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arma3 engine c'ant working underwater explosions dammages
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Description

hi all i actually working on a ww2 submarine simulation.

we want with Pedersen (hell in pacific mod)

working an epic ww2 naval battle mod on arma3 engine.

arma3 engine c'ant actually working a real warship submarine and torpedoes system.

for this simulation we can working this without this 2 aspects.

but for simulating a ww2 naval battle we need add to escort ships a underwater anti submarine weapons.

a famous depth charges and hedgehogs.

i have simulating this weapons on my release for arma2 Oa and this working perfectly.

this new water env on arma3 is just awesome and ideal for working with pedersen this ww2 naval battle simulation.

but my depth charges and hedghogs c'ant working on arma3.

http://forums.bistudio.com/showthread.php?189159-arma3-engine-c-ant-working-underwater-explosions-dammages

this link redirecting on bis forum or i explain this problem with a movie.

ty for read and hope this projects motivate our favourite devs team at working a underwater explosion ammo for simulating a anti submarine warfare :)

Details

Legacy ID
3926204607
Severity
None
Resolution
Open
Reproducibility
Always
Category
Engine

Event Timeline

cervantes edited Additional Information. (Show Details)
cervantes set Category to Engine.
cervantes set Reproducibility to Always.
cervantes set Severity to None.
cervantes set Resolution to Open.
cervantes set Legacy ID to 3926204607.May 7 2016, 8:19 PM
cervantes added a subscriber: cervantes.

problem solved, arma3 engine can simulate a shotshell simulation underwater.

for this i have creating a submammo with shotshell simulation.

example:

class CfgAmmo
{
class SubmunitionBase;
class Submunitionshell: SubmunitionBase
{

simulation = "shotShell";
explosive = 1;
explosionTime = 0.2;
explosionForceCoef = "0";
simulationStep = 0.05;
timeToLive = 20;
typicalSpeed=800;
cost = 1000;
soundHit[] = {"",316.22775,1};
soundFly[] = {"",0.031622775,4};
indirectHitRange = 8;
visibleFire = 16;
audibleFire = 16;
visibleFireTime = 10;
submunitionConeAngle = 0;
submunitionCount = 1;
submunitionAmmo = "shellBase";

};

class Sh_SG : Submunitionshell
{

		visibleFireTime=10;
                submunitionAmmo = "Submunitionshell";
		hit=10;indirectHit=5;indirectHitRange=8;
		typicalSpeed=800;
		explosive=1;
                explosionTime = 0.2;
		cost = 50;
                model = "";
                timeToLive=15;
                explosionEffectsRadius = 38;
                soundHit1[]={\Depth_charge\Depth.wav,db12,1};
                soundHit2[]={\Depth_charge\Depth2.wav,db12,1};
                multiSoundHit[] = {"soundHit1",0.2,"soundHit2",0.2};
                explosionEffects = "MineUnderwaterExplosion";

};

};

creating in script

_sh ="Sh_SG" createVehicle (getPos _bomb);