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Gekkibi

Script that allows tracked vehicles drive over sandbags

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Are you disappointed that sandbags are the worst kind of obstacle for tracked vehicles? Me too. Worry not, you can fix it by using this tiny script in your missions. Not tested in multiplayer, so feedback (and suggestions & insults) is welcome, as usual.

This is a hotfix until BI fixes this.

/* ----------------------------------------------------------------------------------------------------
Script:
GKB_physXCollision

Author:
Gekkibi

Terms for copying, distribution and modification:
Attribution-NonCommercial-ShareAlike 3.0 Unported (CC BY-NC-SA 3.0)
http://creativecommons.org/licenses/by-nc-sa/3.0/

Description:
Allows tracked vehicles to drive over sandbags. Script will delete the sandbag if the collision
force is big enough. All the tracked vehicles in the mission are affected.

Parameters:
No parameters

Returns:
Nil

Example:
No example needed. Execute the script from init.sqf.
---------------------------------------------------------------------------------------------------- */

{
if (_x isKindOf "Tank_F") then {
	_x addEventHandler [
		"EpeContactStart",
		{
			if ((_this select 1) isKindOf "BagFence_base_F") then {
				if (_this select 4 > 500) then {
					deleteVehicle (_this select 1);
					_this select 0 setVelocity [
						velocity (_this select 0) select 0,
						velocity (_this select 0) select 1,
						2 + (velocity (_this select 0) select 2)
					];
				};
			};
		}
	];
};
} forEach vehicles;

Edited by Gekkibi

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My suggestion

Replace this

No example needed. Execute the script from init.sqf.

with (something like) this

Execute the script from init.sqf using: execVM script.sqf

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It doesn't matter whether you use execVM or copypaste this directly to init.sqf. Whatever rocks the users boat. :)

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