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ziiip

Creating wrecks that dont explode

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I wanna place some vehicles and turn them into wrecks to create a scene that had a battle going on previously. The problem is, however that the setdamage command will make them explode and burn, which I dont want to have. All I need are the wreck models themselves. Is there a way to do this?

Edit: stripping the vehicles of their ammo and fuel stops the explosion for some vehicles but they still burn.

Edited by ziiip

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I put the following in the init:

this setdamage 1; this setdamage 0; this setdamage 1

but the vehicle exploded normally.

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Just find the name for the wreck version of the config, usually with a "_W" in the name, and place it in the mission with createVehicle. Or am I missing something in the question?

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this setVehicleAmmo 0; this setfuel 0; this setDamage 1; this setDamage 0; this setDamage 1;

---------- Post added at 22:34 ---------- Previous post was at 22:33 ----------

Just find the name for the wreck version of the config, usually with a "_W" in the name, and place it in the mission with createVehicle. Or am I missing something in the question?

That will work if there is a wreck for the vehicle you want.

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Marshall worked fine for me, the AH99 did not, the good news is there is already a wreck for the AH99. Land_Wreck_Heli_Attack_01_F

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So what is the classname of the wreck of Marshall?

Edited by ziiip

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Marshall does not have a wreck, search the config under cfgVehicle Land_wrecks

---------- Post added at 23:43 ---------- Previous post was at 23:41 ----------

Here is the MI48 wreck "Land_Wreck_Heli_Attack_02_F". By the way these can be found under empty>wrecks in the editor.

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So what if I want to have Varsuk and Ifrit wrecks without explosion and smoke? Is that impossible to do?

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General Idea:

CreateVehicle

Get Position Of Vehicle -> getPos(Wreck_Name/Object Name)

Create Smoke Effect From Cfg File On getPos point

Then do whatever else you need to do

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I tested on all armored vehicles and I had no secondary explosions.

---------- Post added at 23:55 ---------- Previous post was at 23:53 ----------

General Idea:

CreateVehicle

Get Position Of Vehicle -> getPos(Wreck_Name/Object Name)

Create Smoke Effect From Cfg File On getPos point

Then do whatever else you need to do

Thats cool but the problem is the secondary explosions that occur on certain vehicles. Plus why use createVehicle when you can just use the wreck from the editor?

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Well.... it's in the units section... so I'd say... :/ CreateUnit ?

Thats an assumption... I am still learning arma 3 scripting...

Note: I wish Bohemia would release an Official Scripting PDF Book...

Also the Wrecks in editor... are not the... wrecks that are created when a vehicle is destroyed... for example T-72 instead of a T-100

Edited by Parrot4543

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Well.... it's in the units section... so I'd say... :/ CreateUnit ?

Thats an assumption... I am still learning arma 3 scripting...

Note: I wish Bohemia would release an Official Scripting PDF Book...

Also the Wrecks in editor... are not the... wrecks that are created when a vehicle is destroyed... for example T-72 instead of a T-100

Yup I know that, hopefully they add more wrecks into the editor as they are usually nicer then a black shell.

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True, just spawn T-72 etc, although... the strange part is if you look in the wrecks they added Hunters... but not the other "newer vehicles"

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this setVehicleAmmo 0; this setfuel 0; this setDamage 1; this setDamage 0; this setDamage 1;

This works for cars and armored vehicles. :D

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