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floosy

indestructible object on map : how to?

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hi all,

i m trying to make an indestructible object on my map (wall).

with the editor, it works but when i put it on the map with visitor doesn't.

Have you any informations plz.

see you

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Mhh i asked this somewhere. You can only do that in a mission. No way to do in Visitor unless you write a new config. Try the search function to find that post in this forum (im sure i asked this in the visitor3 section once). Or wait until someone who actually knows it better tells you :)

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You can do it thru the configs.

Just set the model to have no destruction effect basically ... wish I could be more specifc. Not sitting at that machine at the moment. Most of the pieces are in the editor updates if you want a reference.

I would imagine you can define things in the config.cpp for the map ... not 100% on that though. Can't really see why not, otherwise though just do it in the models config.

*edit* Reference stuff: (this is what I do with Rocks in the editor updates)

class CfgPatches
{
class as_eu_oa_rocks
{
 units[] = {};
 weapons[] = {};
 requiredVersion = 1.0;
 requiredAddons[] = {"CA_E","CAStructures_E","CAStructures_E_Misc","CAMisc3"};
};
};

class CfgVehicleClasses
{
class as_oa_rocks
{
 displayName = "[AS] OA Rocks";
};
};

class CfgVehicles
{
class Static;

class as_base_oa_rocks: Static
{
 displayName = "";
 accuracy = 0.1;
 vehicleClass = "as_oa_rocks";
 model = "";
 nameSound = "";
 animated = 0;
 simulation = "house";
 cost = 0;
 armor = 1000;
 ladders[] = {};
 placement = "slope";
};

[color="darkorange"]class as_dno_oa_rocks: as_base_oa_rocks
{
 destrType = "DestructNo";
 accuracy = 1000;
};[/color]

class as_dtr_oa_rocks: as_base_oa_rocks
{
 destrType = "DestructTree";
 accuracy = 1000;
 placement = "vertical";
};

class as_dte_oa_rocks: as_base_oa_rocks
{
 destrType = "DestructTent";
 accuracy = 1000;
};

class as_dbu_oa_rocks: as_base_oa_rocks
{
 destrType = "DestructBuilding";
 accuracy = 1000;
 class DestructionEffects
 {
  class HouseDestr
  {
   simulation = "destroy";
   type = "DelayedDestruction";
   position = "";
   intensity = 1;
   interval = 1;
   lifeTime = 1;
  };
 };
};

class R_Boulder_01_EP1: [color="darkorange"]as_dno_oa_rocks[/color] {
 scope = 2;
 vehicleClass = "as_oa_rocks";
 displayName = "R_Boulder_01_EP1";
 model = "\ca\rocks_e\R_Boulder_01_EP1.p3d";
 icon = "\ASG\as_eu_oa_full\icons\rock.paa";
};

Maybe that helps a little? I've debated at times making all trees of "x" size act in this way ... seeing as how fallen trees in this game are about as exciting an extra hole in the head. To bad the AI don't understand the concept of "we're not making forward progress, we should turn and go another direction". Otherwise it would have been a good fix lol.

Edited by Gnome_AS

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Any news on this? Im not a good scripter, and would like to know how to do this aswell! It opens up a whole new detail idea ive got. Placing sandbags and what not on top of buildings with ladders.! :)

EDIT: Think I nailed it. In the ca config folder in the mapfolder, find the "armor" line in the buildings config and change it to 99999999999.

Testing it right now and seems to work. :) JDAMS and 4 satchels does nothing.

Edited by MugAben

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