Thread: [DFX2] Mortar problems
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  #11  
Old 03-19-2015, 09:56 PM
Guest001 is offline Guest001
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Join Date: Aug 2008
Posts: 4,971

The random works in this bombing script using teleport targets

With this method you can aim the artillary and make it come in at an angle instead of just straight down.

This is done by raising the target off the ground so the AMMO effects will now come from the target and if we also set the pitch on the target to about -35 (minus 35 degrees) we have a reasonable ballistic angle.

Then face the teleport target towards your objective, adjusting height and distance to zero in.


Quote:
; [ARTILLARY VARS 11, 12, 13, 14 and 15 - Teleport Targets 1, 2, 3, 4 and 5]
if group(1,4) and elapse(10) and random(3) then
set(v11,1)
endif
if eq(V11,1) then
ammo2tgt ammo_rocket(1)
dec(v11)
endif
if group(1,4) and elapse(15) and random(4) then
set(v12,1)
endif
if eq(V12,1) then
ammo2tgt AMMO_60MM_MORTAR(2)
dec(v12)
endif
if group(1,4) and elapse(20) and random(5) then
set(v13,1)
endif
if eq(V13,1) then
ammo2tgt ammo_T80Round(3)
dec(v13)
endif
if group(1,4) and elapse(25) and random(6) then
set(v14,1)
endif
if eq(V14,1) then
ammo2tgt AMMO_60MM_MORTAR(4)
dec(v14)
endif
if group(1,4) and elapse(30) and random(7) then
set(v15,1)
endif
if eq(V15,1) then
ammo2tgt ammo_T80Round(5)
dec(v15)
endif

Last edited by Guest001; 03-19-2015 at 10:52 PM.
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