dale0404 5 Posted September 9, 2013 Only on foot. Vehicles still hit them, AFAIR Just tested, and indeed vehicles still hit the wrecks that aren't there... Wonder why that is? Good point Varanon btw. Tried it with a Hunter. Share this post Link to post Share on other sites
kylania 568 Posted September 9, 2013 Why are you in a vehicle in an infantry game? ;) And what kind of game has different physics for men vs vehicles? Wtf BIS?? Share this post Link to post Share on other sites
Varanon 892 Posted September 9, 2013 Why are you in a vehicle in an infantry game? ;) That doesn't matter, it's a combined arms experience, so it doesn't matter. Edit: Geez, what a sentence, it doesn't matter, so it doesn't matter... but I guess you know what I mean... or not.. anyway, the important part is below (booming =3 voice) And what kind of game has different physics for men vs vehicles? Wtf BIS?? Well, vehicles us PhysX. If ragdolls use PhysX too, then someone could try shooting some guy standing in a hidden car wreck.. that way, you can most likely see whether PhysX still interacts with the hidden wrecks... Share this post Link to post Share on other sites
chronicsilence 13 Posted December 1, 2013 No need for an addon. I already posted the simple code to remove wrecks from the map. Just put down a game logic fill in the code and your city is clean. Sorry to revive a dead thread, but does anyone have the code that kylana is referring to? His post history doesn't go back far enough to find it... Share this post Link to post Share on other sites
dale0404 5 Posted December 2, 2013 Sorry to revive a dead thread, but does anyone have the code that kylana is referring to? His post history doesn't go back far enough to find it... Hint: It's in this thread... Share this post Link to post Share on other sites
chronicsilence 13 Posted December 2, 2013 That's incorrect. You can move through where they were no problem. {_x hideObject true} forEach (nearestObjects [this, ["Wreck_Base_F"], 200]); Found it. Unfortunately though, this doesn't seem to work for me. I'm trying to put it in the military base parking lot on Altis, but it doesn't remove the wrecks. Even if I change it to an empty array (nearestObjects [this, [], 200]), it removes everything (including buildings) EXCEPT the wrecks. Any other suggestions? Share this post Link to post Share on other sites
Magirot 14 Posted March 8, 2014 Found it. Unfortunately though, this doesn't seem to work for me. I'm trying to put it in the military base parking lot on Altis, but it doesn't remove the wrecks. Even if I change it to an empty array (nearestObjects [this, [], 200]), it removes everything (including buildings) EXCEPT the wrecks. Any other suggestions? Not possible anymore probably due to performance reasons: http://forums.bistudio.com/showthread.php?166345-Last-update-disabled-hideObject-function-for-Wreck_Base_F-why! (Replying to an old thread since I was looking around for the same answer) Share this post Link to post Share on other sites
jgbtl292 0 Posted March 8, 2014 (edited) for a sandbox game - yes true ! its kill many options for mission makers the destroys cars and houses better in a modul ;) that gives mission makers more freedom outside the game story and the driver ai has problems with the car wrecks on the streets. an other little trouble solved. Edited March 8, 2014 by JgBtl292 Share this post Link to post Share on other sites
krycek 349 Posted March 8, 2014 They didn't bother to reduce the "walk 20m spot a snake" syndrome so I doubt they'll lower the number of wrecks.Snakes&Wrecks,could be a band name. Share this post Link to post Share on other sites
RushHour 11 Posted March 8, 2014 A clean version of Altis would be cool. No destroyed cars, no military bases and no destroyed buildings. And on top of that houses, the airport, shops etc are all filled up and looking like someone lives or work there would be nice. Share this post Link to post Share on other sites