Terrible Nuke Territory - This script bombs randomized or static locations on your map.
powered by ACME - Admins Can Manipulate Everything
Version 0.91
First of all
This is an adaption from "mmmyum's animated air raid dayz" So all credits for this goes to mmmyum
$p4rkY --> because he is my Mentor
adR1 --> because he is my testing and translation guy
Eichi --> for helping with the TraderZone detection
Squanchy --> for beta-testing the files and pointing to some errors
My wife --> for making awesome coffee
Saecco Minuto --> because thats the reason why my wife could make such awesome coffee
Kids --> dont forget the Kids
This step is very hard, so if you are not familiar with scripting or setting up an arma 3 server with exile, I advise you to not install this on your server.....!
Just joking...
Download the File, open ACME_TNT.pbo\server\ACME_TNT.sqf and read the Setup-Part between line 30 and 90. change the setups to your wishes and needs. If you dont want to use random locations you need to change line 75 to 79 for the static location. For now it is set to Balota airstrip on Chernarus. If you are using DMS - Missions AI you need to check the freeze option in the config of DMS. If DMS_ai_freeze_Only_DMS_AI is false, the bomber will not bomb his target until a player is near to him to unfreeze him...
Pack the folder into a pbo. Upload the ACME_TNT.pbo into @ExileServer\addons
Step 3a
add the following code to your discription.ext / class CfgRemoteExec to improve an error in rpt while bomber is deleted by the script:
class BIS_fnc_effectKilledAirDestruction { allowedTargets=2; };
So it should look like this
class CfgRemoteExec
{
class Functions
{
mode = 1;
jip = 0;
class ExileServer_system_network_dispatchIncomingMessage
{
allowedTargets = 2;
};
class BIS_fnc_effectKilledAirDestruction { allowedTargets=2; };
};
class Commands
{
mode = 0;
jip = 0;
};
};
If you are using infiSTAR you need to add this line to your CfgRemoteExec.hpp instead of discription.ext
Steb 3b
If you like to have sounds of hooting sirens, put the Folder Sounds to your mission.pbo (for example Exile.Altis.pbo) Otherwise skip Step 4 and go to ACME_TNT.pbo\server\ACME_TNT.sqf , set on line 69 _ambientSound to false.
Open your discription.ext and add the following lines to it. If you already have an existing CfgSound, merge it to that one...
class CfgSounds
{
sounds[] = {drop,siren1,siren2,siren3};
class drop
{
name="drop";
sound[]={"@a3\data_f_curator\sound\cfgsounds\incoming2.wss",db+10,1};
titles[] = {};
};
class siren1
{
name="siren1";
sound[]={\Sounds\siren1.ogg,db+6,1};
titles[] = {};
};
class siren2
{
name="siren2";
sound[]={\Sounds\siren2.ogg,db+6,1};
titles[] = {};
};
class siren3
{
name="siren3";
sound[]={\Sounds\siren3.ogg,db+6,1};
titles[] = {};
};
};
The script was original made for Chernarus, but you can use it on every map with random locations without any changes. Only thing, if you want to have a static location, you need to set it up. You will see what you need to change by looking to ACME_TNT.sqf....
Hope you have fun with it