Jump to content
Sign in to follow this  
spectrersg

Removing Map Rocks via IDs

Recommended Posts

I dont think I'll have much luck with this, but I'll ask to see anyways...

In ArmA there's a way to remove a tree thats obstructing a view by settings its health to 0. But how would this effect rocks if the rocks need to be removed?

I'm setting up a firing range on the Kamino Firing Range - there are rocks along the coast that obstruct the view that need to be removed. Does anyone know if theres a scripting method to remove these suckers?

Share this post


Link to post
Share on other sites

I think that it's impossible to remove a rock , or tree, but you can break it. So as if somebody ran a tree or bush over. That's the best you can do.

Share this post


Link to post
Share on other sites

How would you hide it? And I'm away of that nearestObject setDamage trick - but this isnt a tree or a building. Its a rock... With no health already?

Share this post


Link to post
Share on other sites

Well, I tried the following, with no avail - any other ideas?

_Del = [

getpos player nearestObject 106919,

getpos player nearestObject 106899,

getpos player nearestObject 106918,

getpos player nearestObject 106897,

getpos player nearestObject 106901,

getpos player nearestObject 106913,

getpos player nearestObject 104683,

getpos player nearestObject 104682,

getpos player nearestObject 104679,

getpos player nearestObject 104680,

getpos player nearestObject 104681,

getpos player nearestObject 104684,

getpos player nearestObject 107056,

getpos player nearestObject 107036,

getpos player nearestObject 107038,

getpos player nearestObject 107042,

getpos player nearestObject 107034,

getpos player nearestObject 107025,

getpos player nearestObject 107026,

getpos player nearestObject 107041,

getpos player nearestObject 107043,

getpos player nearestObject 107043,

getpos player nearestObject 107037,

getpos player nearestObject 107039,

getpos player nearestObject 106938,

getpos player nearestObject 106949,

getpos player nearestObject 107024,

getpos player nearestObject 107033,

getpos player nearestObject 106890,

getpos player nearestObject 106906,

getpos player nearestObject 106889,

getpos player nearestObject 106887,

getpos player nearestObject 106888,

getpos player nearestObject 106914,

getpos player nearestObject 106900,

getpos player nearestObject 107439,

getpos player nearestObject 107438,

getpos player nearestObject 107436,

getpos player nearestObject 107435,

getpos player nearestObject 107121,

getpos player nearestObject 107105,

getpos player nearestObject 107122,

getpos player nearestObject 107107,

getpos player nearestObject 107103,

getpos player nearestObject 107058,

getpos player nearestObject 107056,

getpos player nearestObject 107128,

getpos player nearestObject 107100,

getpos player nearestObject 107127,

getpos player nearestObject 107101,

getpos player nearestObject 107106,

getpos player nearestObject 107109,

getpos player nearestObject 107058

];

{

hideobject _x;

} forEach _Del;

As a note it's being executed in the init as: _nul = [] execVM "scripts\ranges\objectclear.sqf";

Any other ideas?

Share this post


Link to post
Share on other sites

Well seems like deleteColection used to do it :(

Also hideObject in arma 3 does only visually hide object but collision remains.

I was able hide object and disable collision with player, but no luck disabling collision with anything else.

So you can run thru invisible building but if you hop onto Quadbike you will hit an invisible wall :/

hideObject _x;

_x disableCollisionWith player;

Share this post


Link to post
Share on other sites

Tried it with vehicle as well, i guess it does only work with player.

_x disableCollisionWith (vehicle player); // doesn't work :/

Share this post


Link to post
Share on other sites

What about assigning it to the actual vehicle too before player sits on it?

---------- Post added at 12:32 ---------- Previous post was at 11:41 ----------

Any other ideas?

It is strange because you cannot even remove trees by setDamage 1 to them like you did in arma 2. I say it is alpha issue.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×