foxtrot1787 10 Posted October 2, 2013 creating a multiplayer mission and i want an objective to destroy a container. Tried blowing them up with explosives but it doesnt work. sorry for all the posts arma 2 didnt have these issues :) Share this post Link to post Share on other sites
Zenophon 110 Posted October 2, 2013 Creating an explosive charge as a vehicle used to detonate the charge instantly in ArmA 2, but it does not in ArmA 3. Try spawning some mortar or artillery shells, using 'createVehicle', such as these: r_60mm_he r_80mm_he Bo_Mk82_MI08 For a larger effect, spawn multiple shells in a for loop. Share this post Link to post Share on other sites
cobra4v320 27 Posted October 2, 2013 What I had to do was delete the container then add in the blown up container. I used setPos and setDir to get it in the exact location. You just need to get the classname for the blown up container which can be found under the config>cfgVehicles>Land_find the container name. ---------- Post added at 21:39 ---------- Previous post was at 21:38 ---------- Creating an explosive charge as a vehicle used to detonate the charge instantly in ArmA 2, but it does not in ArmA 3. Try spawning some mortar or artillery shells, using 'createVehicle', such as these:r_60mm_he r_80mm_he Bo_Mk82_MI08 For a larger effect, spawn multiple shells in a for loop. Doesnt matter what explosvies you use, the containers wont blow up. Somebody correct me if Im wrong. Share this post Link to post Share on other sites
Zenophon 110 Posted October 2, 2013 I think there is a misunderstanding regarding what was meant by container. I though it meant an ammo box, in which case the explosives would destroy it. If it means a large cargo container, then cobra4v320 is right. Share this post Link to post Share on other sites
foxtrot1787 10 Posted October 3, 2013 Its a cargo container object. Wasnt a problem in arma 2 :(. The scenario is that these containers contain weapons. ---------- Post added at 11:43 ---------- Previous post was at 11:42 ---------- so iv placed a cargo container object and names in C1 trigger !alive C1 hint "objective complete" for example Share this post Link to post Share on other sites
Wolfenswan 1 Posted October 3, 2013 try this addEventHandler [ "HandleDamage", { _box = _this select 0; _ammoName = _this select 4; if (_ammoName in ["DemoCharge_Remote_Ammo"]) then { _box = _this select 0; _box setDamage 1; //deleteVehicle _box ; //use this if you want the container to disappear }; }]; In this case only a democharge would do the trick. Add more classes to the array for more options. Share this post Link to post Share on other sites
roguetrooper 2 Posted October 3, 2013 A trigger with: * condition: (getdammage containername) > 0.5 * activation: containername setdamage 1.0 (getdammage needs double m) Or a smaller value than 0.5 when you want it to be easier destroyed (small charge, handgrenade, rifle bullets). Share this post Link to post Share on other sites
foxtrot1787 10 Posted October 3, 2013 A trigger with:* condition: (getdammage containername) > 0.5 * activation: containername setdamage 1.0 (getdammage needs double m) Or a smaller value than 0.5 when you want it to be easier destroyed (small charge, handgrenade, rifle bullets). i tried that with a trigger that detects if the box has been destroyed using !alive box1 creatiing the trigger you gave me detects the container box has already been destroyed Share this post Link to post Share on other sites
cobra4v320 27 Posted October 3, 2013 If you are using one of the large connex containers you can try this. container.sqf _dir = getDir connexnamehere; _pos = getPos connexnamehere; _connex = createVehicle ["Land_Cargo40_military_ruins_F", _pos, [], 0, "CAN_COLLIDE"]; _connex setPos _pos; _connex setDir _dir; deleteVehicle connexnamehere; Your task completion stuff here... Share this post Link to post Share on other sites
foxtrot1787 10 Posted October 12, 2013 If you are using one of the large connex containers you can try this.container.sqf _dir = getDir connexnamehere; _pos = getPos connexnamehere; _connex = createVehicle ["Land_Cargo40_military_ruins_F", _pos, [], 0, "CAN_COLLIDE"]; _connex setPos _pos; _connex setDir _dir; deleteVehicle connexnamehere; Your task completion stuff here... Ill try that. This alot more complicated than it needs to be. What happend to been able to put objects like, communication towers radar dishes etc like in arma two and when explosives were used on them they would destroy and left a pile of rubble after?? Cant see any of these objects even in the game :( Share this post Link to post Share on other sites
foxtrot1787 10 Posted October 13, 2013 If you are using one of the large connex containers you can try this.container.sqf _dir = getDir connexnamehere; _pos = getPos connexnamehere; _connex = createVehicle ["Land_Cargo40_military_ruins_F", _pos, [], 0, "CAN_COLLIDE"]; _connex setPos _pos; _connex setDir _dir; deleteVehicle connexnamehere; Your task completion stuff here... Cant get this working dude using a cargo container military green ---------- Post added at 14:33 ---------- Previous post was at 14:32 ---------- If you are using one of the large connex containers you can try this.container.sqf _dir = getDir connexnamehere; _pos = getPos connexnamehere; _connex = createVehicle ["Land_Cargo40_military_ruins_F", _pos, [], 0, "CAN_COLLIDE"]; _connex setPos _pos; _connex setDir _dir; deleteVehicle connexnamehere; Your task completion stuff here... doesnt work dude. it doesnt destroy it :( military container green Share this post Link to post Share on other sites