combat-agent 0 Posted July 28, 2010 I have a couple weapons that creat object on their impact zone, but when these objects hit a building or object, it crashes the game. I was wondering if anyone could help me with a work around to detect if the projectile strikes an object. The script is as follows: ;this addeventhandler ["fired",{[_this select 0,_this select 4] exec "arrow.sqs"}]_1 = _this select 0 _2 = _this select 4 ? _2 == "Arrow": _t = "Arrowg"; goto "next" ? _2 == "Speer_Ammo": _t = "Spearg"; goto "next" exit #next _bullet = nearestobject [_1, _2] #loop ~.00001 ? alive _bullet: _pos = getpos _bullet; goto "loop" _bullethole = nearestobject [_pos, "crater"] _g = _t createvehicle _pos _g setdir getdir _1 _bullethole setpos [0,0,0] exit Share this post Link to post Share on other sites
ProfTournesol 956 Posted July 28, 2010 From what i can see, the nearestobject command is looking for a crater called "_bullethole" and then setpos it far at [0,0,0] coordinates. But in OFP there is no crater on objects or building, only on ground. So the "_bullethole setpos [0,0,0]" line crashes the comp IMO. Share this post Link to post Share on other sites
combat-agent 0 Posted July 28, 2010 Makes perfect sense, to bad the engine deals with it by crashing. Any ideas on how to detect if the projectile stikes an object? Share this post Link to post Share on other sites
combat-agent 0 Posted August 18, 2010 Hey thanks, Ill look into it when im sober. Share this post Link to post Share on other sites