add to vehicles class after markers

Via mission.sqm same as Excelsior bridge or my automatic Aircraft Carrier

Code:
  ...      class Item6
        {
            position[]={13510.764,0.44504455,5249.3027};
            name="spawn4";
            type="Empty";
        };
    };
    //CODE GOES HERE!!!!!! ////CODE GOES HERE!!!!!! ///////////////////
    //CODE GOES HERE!!!!!! ///////CODE GOES HERE!!!!!! //////////////////////
    //CODE GOES HERE!!!!!! //////////CODE GOES HERE!!!!!! /////////////////////////
};
class Intro
{
    addOns[]=
    {
        "chernarus"
    };...

in there
______________________________________________
3

Add at bottom of description.ext

Code:
//sounds
class CfgSounds
{
  sounds[]={nam,eve,puk};
class nam
  {
    name = "Siren1";
    sound[] = {\sound\SirenLoopMono.ogg, db-6, 1.0};
    titles[] = {""};
  };
class eve
  {
    name = "Siren2";
    sound[] = {\sound\Sirens.ogg, db-6, 1.0};
    titles[] = {""};
  };
class puk
  {
    name = "Siren3";
    sound[] = {\sound\Sirens2.ogg, db-6, 1.0};
    titles[] = {""};
  };
};
______________________________________________
4

Put sound folder in pbo folder

download sound folder here
http://speedy.sh/44dYf/sound.7z




_______________________________________
Bugs? see post 131 - working out bugs related to sirens not playing, locality, and new animated ai air raid script.
AnimatedAIBomber script 0.42a see post http://opendayz.net/threads/air-raid-bombing-and-siren.9464/page-8#post-39038


//////////////////////////////////////////////////////////////
Random version working well, change to two of the same location if you want static.
Let me know if you try it! Or know a better way to do anything!
Thanks to arma scripters DarkXess and Maxjoiner, dayz scripters Sarge(big thanks!), grafzhal (for learning from your code), multiple ai scripts and scripts that play sounds were also looked at/torn apart in order for me to learn more. Thanks to everyone! Wouldn't have been possible without you! did i mention Sarge(big thanks!)?
 
Would it possible to do this with eagle wing's nuke? And does it drop at random locations at random times? Attached is eagle wings Nuke.sqf in case you are able to do this.
 

Attachments

  • nuke.sqf
    10.1 KB · Views: 105
I will look into it, shouldn't be a problem depending on how it works. Random areas is coming next, that's what I'm working on now. Just gotta select random world spaces to put in, I need to find a list of city worldspaces.

I'm also looking at getting jets to fly across, or if I can get the static destroyer I have to simulate firing the rounds. And I plan on using Sarges AI to spawn in an invasion group at the end
 
The list of city world spaces is no problem. Someone posted the position logs a while back in the Ground Fog Guide. As for the sqf file for the nuke, you can draw the effects from them, and tie it to your current sqf.

Here are some coords, if anyone else wants to use them:
Balotta Airstrip [4829.9868, 2450.1104, 0]
Berenzino [12954.624, 9783.1533, 0]
Bereznio 2 [12043.963, 9091.3477, 0]
Black Mountain [10276.416, 12049.664, 0]
Bor [3320.1643, 3938.3496, 0]
Cherno [6743.8853, 2581.1865]
Devils Castle [6891.9189, 11438.73, 0]
Don's Camp [7788.2856, 12613.048, 0]
Drozhino [3442.2849, 4955.7129, 0]
Dubrovka [10445.011, 9868.9912, 0]
Electro [10480.69, 2217.8027, 0]
Factory [13060.078, 7094.0596, 0]
Gorka [9659.084, 8795.334, 0]
Grishno [5979.6953, 10343.341, 0]
Guglovo [8517.8682, 6676.3276, 0]
Gvozdno [8614.4316, 11868.967, 0]
Kabanino [5318.8369, 8602.6328, 0]
Kamyshovo [12127.406, 3496.2185, 0]
Khelm [12290.833, 10904.328, 0]
Komarovo [3654.0908, 2475.9468, 0]
Kozlovka [4483.6777, 4616.1675, 0]
Krastonav [11212.624, 12256.609, 0]
Lopatino [2780.3135, 10018.82, 0]
Moglievka [7544.5845, 5148.7822, 0]
Msta [11275.323, 5495.4053, 0]
Myshkino [2019.2487, 7327.7178, 0]
Nadezhdino [5846.4434, 4706.708, 0]
NEAF [12073.906, 12724.305, 0]
Nizhnoye [13002.393, 8285.8574, 0]
Novy Sobor [7074.4854, 7683.4883, 0]
NWAF [4480.0781, 10375.544, 0]
Orlovets [12146.174, 7266.5801, 0]
Pavlovo [1693.9392, 3845.0657, 0]
Petrovka [5014.1143, 12493.039, 0]
Pogorevka [4473.5957, 6411.3198, 0]
Polana [10753.393, 8132.6606, 0]
Prigorodki [7976.5557, 3299.5386, 0]
Pulkovo [4915.0903, 5605.6401, 0]
Pusta [9156.2549, 3897.7598, 0]
Pustoshka [3072.9629, 7945.4404, 0]
Rogovo [4808.0024, 6805.0518, 0]
Shakhovka [9654.5244, 6555.2583, 0]
Solnichny [13454.279, 6233.647, 0]
Soosnovka [2528.7561, 6354.9839, 0]
Staroye [10140.659, 5434.4302, 0]
Stary Sobor [6143.6167, 7721.5176, 0]
Tulga [12803.296, 4450.7466, 0]
Vybor [3815.0635, 8865.0938, 0]
Vyshnoye [6590.3159, 6029.1128, 0]
Zelenogorsk [2758.7144, 5304.3457, 0]
 
Random location seems to be working! Testing now. Up next, nuke option!

EDIT: REALLY BUGGY - sometimes works, sometimes doesnt, sometimes no sounds, always bombs. Working on it. DO NOT USE THIS CODE.


Updated mmmyum_bomb.sqf
Code:
////////////////////////////////////////////////////////////////////////////////////////
//      DayZ Air Raid written by                                                    //
//              mmmyum    with                                                        //
// sirens: http://www.armaholic.com/page.php?id=12598 by DarkXess                    //
// bombs: http://www.armaholic.com/page.php?id=15612 by Maxjoiner                    //
////////////////////////////////////////////////////////////////////////////////////////
 
/////////////////////////SETUP repeat and break
sleep 20;
_repeat = 20;                            //times to repeat
_break = 1800;                            //time to break between attacks
_position = [13135.9, 10393.3, 1.5];
//repeat script
diag_log format ["AIRRAID: Starting..."];
sleep 2;
While {_repeat > 1} do {
//set up position
//enter positions below. format x,y,z
    _rndLoc=floor(random 6);
    diag_log format ["AIRRAID: random location:%1",_rndLoc];
    _position=
    switch (_rndLoc) do
    {
      case 0: {[10480.69, 2217.8027, 0]};
      case 1: {[12043.963, 9091.3477, 0]};
      case 2: {[12073.906, 12724.305, 0]};
      case 3: {[6143.6167, 7721.5176, 0]};
      case 4: {[3815.0635, 8865.0938, 0]};
      case 5: {[3815.0635, 8865.0938, 0]};
    };
//ABOVE locations are electro, berezino, neaf, starey,
//////////////////////////SETUP type of bombing and duration
_choice = 1;
_duration = 60;
_xpos = _position select 0;
_ypos = _position select 1;
sleep 2;
diag_log format ["AIRRAID: Incoming attack: sounding siren at: %1 %2 | Repeat: %3| Type: %4 | Duration: %5",_xpos,_ypos,_repeat,_choice,_duration];
//sounds
_siren = createVehicle ["HeliHEmpty",_position,[], 0, "NONE"];
_siren say ["eve",1000];                                                        // siren sound
sleep 60;
_siren say ["puk",1000];                                                        // siren sound
sleep 60;
_siren say ["eve",1000];                                                        // siren sound
sleep 60;
_siren say ["nam",1000];                                                        // siren sound
sleep 60;
_siren say ["puk",1000];
sleep 60;                                                                      // wait a while
_siren say ["nam",1000];
sleep 15;                                                                      //thats enough warning
 
//start bombing init
_target = _position;  // target bombing
_choise = _choice;    // choise bombing: 1 = light 2 = medium 3 = heavy
_ray = 120;          // ray of bombing
_seconds = _duration; // time bombing
 
//diag_log format ["AIRRAID: Bombing Area: Target:%1 | Type:%2 | Ray:%3" | Bombing Duration:%4",_position,_choice,_ray,_duration];
//start bombing
While {_seconds > 1} do {
_sound = createVehicle ["HeliHEmpty", _position,[], _ray, "NONE"];
_sound say "mortar1";
sleep 2;
 
If (_choise == 1) then {
_espl = createVehicle ["SH_105_HE",position _sound,[], 0, "NONE"];
};
If (_choise == 2) then {
_espl = createVehicle ["SH_125_HE",position _sound,[], 0, "NONE"];
};
If (_choise == 3) then {
_espl = createVehicle ["BO_GBU12_LGB",position _sound,[], 0, "NONE"];
};
_seconds = _seconds - 1;
deletevehicle _sound;
};
sleep 60;
_repeat = _repeat - 1;
deletevehicle _siren;
diag_log format ["AIRRAID: Going down for sleep: Repeat:%1 | Sleep:%2",_repeat,_break];
sleep _break;                   
};
exit
 
Would it possible to do this with eagle wing's nuke? And does it drop at random locations at random times? Attached is eagle wings Nuke.sqf in case you are able to do this.
Been taking a look at this - it looks like it might be doable, but damn that's complicated. Is there a nuke animation in game? This creates vehicle containers to hold particle effects, which all have to be defined, blah blah.

If there is an animation in game for the nuke like there is for the mortar/bigger bombs, it could be easily added to this script. This looks like a lot of code to wade through, and I don't know anything about the create vehicle type particle command.

Do you have the original source? Maybe it explains something.
 
i dont know but im probably really tired trying to get this to work at 7 am up all night, i keep getting,this in the RPT

Code:
/Mission.Vehicles: Member already defined.

but i have been looking for something exactly like this, great job man! Though switching them out for the game sounds i was trying to use

\ca\Sounds\sfx\air_raid.wss
and
\ca\sounds_e\sfx\Sirene01.wss

with no luck, any help would be greatly appreciated. Thanks!
 
Been taking a look at this - it looks like it might be doable, but damn that's complicated. Is there a nuke animation in game? This creates vehicle containers to hold particle effects, which all have to be defined, blah blah.

If there is an animation in game for the nuke like there is for the mortar/bigger bombs, it could be easily added to this script. This looks like a lot of code to wade through, and I don't know anything about the create vehicle type particle command.

Do you have the original source? Maybe it explains something.

The particle effects are already defined.

Code:
Cone setParticleParams [[""""\Ca\Data\ParticleEffects\Universal\Universal"""", 16, 7, 48], """""""", """"Billboard"""", 1, 10, [0, 0, 0],
                        [0, 0, 0], 0, 1.275, 1, 0, [40,80], [[0.25, 0.25, 0.25, 0], [0.25, 0.25, 0.25, 0.5],
                        [0.25, 0.25, 0.25, 0.5], [0.25, 0.25, 0.25, 0.05], [0.25, 0.25, 0.25, 0]], [0.25], 0.1, 1, """""""", """""""", nukepos];
        Cone setParticleRandom [2, [1, 1, 30], [1, 1, 30], 0, 0, [0, 0, 0, 0.1], 0, 0];
        Cone setParticleCircle [10, [-10, -10, 20]];
        Cone setDropInterval 0.005;

However, here is another mod I managed to look up with a bunch of extra files, such as shockwave which sends stuff flying, damage files, and so on and so forth.

http://www.mediafire.com/?pacb1m47a0b11cj
 
i dont know but im probably really tired trying to get this to work at 7 am up all night, i keep getting,this in the RPT

Code:
/Mission.Vehicles: Member already defined.

but i have been looking for something exactly like this, great job man! Though switching them out for the game sounds i was trying to use

\ca\Sounds\sfx\air_raid.wss
and
\ca\sounds_e\sfx\Sirene01.wss

with no luck, any help would be greatly appreciated. Thanks!

We can fix this! Although I am not sure what the problem is yet, I never had that problem. Are you using the basic script, or the one with random locations?

What have you changed in the file? Running any other mods? (I have rmod on my server, perhaps you can't use a vehicle name I used?)
How are you calling the vehicles? What names? Any conflict with another file?

When you replaced the game sounds, did you put full pathways? Did you change description.ext? I've never called in game sounds before, I'll have to take a look at what is expected.
 
The particle effects are already defined.

Code:
Cone setParticleParams [[""""\Ca\Data\ParticleEffects\Universal\Universal"""", 16, 7, 48], """""""", """"Billboard"""", 1, 10, [0, 0, 0],
                        [0, 0, 0], 0, 1.275, 1, 0, [40,80], [[0.25, 0.25, 0.25, 0], [0.25, 0.25, 0.25, 0.5],
                        [0.25, 0.25, 0.25, 0.5], [0.25, 0.25, 0.25, 0.05], [0.25, 0.25, 0.25, 0]], [0.25], 0.1, 1, """""""", """""""", nukepos];
        Cone setParticleRandom [2, [1, 1, 30], [1, 1, 30], 0, 0, [0, 0, 0, 0.1], 0, 0];
        Cone setParticleCircle [10, [-10, -10, 20]];
        Cone setDropInterval 0.005;

However, here is another mod I managed to look up with a bunch of extra files, such as shockwave which sends stuff flying, damage files, and so on and so forth.

http://www.mediafire.com/?pacb1m47a0b11cj
Yeah I noticed those, it was just too late to dig through them. Is that the only section responsible for the nuke, the rest are just extra effects? I'll take a look more in depth in a bit.
 
@Sabbath

After preliminary research - it sounds like in your mission.sqm file has two entries for vehicles, or the numbering is messed up. Can you upload it so we can take a look?

You have to integrate the missions.sqm code into your missions if you've done anything custom, as well.

EDIT: could also be that you have duplicate cfgsound in your description.ext, but I think its the mission.sqm
 
NEW RANDOM AIR RAID SCRIPT!

UPDATE!

Working!
Let me know if you find some bugs.

Code:
////////////////////////////////////////////////////////////////////////////////////////
//      DayZ Air Raid written by                                                    //
//              mmmyum    with                                                        //
// sirens: http://www.armaholic.com/page.php?id=12598 by DarkXess                    //
// bombs: http://www.armaholic.com/page.php?id=15612 by Maxjoiner                    //
////////////////////////////////////////////////////////////////////////////////////////
 
/////////////////////////SETUP repeat and break
sleep 10;
_repeat = 20;                            //times to repeat
_break = 120;                            //time to break between attacks
_position = [13135.9, 10393.3, 1.5]; //leave this
_xpos = 13135.9;
_ypos = 10393.3;
//repeat script
diag_log format ["AIRRAID: Starting..."];
sleep 2;
While {_repeat > 1} do {
/////////////////////////SETUP position
//                                      enter positions below. format x,y,z
    _rndLoc=floor(random 6);
    diag_log format ["AIRRAID: random location:%1",_rndLoc];
    _position=
    switch (_rndLoc) do
    {
      case 0: {[10480.6, 2217.8, 1.5]};
      case 1: {[12043.9, 9091.3, 1.5]};
      case 2: {[12073.9, 12724.3, 1.5]};
      case 3: {[6143.6, 7721.5, 1.5]};
      case 4: {[3815.1, 8865.0, 1.5]};
      case 5: {[3815.1, 8865.0, 1.5]};
    };
//ABOVE locations are electro, berezino, neaf, starey, vybor
//////////////////////////SETUP type of bombing and duration
_choice = 1;
_duration = 60;
/////////////////////////
_xpos = _position select 0;
_ypos = _position select 1;
_targetpos = [_xpos, _ypos, 1.5];
_loc = createVehicle ["HeliHEmpty", _targetpos,[], 0, "NONE"];
_target = createVehicle ["HeliHEmpty",position _loc,[], 0, "NONE"];  // target bombing
sleep 2;
diag_log format ["AIRRAID: Incoming attack: sounding siren at: %1 %2 | Repeat: %3| Type: %4 | Duration: %5",_xpos,_ypos,_repeat,_choice,_duration];
//sounds
_pos = position _target;
diag_log format ["AIRRAID: POS: %1 | TARGET: %2 | SHOULD MATCH",_pos,_targetpos];
_siren = createVehicle ["HeliHEmpty",position _target,[], 0, "NONE"];
_siren say ["eve",1000];                                                        // siren sound
sleep 60;
_siren say ["puk",1000];                                                        // siren sound
sleep 60;
_siren say ["eve",1000];                                                        // siren sound
sleep 60;
_siren say ["nam",1000];                                                        // siren sound
sleep 60;
_siren say ["puk",1000];
sleep 60;                                                                      // wait a while
_siren say ["nam",1000];
sleep 5;                                                                      //thats enough warning
 
//start bombing init
_choise = _choice;    // choise bombing: 1 = light 2 = medium 3 = heavy
_ray = 120;          // ray of bombing
_seconds = _duration; // time bombing
 
diag_log format ["AIRRAID: Bombing Area %1 %2",_xpos,_ypos];
//start bombing
While {_seconds > 1} do {
_sound = createVehicle ["HeliHEmpty",position _target,[], _ray, "NONE"];
_sound say "mortar1";
sleep 2;
 
If (_choise == 1) then {
_espl = createVehicle ["SH_105_HE",position _sound,[], 0, "NONE"];
};
If (_choise == 2) then {
_espl = createVehicle ["SH_125_HE",position _sound,[], 0, "NONE"];
};
If (_choise == 3) then {
_espl = createVehicle ["BO_GBU12_LGB",position _sound,[], 0, "NONE"];
};
_seconds = _seconds - 1;
deletevehicle _sound;
};
sleep 60;
_repeat = _repeat - 1;
deletevehicle _siren;
deletevehicle _loc;
deletevehicle _target;
diag_log format ["AIRRAID: Going down for sleep: Repeat:%1 | Sleep:%2",_repeat,_break];
sleep _break;                       
};
exit
 
Hey, yea i was very tired this morning, When i first saw it i thought originally to add it to my current Class Vehicles, being in the 6000's i set the "class item#" and edited the "Items =" back at the top to coincide, the mission ran but nothing happened, so i tried adding it to the end after markers like mentioned and i got the already defined.

Thinking maybe it was a problem with different classnames used, i replaced the HE with ones that were unbanned, loaded it up the original way i had it running but still nothing.

I am seeing this in the RPT, not sure if its related, as i switched the classnames to usable ones

Code:
Server: Object 3:66 not found (message 91)
19:19:45 Server: Object 3:65 not found (message 98)
19:19:45 Server: Object 3:86 not found (message 91)
19:19:45 Server: Object 3:102 not found (message 91)
19:19:45 Server: Object 3:101 not found (message 99)

heres the link to the mission.sqm and your file file with the other shell classnames

line 68124
https://www.dropbox.com/s/8er4je5ae2z5e8e/mission.sqm
https://www.dropbox.com/s/rek8p0mf97cx6gu/mmmyum_bomb.sqf

Code:
//sounds
class CfgSounds
{
  sounds[]={nam,eve,puk};
class nam
  {
    name = "Siren1";
    sound[] = {\ca\Sounds\sfx\air_raid.wss, db-6, 1.0};
    titles[] = {""};
  };
class eve
  {
    name = "Siren2";
    sound[] = {\ca\Sounds\sfx\air_raid.wss, db-6, 1.0};
    titles[] = {""};
  };
class puk
  {
    name = "Siren3";
    sound[] = {\ca\sounds_e\sfx\Sirene01.wss, db-6, 1.0};
    titles[] = {""};
  };
};

This is what i have in my descriptions.ext, though being Arma2 sounds this shouldn't be needed should it? then again i have never been able to get a Air Raid siren working. I am getting this feeling being that i am running Panthera, that alot of this is chernarus only stuff, just like the Nuke script, i get the big flash aperture change, but no mushroom cloud
 
Those Server: Object #:## not found (message ##) are an Arma 2 bug, as far as I've been able to find out. I get them too, I've always had a few but this script causes more because of the createVehicle and deletevehicle commands.

I was thinking that it might have to do with classnames too, as I'm running rmod, but now I'm not so sure.

I'll take a look through your files now, see what I can find. But 6000s! Holy moly, I may not get through much. What do you have in there?

So you changed item class #, and items=# at the top of vehicles, but did you change the ID number in the vehicle class you are adding?

Also, at this point I've modified the script to not necessarily require being called in this manner, I think that you could just add it to your init.sqf, though I have not tested this.
Code:
_airraid = [] execVM "mmmyum_bomb.sqf";
Try putting this in your init.sqf under "if (isServer) then {..." at the bottom of this section.

Here's my example (only has the building for this, and excelsior's bridge in it)
Code:
class Vehicles
    {
        items=15;
        class Item0
        {
[...
(other class item# go here)
...]
class Item14
        {
            position[]={13977.627, 0.12955765, 10752.155};
            azimut=240;
            special="NONE";
            id=15;                                                                                                     //CHANGE THIS NUMBER?
            side="EMPTY";
            vehicle="USVehicleBox_EP1";
            text="target";
            init="null = [target,1,120,60] execVM ""mmmyum_bomb.sqf"";";
        };
 
    };
   
};
class Intro [....more code etc]
 
@Sabbath - here is your problem!
Code:
class Item6853
        {
            position[]={748.133, 9647.318, 2146.749};
            azimut=240;
            special="NONE";
            id=7069;
            side="EMPTY";
            vehicle="USVehicleBox_EP1";
            text="target";
            init="null = [target,1,120,60] execVM ""scripts\mmmyum_bomb.sqf"";";
        };
Notice the "id=" line --- its value is incorrect. Should be 6854. I believe this will fix your issue.
 
Hey mmmyum, sorry about the late update, been messing with this thing all day. Ive moved it around a few times, i swear i got it to work once, i heard the Hellfire explosions i set it to. the ID sequence is actually a 6900 looking at the previous entry, so it would be 6954, but yet that didn't work either, i seem to be having the same issue with my fog.sqs, i know i had that running, but a day or so ago i haven't seen it since.

right now i have it listed under the "class Groups" which is where i swear i got it working so here a snippet from the top of it, and where its entered.

Code:
class Groups
    {
        items=3;
        class Item0
        {
            side="WEST";
            class Vehicles
            {
                items=101;

Code:
class Item100
                {
                    position[]={848.133, 9447.318, 2146.749};
                    azimut=240;
                    special="NONE";
                    id=101;
                    side="EMPTY";
                    vehicle="USVehicleBox_EP1";
                    text="target";
                    init="null = [target,1,120,60] execVM ""scripts\mmmyum_bomb.sqf"";";
                };
            };
        };

As well i still cannot for the life of me get Air Raid sirens to work, i am starting to think they are not in Panthera, but yet i know i heard them while in preview trying to set them up in the editor. if that is the case i guess re call those sound files (air_raid.wss, Sirene01.wss) from the mission.pbo much like your custom ones?
 
Hey, no worries, I hope we can get this working for you! I am not at my machine to test, would you be willing to send me your full mission.pbo later? I'm slightly confused about how you are adding it - mostly the ID numbering sequence you have going on in there.
  • Why are your numbers jumping around? generally, the ID number is one higher than the classItem#
  • Is there a reason you have added buildings in your sqm vs your database? It would make the file smaller, easier to parse
  • Have you tried moving the whole class Vehicles to where I have it? Is there a reason you put them there in the first place?
If you look at excelsior bridge or another mission.sqm addin they usually don't put it in groups, so I followed suit (not sure why this is how it is). I don't know too much about the mission sqm, sorry for my ignorance.






I plan on testing calling my script another way - through the init.sqf

If you're still up for a little testing, try adding
Code:
_airraid = [] execVM "mmmyum_bomb.sqf";
to your init.sqf after your list in
Code:
if (isServer) then {
//you will have entries here
//put my code at the bottom of the list
}

The way I had it set up at first I believe is now not necessary - calling through an vehicle in the mission.sqm. Let me know if you give it a shot this way.

As for the sirens, I'm not quite sure - I haven't had much time to test so I haven't run the ingame versions. Maybe simply add one of my sounds for the purposes of the test - in case the problem has to do with how you are calling those sounds. One siren from my pack (my favourite) is mono and quite small I believe.

One last question - which version are you using? Static or Random? I admit, I have been only working on the random one since getting the static to work, but when I get a chance I'll go back and do a double check test that the code I posted is working correctly.

One last thought - double check that HeliHEmpty is not banned in dayz? Or USVehicleBox_EP1?



/////from the code you sent me earlier - do you see how this is in sequence?
/////it's from your mission.sqm, I think that id=6954 is correct.
Code:
        class Item6851
        {
            position[]={8785.833,9.308322,4715.8799};
            azimut=-75.152725;
            id=6952;
            side="EMPTY";
            vehicle="HMMWVWreck";
            skill=0.2;
            init="this setpos [8785.833, 4715.8799, 3.3378601e-005];";
        };
        class Item6852
        {
            position[]={8818.3457,9.308322,4676.7642};
            azimut=99.403816;
            id=6953;
            side="EMPTY";
            vehicle="HMMWVWreck";
            skill=0.2;
            init="this setpos [8818.3457, 4676.7642, -3.6239624e-005];";
        };
        class Item6853
        {
            position[]={748.133, 9647.318, 2146.749};
            azimut=240;
            special="NONE";
            id=6954;////////////////////// mmmyum edit
            side="EMPTY";
            vehicle="USVehicleBox_EP1";
            text="target";
            init="null = [target,1,120,60] execVM ""scripts\mmmyum_bomb.sqf"";";
        };
    };
    class Markers
    {
        items=8;
        class Item0
        {
            position[]={5053.8037,61.184078,5125.564};
            name="center";
            type="Empty";
        };
 
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