武装突袭3

武装突袭3

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Dynamic Artillery Sequencer
   
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Data Type: Composition
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2 月 21 日 上午 9:06
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Dynamic Artillery Sequencer

在 Condasoft 的 1 个合集中
Arma 3 Script Collection
24 件物品
描述
Simulates both single shell impacts and barrage-style strikes. Over time, the intensity increases by reducing delay times between shells and barrages, making the bombardment more frequent as the mission progresses.

Make sure you set the trigger condition to what suits your needs else the composition will run as soon as the mission starts or as soon as a zeus places it.

This script uses a trigger's init in order to initialize it. To use it in your own mission, you need to place the composition in the editor using the custom composition system, which can be found in the right panel of the editor.

You are free to use, modify, and distribute this script for personal or non-commercial projects. However, you may not use it or parts of it in any monetized content without contacting me for permission first.

To use as zeus: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3052893294

If for some reason you would like to support me patreon.com/CondaScripts.

_____________________configurable options__________________________ _marker = "shelling_area"; defines the target area for the shelling. You can change this to another marker name to target a different location. _shellTypes = ["Sh_82mm_AMOS", "Sh_120mm_AMOS", "Sh_155mm_AMOS"]; determines which artillery shells are used. You can add or remove shell classnames to customize firepower. _radius = 250; defines how far shells can land from the center of the marker. Increasing it will spread the shells further, while decreasing it will make the impacts more concentrated. _rounds = 9999; sets the total number of single shells fired before stopping, effectively making the shelling continuous. You can reduce this number to limit the duration of the shelling. _possibleBarrages = [4, 8, 12, 18, 24, 32]; controls how many shells are fired in each barrage. You can modify this array to change the range of possible barrages. _randomDelay = random ([5, 15 - (_elapsed / 300)] select (15 - (_elapsed / 300) > 5)); defines a random delay between 5 and 15 seconds between single shell impacts, decreasing over time. This makes the shelling faster the longer the script runs. _cooldown = [30, 90 - (_elapsed / 300)] select (90 - (_elapsed / 300) > 30); determines the cooldown between barrages. It starts at 90 seconds and decreases over time to a minimum of 30 seconds, making barrages more frequent as the script runs longer. _shell setVelocity [0, 0, -50]; sets the speed at which the shells fall. A higher value will make them fall faster, while a lower value will slow them down. _elapsed = time - _startTime; tracks the time since the script started, adjusting the intensity of the shelling as time progresses.
8 条留言
Condasoft  [作者] 10 月 30 日 下午 12:13 
show me the file i plagarized from christ...
♥♥♥♥♥♥♥♥♥♥♥♥♥ 10 月 18 日 下午 8:15 
plagiarisms gay but i have no other alternatives
Tactictard 2 月 28 日 下午 7:30 
what is the original mod lmao?
Condasoft  [作者] 2 月 25 日 下午 4:33 
ok 2nd account get a life jealous arse :buzzed:
linner 2 月 25 日 下午 3:17 
stealing code from the community is not cool. i would recommend everyone use the original script instead of this one. this script is inferior and unrealistic because it creates shells out of thin air unlike the original where the shells are fired by a unit.
Condasoft  [作者] 2 月 25 日 下午 1:36 
ok big man dmca me lol
76561198192726397 2 月 25 日 下午 12:57 
you plagiarized my own code, altered it slightly, and are taking money for it. the only thing different is the names of the variables, your code is less efficient and it creates the shells in mid air instead of being fired by a unit. i can prove all this. fuck you. give me one good reason not to dmca your ass.
Condasoft  [作者] 2 月 21 日 上午 9:21 
If you are still confused by the description, just put it on a town and observe it for 10 minutes and you will see what it does.