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 Fuel-Air Bomb (V1.2- now explodes in midair) 
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Joined: Thu Nov 16, 2006 11:28 pm
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Post Re: Fuel-Air Bomb (V1.1)
i am so confused


Wed Nov 25, 2009 11:23 pm
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Loose Canon
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Post Re: Fuel-Air Bomb (V1.1)
Yoshi(cant mod) wrote:
Crayola Boy

You can stop anytime with those colors. In fact, please do.


Wed Nov 25, 2009 11:27 pm
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Post Re: Fuel-Air Bomb (V1.1)
Um, what mid-air explosion script from the UAV mod?


Thu Nov 26, 2009 9:00 am
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Post Re: Fuel-Air Bomb (V1.1)
I think he means the Jericho. Anyway, you could probably instead use Grif's air burst grenade launcher code and it'd probably work better.


Thu Nov 26, 2009 10:34 am
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Post Re: Fuel-Air Bomb (V1.1)
Been screwing around with a fuel-air grenade I made. I's pretty good except that the shockwave is extremely effective against clones but only meh against everthing else.

I can make it good but if I do, you could masascre a clone from 20 feet away. :???:


Fri Nov 27, 2009 3:02 am
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Data Realms Elite
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Post Re: Fuel-Air Bomb (V1.1)
Erm Harvey Birdman Attorney at Law bear, CheeseMonkey, by looking at the settings.ini... for me, it's 30 pixels per in-game meter.

So that'd be 6.096 meters, and that'd be 182.88 pixels.

And yes this is an edit of my old avatar and that is a rainbow thrusticor humping it's head.


Fri Nov 27, 2009 3:21 am
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Loose Canon
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Post Re: Fuel-Air Bomb (V1.1)
Oh, good, you know. I was gonna ask, but since you already know, I'll assume you have the situation handled.


Fri Nov 27, 2009 3:49 am
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Post Re: Fuel-Air Bomb (V1.1)
Damn it! I was going to make one of these for my pack :C
It would be cool if you could get the air dropped variant to disperse visible fuel the iconic airburst mushroom-ish shape:
Image


Fri Nov 27, 2009 4:41 am
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REAL AMERICAN HERO
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Post Re: Fuel-Air Bomb (V1.1)
can a shape really be iconic if it's only around for milliseconds and the only people who could conceivably see it live are almost certainly killed by it


Fri Nov 27, 2009 4:49 am
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Post Re: Fuel-Air Bomb (V1.1)
Of course in real time you wouldn't notice it... Hell I'd doubt you would be standing around waiting for it anyway.
The fuel air bomb in this thread makes the fuel dispersion stage happen much slower than it does IRL, so why not incorporate the awesome dispersion cloud seen in slow motion detonation footage?


Fri Nov 27, 2009 5:34 am
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Post Re: Fuel-Air Bomb (V1.1)
I'll work on the air detonation, but I don't think i can do it without ninja'ing code. And I don't think I can pull off the mushroom cloud.


Fri Nov 27, 2009 5:56 am
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happy carebear mom
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Post Re: Fuel-Air Bomb (V1.1)
Cheesemonkey wrote:
I'll work on the air detonation, but I don't think i can do it without ninja'ing code.

Attach this via ScriptPath to the bomb that explodes into the cloud.
Code:
function Create(self)
   self.altTimer = Timer();
end

function Update(self)
   if self.altTimer:IsPastSimMS(200) then
      if self:GetAltitude(0, 10) <= 100 then
         self.Vel = Vector(0,0);
         self:GibThis();
      end
      self.altTimer:Reset();
   end
end

It will detonate it approximately 100 px above the terrain below it. You can change the height with the GetAltitude check, the height below which it will detonate is on the right side of the inequality.


Fri Nov 27, 2009 6:05 am
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REAL AMERICAN HERO
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Post Re: Fuel-Air Bomb (V1.1)
Feel free to use my ABGL code if you want to get slightly more complicated.


Fri Nov 27, 2009 6:30 am
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Post Re: Fuel-Air Bomb (V1.1)
If I remember correctly, the ABGL code also reacts to actors and has timed detonation.


Fri Nov 27, 2009 6:41 am
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Post Re: Fuel-Air Bomb (V1.1)
There's no timed detonation, but it's got a more advanced check to prevent accidental right-next-to-you detonation, though I doubt that'd be a huge problem on a bomb.


Fri Nov 27, 2009 7:33 am
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