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PostPosted: Tue Oct 27, 2009 04:14 am 
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The cluster bomb explosion error has been fixed...

In default FA the cluster bomb explosion effect would only work if the bomb hit the ground. If it hit the actual target it would not show the CBU effects, just destroy the target instead...

Well, using the proximity fuse effect, coupled with some other changes, I have been able to cure this issue and make the cluster bomb effect explosion go off no matter if your bomb hits the actual target or the ground...

So, no matter if you hit it dead on or not, the CBU effect will always go off! :D

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PostPosted: Tue Oct 27, 2009 12:26 pm 
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funny i was just working on that yesterday i got it to explode 300 feet off the ground but im having issues with damage effects. it seems to do a lot less damage now?!

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PostPosted: Wed Oct 28, 2009 02:00 am 
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So has anyone used the CBU effect to mimic "steel rain" arty?

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PostPosted: Wed Oct 28, 2009 02:10 am 
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KAPTOR wrote:
So has anyone used the CBU effect to mimic "steel rain" arty?


Yes, my fix works great for that as well...

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Last edited by CAG Hotshot on Wed Oct 28, 2009 02:14 am, edited 1 time in total.

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PostPosted: Wed Oct 28, 2009 02:13 am 
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Ali wrote:
funny i was just working on that yesterday i got it to explode 300 feet off the ground but im having issues with damage effects. it seems to do a lot less damage now?!


Yes of course there is, as the explosion is taking place father away... What do you have the effective Collateral Damage radius of the weapon and what percentage?

So, how did you get the CBU bomb effects to work at 1000 ft above the ground?

My solution wont work like that...

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PostPosted: Wed Oct 28, 2009 16:47 pm 
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hey cag i made the SG-357 Bomblets ordnance and it works beautifully...ill post a video soon. Just need a shape file for the bomblets...do you have any??? or is there any stock shapes i can use?? i can't think of any...btw i decided not to use proximity for this ordnance, just for CBUs.

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PostPosted: Thu Oct 29, 2009 01:03 am 
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I have no idea what you are talking about... lol... Do you mean for the JP233? Not sure how this applies. I already created a JP233 dispensor that drops these muntions, parchutes and all. They are contact weapons, so they dont need proximity fuses?

Are you talking about using the CBU explosion effect for the area denial mines? Or?

Can you please elaborate, as this string is about using the DEFAULT CBU explosion effect and fixing its ingame error...

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PostPosted: Thu Oct 29, 2009 02:09 am 
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Don't worry about it anymore, i was looking for JP233 munitions shape/textures files... im using the mk83.sh for now. btw CAG can you upload a video about your CBU weapon? or maybe some good screenshots?

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PostPosted: Thu Oct 29, 2009 02:20 am 
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Here are screenshots of my JP233 bomblets being dropped on a runway... I made these back in 2004...

You can even see the shadow of the parachute on the ground as the bomblets float down...

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And a closeup of the bomblets themselves, dropping under parachutes...

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Last edited by CAG Hotshot on Thu Oct 29, 2009 02:40 am, edited 1 time in total.

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PostPosted: Thu Oct 29, 2009 02:24 am 
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As for screenshots of the standard CBU explosion, that hasnt changed. The only difference is that the explosion effects now work even if the bomb itself hits the target instead of the ground, as in default FA those effects only worked if you missed your target and the bomb hit the ground...

Do you really need screenshots for that? I can post some if necessary...

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PostPosted: Thu Oct 29, 2009 15:09 pm 
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nice screenshots CAG i really like the shadows...JP233 bomblets look pretty darn good too. As for the CBU i don't need the screenshots i thought you meant your CBU would explode in midair which would then release the bomblets...like Jane's f-15.

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PostPosted: Thu Oct 29, 2009 19:16 pm 
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Ah, I see... Well that COULD be possible if I could crack the code for the CBU ejection sequence so it rains the bomblets above the ground instead of after it hit the ground OR alter the ejection sequence, and change it into a CBU bomb sequence and alter the shape...

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PostPosted: Thu Oct 29, 2009 19:30 pm 
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lol that sounds to complicated btw i saw the profile of FA's founder on linked in but i think i lost it after the format...you might want to contact him about it :)

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PostPosted: Sat Oct 31, 2009 00:13 am 
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Sounds good, could you hunt it up for me? Sure would be helpful...

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PostPosted: Sat Oct 31, 2009 15:36 pm 
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here it is:
http://www.linkedin.com/in/andygagnon

Quote:
Owner
Green Bridge Software

(Entertainment industry)

May 1989 — June 2000 (11 years 2 months)

Own and operated a company developing computer game software for Electronic Arts, Inc. and Activision, Inc.. Six titles were completed and contributed elements to four others. Developed CD-ROM game software titles for the MS-DOS and Windows platform. Wrote software in C, C++, and assembly language. Wrote specifications and technical designs for presentation and review. Designed and presented game designs to publisher. Communicated clearly with production department of publisher in achieving quality and completion. Managed a team of programmers and artists. Solved any problems they encountered. Wrote schedules, calculated budgets. Created game tools and data. Developed a thorough understanding of the software development process.


i just found out that in FA credits he was the game designer and campaign creator.

Also CAG have you created a TV guided bomb or missile? I think it would be cool if that was possible. i mean with the laser/optical guidance you can switch targets but you cant really steer.

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