Please read the forum thread here:
https://forum.dcs.world/topic/370261-splash-damage-3x-script-now-with-more-explosions-version-34-now-with-more-stuff/page/7/#findComment-5666252
Github:
https://github.com/stephenpostlethwaite/DCSSplashDamageScript
This script enhances DCS ordnance by adding extra explosions and blastwave damage as well as other features. It includes a customizable weapon table to add damage, rocket multiplier, shaped charge adjustments, dynamic blast radius options, and in-game radio commands for tweaking settings like cascade explosions. Subsequent updates have brought in cargo cook offs, fuel truck explosions, giant explosions. Amounts configurable in the script.
The cook off effects etc require extra tracking, performance wise I've not had an issue on smaller hosted MP servers. Not tried on a larger dedicated server. Some options can be turned off
Any questions/comments/concerns feel free to ask in the thread or on Discord
---
To use the script in your mission, add a Mission Start trigger with the action DO SCRIPT FILE (splash_damage_3.4.lua).
PLEASE NOTE IF YOU'RE MAKING CHANGES TO THE SETTINGS IN THE LUA AFTER YOU'VE ADDED THE TRIGGER:
When you sel ect the file in the trigger, it uploads a copy to the miz file at that point, further changes will not be reflected. You need to remove and re-add the trigger or relesect
3.4 -
4th July 2025 - 3.4
(Stevey666)
- Added in optional kill feed feature, this will try to display kills fr om DCS engine and kills fr om the additional explosions by checking pre/post scans of the explosion area
--SPLASH KILL FEED WORKS IN MP ONLY (you can host your local SP mission as MP if you want to see it)
- Added in Lekas Foothold Integration to allow splash kills to count towards the points, killfeed is required to be enabled for this
- Added AGM_45B to expl table
- Added instant phosphor/signal flares option to cook off events
- Added in missing JF17/JAS39 weapons as per Kurdes
- Added killfeed to napalm and cluster features. Note, it may not support all features in this script i.e ied explosions but should work with splashdamage by dropping bombs, the new CBU cluster feature and napalm.
- New Feature: A-10 Murder Mode, Named Unit Murder Mode (disabled by default)
- adds a configurable sized explosion to every hit event with the a10 or the named unit with the name MurderMode in it as an initiator
- New Feature: Trophy APS System (disabled by default)
-The script tracks weapons heading towards a TrophyAPS vehicle, triggers a small explosion by the unit to mimic the Trophy system and triggers a larger explosion at the co-ords of the incoming weapon. The script mimics there being a Trophy system on the front right and back left of the vehicle, with each launcher having 4 rounds.
-It contains 2 methods of enabling, either the vehicle has TrophyAPS in its name or you put the unit type into the AllUnitType table. By default, only the name method is enabled, both can be enabled at the same time as below:
- New Feature: Vehicle IEDs. (disabled by default) If a unit is contains VehicleIEDTarget (or other names as set in the config) it will trigger a large configurable explosion
- New Feature: Tactical Explosion, similar to the IED effect but a little bigger and has the ability to be assigned to a weapon in a table or as an override
- New Feature: Critical Component. % chance on a hit event of triggering an explosion at unit level
- New Feature: Ground Unit Explosion On Death.
- If a vehicle is flaming it takes time to pop, this will trigger an explosion with a %chance when its begins to flame (when it does not "exist" but has not triggerd a killed/dead event)
- There's a % chance settable
- You can also trigger this to happen if the unit has "GUED" in its name even if chance is set to 0
- New Feature: CBU Bomblet Hit Spread - On a Hit event from a cluster bomb, it will scan the local area for nearby vehicles and trigger an additional explosion
- This features aims to help wipe out areas, but it works by scanning 20 meters radius (adjustable) for any vehicles nearby the hit vehicle and then 20m (adjustable) from those vehicles
- Max of 1 additional explosion will spawn on the vehicles. Not enabled for CBU_97/CBU_105 due to them already being effective.
- The spread mechanic could miss vehicles in the area still if one doesnt get hit, or theyre at opposite sides of the visible area and not within 20m (adjustable)
- There is % chance to hit per unit found in the area, % chance for that hit to be indirect, and armour damage modifiers
- New Feature: Strobe Marker - generates a tiny explosion above a unit, no smoke but sound + light appears - can be used as a marker for planes
- Generates on an active and living unit with "Strobe" in the name
- Good: Visible to eye/FLIR(TV mode)
- Not good: Not visible in IR, audible explosions if you're close to the unit
- New Feature: All Unit Cook/off smoke chances and advanced sequences
- It's possible to assign a % chance to allunits having smoke/cookoffs
- Advanced sequences allow for having multiple smoke/fire sizes of multiple lengths of time - and have smoke for example indefinitely burn
- New trigger for cookoff - Cookoff with the allunits settings can be enabled for specific units by the having "CargoCookoffTarget" in the name
- Reworked how cookoff works, cookoffs will now follow a moving vehicle as it travels instead of just going off wh ere it was. Flames/smoke will trigger when the vehicle stops.
- You can have a chance of cookoff, smoke with a cookoff and also a chance of smoke only
- Added chance options to the flares for cookoffs also
- Effects (i.e cookoff) no longer only bound by damage fr om tracked weapons. Gun cannon kills will now count! May time until the unit pops before it triggers a cookoff
- Giant explosion effects now tracked on events instead of checking the unit every second
- Jogaredi's suggestion added - ["only_players_weapons"] = true, --track only weapons launch by players, this will be defaulted to false
- Due to ED boosting damage values for MK82s and a few others, added the ability to skip larger_explosion and damage_model by having a specific entry in the explosive table
- Example below, you would need to add this to each weapon that you need this for (or I can do it in the base script if multiple people think its a good idea)
- ["Mk_82"] = { explosive = 100, Skip_larger_explosions = true, Skip_damage_model = true },
--
Download Options:
Splash_Damage_3.4_Basic.lua
Standard splash damage explosions, cookoffs for vehicles in the cookoff table, Napalm for the A4, ordnance protection. Other features are set to disabled and can be enabled by editing the config as you please.
Splash_Damage_3.4_Standard.lua
Further to the basic version features, this one also enables all unit cookoffs and advanced sequences with specific % chances of occurrence (20% advanced sequence, if that fails then 40% cook off, if that fails 70% smoke only. Flares are set with a 50% chance). Ground units exploding on death is also enabled with a 50% chance.
Splash_Damage_3.4_Standard_With_Ground_Ordnance.lua
Further to the standard version features, this also enables ground unit tracking (i.e it will track and apply damage to tank shells and other weapons added into the explosives table i.e
["weapons.shells.M_105mm_HE"] = { explosive = 12, groundordnance = true }, --105mm HE shell, M119/M102 (~10-15 kg TNT equiv)
This is the version I typically play with, unless I'm setting up vehicleIEDs and the like.
Please remember that game messages are set to false, but if you start the mission it should state in the DCS logs that the splash script is running:
2025-07-04 00:13:15.669 INFO SCRIPTING (Main): SPLASH DAMAGE 3.4 SCRIPT RUNNING
3.3 -
New Feature: Napalm
Demo Video
https://youtu.be/vt07ypNwcGM
I've adapted titi69's Napalm script https://www.digitalcombatsimulator.com/en/files/3340469/ , credit to him and the Olympus mod team for the Napalm method. (And to Sniex for suggesting Napalm)
When napalm (or a weapon designated as napalm) hits the ground it will spawn and destroy several fuel tank structures along the path of the bomb. Applying flares, unit damage and flames for per each fuel tank. Please review the settings below:
Enabling
Napalm effects are enabled for the mk77 by default. There is an option for napalm override (napalmoverride_enabled)- wh ere it will apply napalm effects to any weapon that you have added into the napalm_override_weapons option. You can look up the weapons for this in the expl table in the script.
["napalm_mk77_enabled"] = true, --Enable napalm effects for MK77mod0-WPN and MK77mod1-WPN
["napalmoverride_enabled"] = false, --If true, enables napalm effects for weapons in napalm_override_weapons
["napalm_override_weapons"] = "Mk_82,SAMP125LD", --Comma-separated list of weapons to override as napalm when overrides enabled, i.e Mk_82,SAMP125LD. Do not pick CBUs.
Spread and spacing
You can sel ect the number of napalm explosions per bomb and the spacing between each one. With the default settings there will be 4 big fireballs/fires and those will be 25 meters apart. The number of those can be reduced in the options and the spacing of them away fr om eachother - space them too close and the fires may overlap too much.
The MK77 0 is bigger than the 1, so will do a % more spread points automatically.
["napalm_spread_points"] = 4, --Number of points of explosion per each bomb (aka spawns of dummy fuel tank), so 1 bomb can have 4 fireballs as such
["napalm_spread_spacing"] = 25, --Distance m between the points
Phosphor and Flame Effects
Phosphor effects shoot out a number signal flares per each explosion, the multiplier lets you change how many but keeps a little randomisation. Flame effects add big fires and smoke.
["napalm_phosphor_enabled"] = true, --If true, enables phosphor flare effects for napalm weapons
["napalm_phosphor_multiplier"] = 0.5, --Multiplier for number of phosphor flares that shoot out, there is a level of randomisation in the code already
["napalm_addflame"] = true, --Enable flame effects at napalm spawn points
["napalm_addflame_size"] = 3, --Flame size (1-8, 4 = huge smoke and fire)
["napalm_addflame_duration"] = 180, --Flame duration in seconds napalm_destroy_delay
Delays
You can sel ect how long the script takes to explode and destory/remove the fuel tanks after spawning them, as well as a delay for flames. The original script had this set to 0.12 which meant you could see the fuel tank on the ground fr om the right angle and distance. With these settings, the fuel tanks will be hard to catch.
["napalm_flame_delay"] = 0.01, --Delay in seconds before flame effect
["napalm_explode_delay"] = 0.01, --Delay in seconds before putting an exlode on the ground to blow up the spawned fuel tank, original script had this as 0.1
["napalm_destroy_delay"] = 0.02, --Delay in seconds before it destroys the fuel tank object, original script had this as 0.12
Napalm Double Width
I'm not really sure how wide these fireballs should be, you have an option to really overdo it with 2 parallel fuel tank spawns, not tested too heavily and not enabled by default
["napalm_doublewide_enabled"] = false, --Toggle for double-wide napalm (two points per spread point)
["napalm_doublewide_spread"] = 15, --Meters either side of bomb vector either side to spawn a fuel tank
Napalm Unit Damage
Having this enabled will spawn a small explosion like with the script's normal blastwave cascade feature. The distance is calculated fr om the center of the fuel tank spawn.
["napalm_unitdamage_enable"] = true, --Enable/disable napalm unit damage
["napalm_unitdamage_scandistance"] = 60, --Scan radius in meters
["napalm_unitdamage_startdelay"] = 0.1, --Seconds between Napalm exploding and explosion occurring (can be 0 for no delay)
["napalm_unitdamage_spreaddelay"] = 0, --If startdelay is greater than 0, explosions are ordered by distance with this gap between each unit
The script has a unit category table for the max distance to trigger a damage explosion of the size set in the table per unit category:
napalm_unitcat_tabl = {
["Infantry"] = { maxDamageDistance = 50, explosionPower = 0.5 },
["Tank"] = { maxDamageDistance = 30, explosionPower = 5 },
["Artillery"] = { maxDamageDistance = 40, explosionPower = 5 },
["Armored Vehicle"] = { maxDamageDistance = 35, explosionPower = 5 },
["Anti-Air"] = { maxDamageDistance = 35, explosionPower = 5 },
["Helicopter"] = { maxDamageDistance = 45, explosionPower = 5 },
["Airplane"] = { maxDamageDistance = 40, explosionPower = 5 },
["Structure"] = { maxDamageDistance = 60, explosionPower = 30 }
}
Limitations
Given the method used to create the napalm it's pretty much stuck at spawning at the fixed length.
The damage done isn't really high enough so have had to bring in the blast wave cascading extra explosion on top of the unit method which isn't as visually appealing sadly.
No terrain changes sorry.
FPS drops will happen, depending on your setting but by default mk77 mk1 will spawn 4 fuel tank explosions, 4 smoke/fires. So in the demo miz file that is 3 bombs on 3 plans - 36 explosions/fire+smokes. Testing in 2D shows 180fps dropping to 60-80 during the demo, depending on wh ere you look and gfx settings ofc. You can lim it the number of spread points or bombs dropped to help with FPS
I've done testing but not EXTENSIVE testing.. so hopefully people in the thread can give some feedback on settings and bugs etc and we can improve as we go. Add in a plane of your choice if you wanna adjust things via radio commands.
Example Mission
I've attached a mission showing the napalm drop (requires A4 skyhawk, they're set to be controlled by AI)
https://github.com/Community-A-4E/community-a4e-c/releases/tag/v2.3
New Feature: Cook Off Flares
I've added signal flares to the cook off effects that will trigger randomly during a cook off. The number of which is a modifier of the number of cook off explosions. I'm not sure if I particularly like the effect, so I have left this in the script as disabled for now.
["cookoff_flares_enabled"] = false, --Enable/disable flare effects for cook-offs
["cookoff_flare_color"] = 2,
["cookoff_flare_count_modifier"] = 1, --Multiplier for flare count (e.g., 1x, 2x cookOffCount from the vehicle table)
["cookoff_flare_offset"] = 1, --Max offset distance for flares in meters (horizontal)
Feature Change: Ground Unit Tracking
I've added new entries (including Naval) to the explosive table and allowed a wider area to be tracked. I've had some mixed results with how effective it is with naval units. Naval expl table entries can be removed or commented out if needed.
Sniex and Kurde have also made changes to the weapons/expl table.
Feature Change: Radio Messages
The radio test options have been overhauled, as many were in the wrong section or missing.
Additional Changes
Changes to initial cargo cook off values as to not blow up convoys
Changes to weapons/expl table (thanks to Sniex and Kurdes)
Increase script readability (thanks to Sniex)
Game_mesages and enable_radio_menu options defaulted to false.
Please be advised that these are false, so that users don't see that the script is in use nor can they access the test/config radio options. Set either to true as required. The notice that the Splash Damage 3.x is running uses game_messsages.
3.2: Options Change:
Please be advised that the non debug script has these two defaulted to false, so that users don't see that the script is in use nor can they access the test/config radio options. Set either to true as required. The notice that the Splash Damage 3.2 is running uses game_messsages.
["game_messages"] = false, --enable some messages on screen
["enable_radio_menu"] = false, --enables the in-game radio menu for modifying settings
Feature Change: Giant Explosion
The Giant Explosion triggering has been changed, and no longer requires a mission editor trigger. If a unit or an object is called GiantExplosionTarget[something] i.e GiantExplosionTarget1, GiantExplosionTargetBoomBox, it will be tracked and trigger a giant explosion.
Also, I've added the option to trigger on unit damage as opposed to unit death.
["giantexplosion_ondamage"] = true, --Trigger explosion when unit is damaged
["giantexplosion_ondeath"] = true, --Trigger explosion when unit is destroyed
New Feature: Ground Ordnance
Disabled by default as it was a user request, this will allow the script to apply its effects to ground ordnance, i.e artillery shells fired by ground units
--Ground Unit Ordnance
["track_groundunitordnance"] = false, --Enable tracking of ground unit ordnance (shells)
["groundunitordnance_damage_modifier"] = 1.0, --Multiplier for ground unit ordnance explosive power
["groundunitordnance_blastwave_modifier"] = 4.0, --Additional multiplier for blast wave intensity of ground unit ordnance
I've also added the below shells in, so it's not fully complete. I'll need people to tell me what to add specifically if they want the specific shells tracking. I'm aware of tank shells not being in there - given it was a user request I'm not sure how many people actually want to make sure of this so have not spent additional time.
--*** Shells ***
["weapons.shells.M_105mm_HE"] = { explosive = 12, shaped_charge = false, groundordnance = true }, --105mm HE shell, M119/M102 (~10-15 kg TNT equiv)
["weapons.shells.M_155mm_HE"] = { explosive = 60, shaped_charge = false, groundordnance = true }, --155mm HE shell, M777/M109 (~50-70 kg TNT equiv)
["weapons.shells.2A60_120"] = { explosive = 18, shaped_charge = false, groundordnance = true }, --120mm HE shell, 2B11 mortar (~15-20 kg TNT equiv)
["weapons.shells.2A18_122"] = { explosive = 22, shaped_charge = false, groundordnance = true }, --122mm HE shell, D-30 (~20-25 kg TNT equiv)
["weapons.shells.2A33_152"] = { explosive = 50, shaped_charge = false, groundordnance = true }, --152mm HE shell, SAU Akatsia (~40-60 kg TNT equiv)
["weapons.shells.PLZ_155_HE"] = { explosive = 60, shaped_charge = false, groundordnance = true }, --155mm HE shell, PLZ05 (~50-70 kg TNT equiv)
["weapons.shells.M185_155"] = { explosive = 60, shaped_charge = false, groundordnance = true }, --155mm HE shell, M109 (~50-70 kg TNT equiv)
["weapons.shells.2A64_152"] = { explosive = 50, shaped_charge = false, groundordnance = true }, --152mm HE shell, SAU Msta (~40-60 kg TNT equiv)
New Feature: All Ground Unit Smoke and Cargo Cookoff
Disabled by default as it was a user request. Enabling this will cause smoke and cookoff effects for all ground vehicles you destroy.
--Smoke and Cookoff Effect For All Vehicles
["smokeandcookoffeffectallvehicles"] = false, --Enable effects for all ground vehicles not in cargoUnits vehicle table
["allunits_enable_smoke"] = false,
["allunits_enable_cookoff"] = false,
["allunits_explode_power"] = 50, --Initial power of vehicle exploding
["allunits_default_flame_size"] = 6, --Default smoke size (called flame here in the code, but it'll be smoke) 5 = small smoke, 6 = medium smoke, 7 = large smoke, 8 = huge smoke
["allunits_default_flame_duration"] = 60, --Default smoke (called flame here in the code, but it's smoke) duration in seconds for non-cargoUnits vehicles
["allunits_cookoff_count"] = 4, --number of cookoff explosions to schedule
["allunits_cookoff_duration"] = 30, --max time window of cookoffs (will be scheduled randomly between 0 seconds and this figure)
["allunits_cookoff_power"] = 10, --power of the cookoff explosions
["allunits_cookoff_powerrandom"] = 50, --percentage higher or lower of the cookoff power figure
Release notes:
10 May 2025 (Stevey666) - 3.2
- New feature (user request): ground ordnance tracking, this tracks ground artillery etc if in the explosives table, set to false by default.
- New feature (user request): option to create additional smoke and cargo cookoff effect for all ground vehicles initially destroyed by your ordnance or the script, set to false by default.
- Adjusted blastwave explosion
- Changes to debug output, ordering by vehicle distance
- Thanks to tae. for the report, adjusted Ural-4320 in vehicle table, had incorrect name so wasn't triggering cook off.
- Fixed error popup when using Mig 21's SPRD-99
- Added Cargo Cook off / fireball to some static objects i.e crates/barrels
- Reworked Giant Explosion tracking - no mission editor trigger needed, just name static unit or unit "GiantExplosionTarget[X]"
- Allow for Giant Explosion trigger on damage or on death
--
For people not too familiar with the original script and/or are coming into 3.2, I've written up some information about how the script works. Please note, it doesnt contain explanations about everything. It went longer and longer as I wrote it.. sorry. Also I didn't want to proofread
Splash Damage 3.x Script Information:
When a weapon is fired the script tracks it, when it no longer exists it performs several actions depending on the options. Weapons have to be manually added (and most are fr om the original 2.x days) to a table for them to be tracked.
i.e explTable = {
--*** WWII BOMBS ***
["British_GP_250LB_Bomb_Mk1"] = { explosive = 100, shaped_charge = false },
Actions then include:
1. Larger explosions
The script adds on an additional explosion, the size set in the expl table in the script (as mentioned above). This is the same as the explosion trigger in the mission editor but in this case it places it on the weapons last known location before it stopped existing.
Toggled with ["larger_explosions"] = true
2. Wave explosions
A blastwave area is calculated based off the explosive amount from the largest explosion, which does NOT damage units in the area but instead will review them for damage modelling and cascade explosions.
Cascading explosions - By default, if a unit has 60% health left (configurable), so has been damaged 40%, it will trigger a cascade explosion to the unit. This is an additional explosion, the power of which is calculated from the initial explosion power and the distance away. There's also extra damage that can be done to a building if it's affected. It is possible to force a cascade for every unit in the blastwave area. See options below:
["cascade_explode_threshold"] = 60, --only trigger cascade explosion if the unit's current health is <= this percent of its maximum, setting can help blow nearby jeeps but not tanks
["always_cascade_explode"] = false, --switch if you want everything to explode like with the original script
Damage model - if a unit is damaged a certain amount it may be rendered unable to fire:
["damage_model"] = true
["unit_disabled_health"] = 30, --if health is below this value after our explosions, disable its movement
["unit_cant_fire_health"] = 40, --if health is below this value after our explosions, set ROE to HOLD to simulate damage weapon systems
["infantry_cant_fire_health"] = 60, --if health is below this value after our explosions, set ROE to HOLD to simulate severe injury
3. Ordnance protection
When a weapon explodes if there is another weapon close by i.e 10m, it will try to skip the addition larger_explosion from item 1. If the tracked weapon is destroyed by another one and it's close to the ground it will snap a larger explosion to the ground so that there will still be some effect. SAM missiles are not tracked so shouldn't affect this.
["ordnance_protection"] = true, --Toggle ordinance protection features
["ordnance_protection_radius"] = 10, --Distance in meters to protect nearby bombs
4. Cargo cook off, debris explosions, fuel explosions
When a weapon explodes the script reviews the before and after area for any vehicles that are damaged or no longer exist. If they are in the cargo table in the script they will cause a cook off (multiple explosions over a set time) and/or causes a large fire for a short time. There will also be debris explosions if a vehicle cooks off, which are little explosions that will randomly explode in a small area around the vehicle.
Example table entry:
--#Called Ural-4320 in game, but in code its Ural-375
["Ural-375"] = {
cargoExplosion = true,
cargoExplosionMult = 1,
cargoExplosionPower = 200,
cargoCookOff = true,
cookOffCount = 4,
cookOffPower = 1,
cookOffDuration = 20,
cookOffRandomTiming = true,
cookOffPowerRandom = 50,
isTanker = true,
flameSize = 1,
flameDuration = 30,
},
Debris setup:
["debris_effects"] = true --Enables debris explosions
["debris_power"] = 1 --Power of debris explosions
["debris_count_min"] = 6 --Min debris pieces
["debris_count_max"] = 12 --Max debris pieces
["debris_max_distance"] = 10 --Max debris travel distance (m)
It's possible to enable this for all vehicles by setting the below to true (and options of what values to default to are in the script)
["smokeandcookoffeffectallvehicles"] = false, --Enable effects for all ground vehicles not in cargoUnits vehicle table
["allunits_enable_smoke"] = false,
["allunits_enable_cookoff"] = false,
5. Ground ordnance tracking
Disabled by default, this will track ground ordnance like shells, cannons, naval, missile arty etc. If enabled it will track these the same way as it does for your aircraft's weapons.
The requires the shell to be added in the expl table, i.e
["weapons.shells.M_105mm_HE"] = { explosive = 12, shaped_charge = false, groundordnance = true }, --105mm HE shell, M119/M102 (~10-15 kg TNT equiv)
To enable:
["track_groundunitordnance"] = true --Enables tracking
6. Cluster bombs
This is disabled by default as I'm not sure how usable it really is, kind of half baked and abandoned but it tries to imitate cluster spread a bit more. It will try to calculate the spread of cluster munitions but results vary.
It can be enabled by setting the below to true and also adjusting a number of options for base spread
["cluster_enabled"] = false --Enables cluster effects
["cluster_base_length"] = 150 --Base forward spread (m)
7. Giant Explosions
If you call any unit/structure GiantExplosionTarget[x] i.e GiantExplosionTargetTank1, configurable on damage or only death, it will cause a giant explosion. The giant explosion is made up of, by default, 250 explosions of power 6000. As mentioned in a previous post I'm using this to help simulate a large munition stockpile explosion. It's not ideal to use in a crowded area as the damage blastwave is pretty extensive to be able to get it to show a big explosion. Explosion power, number of explosions, scale of the whole effect etc is in the options for someone to adjust if they wish.
A couple of relevant settings:
["giant_explosion_power"] = 6000, --Power in kg of TNT (default 8 tons)
["giant_explosion_count"] = 250, --Number of explosions (default 250)
Script is tested with the targets not moving and it will note the location of the unit/structure at the start of the mission. If the unit is going to move during the mission then the below setting needs changing to false:
["giant_explosion_target_static"] = false, --Toggle to true for static targets (store position once), false for dynamic (upd ate every second)
8. Game messages, debugging, missing weapons, radio commands
Game messages, if you se t game message to true then on mission start it will state that you're running the script..
["game_messages"] = false, --enable some messages on screen
Setting weapon missing message to true will show if a weapon is not in the script and isn't being tracked
["weapon_missing_message"] = false, --false disables messages alerting you to weapons missing from the explTable
If you enable the radio menu, pressing f10 will allow you to change all kinds of settings ingame for your own testing without having to edit the script. (Changes are no saved). You can also trigger the giant explosion over and over if needed for testing.
["enable_radio_menu"] = false, --enables the in-game radio menu for modifying settings
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To use the script in your mission, add a Mission Start trigger with the action DO SCRIPT FILE (splash_damage_3.2.lua).
PLEASE NOTE IF YOU'RE MAKING CHANGES TO THE SETTINGS IN THE LUA AFTER YOU'VE ADDED THE TRIGGER:
When you select the file in the trigger, it uploads a copy to the miz file at that point, further changes will not be reflected. You need to remove and re-add the trigger or select a different file and then back to the script.
-
Feel free to ask questions/report issues/make requests here, DM, discord etc, and I hope you can enjoy the results.