Gekkibi 11 Posted September 21, 2013 (edited) 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 September 21, 2013 by Gekkibi Share this post Link to post Share on other sites
saetheer 9 Posted September 21, 2013 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 Share this post Link to post Share on other sites
Gekkibi 11 Posted September 21, 2013 It doesn't matter whether you use execVM or copypaste this directly to init.sqf. Whatever rocks the users boat. :) Share this post Link to post Share on other sites