Kydoimos 916 Posted November 9, 2013 Hi all, is it possible to remove things like the doors from vehicles? I've discovered how to destroy wheels - but in particular, I'd like to remove the doors from the Hunter MRAP. I've seen they have names in the animation subsection of the config entry - but I can't really get them to do much. Maybe it's not something that can be done? If so, I'll leave it be! :) Thanks in advance! Share this post Link to post Share on other sites
Kydoimos 916 Posted November 9, 2013 Maybe something like this can be done with hiddenselections or something? In a perfect world, I'd like to be able to just slip something into the Hunter's init. line - but not sure if the doors can actually be removed at all! Share this post Link to post Share on other sites
disco.modder 116 Posted November 9, 2013 Now that you've brought this up Im quite keen to find out too, especially removing pilot doors on ghosthawks to make it look SOAR style. Share this post Link to post Share on other sites
Antorugby 2 Posted November 9, 2013 I was lookin inside the Indipendent Offroad Pbo, and I found a couple of scripts that I think will help you, check the hide* command. randomize.sqf /* File: randomize.sqf Author: pettka Description: Removes all proxies from the car, randomizes use of rear doors (according to _rnd2) and randomizes one of the skins (according to _rnd1) Parameter(s): None Returns: Nothing */ if (isServer) then { _rnd1 = floor random 6; _this setVariable ["BIS_randomSeed1", _rnd1, TRUE]; _this animate ["HidePolice", 1]; _this animate ["HideServices", 1]; _this animate ["HideBackpacks", 1]; _this animate ["HideBumper1", 1]; _this animate ["HideBumper2", 1]; _this animate ["HideConstruction", 1]; _rnd2 = floor random 3; if (_rnd2==0) then {_this animate ["HideDoor3", 1];}; }; waitUntil {!(isNil {_this getVariable "BIS_randomSeed1"})}; _randomSeed1 = _this getVariable "BIS_randomSeed1"; _this setObjectTexture [0, ["\A3\soft_F\Offroad_01\Data\Offroad_01_ext_co.paa", "\A3\soft_F\Offroad_01\Data\Offroad_01_ext_BASE01_CO.paa", "\A3\soft_F\Offroad_01\Data\Offroad_01_ext_BASE02_CO.paa", "\A3\soft_F\Offroad_01\Data\Offroad_01_ext_BASE03_CO.paa", "\A3\soft_F\Offroad_01\Data\Offroad_01_ext_BASE04_CO.paa", "\A3\soft_F\Offroad_01\Data\Offroad_01_ext_BASE05_CO.paa"] select _randomSeed1]; _this setObjectTexture [1, ["\A3\soft_F\Offroad_01\Data\Offroad_01_ext_co.paa", "\A3\soft_F\Offroad_01\Data\Offroad_01_ext_BASE01_CO.paa", "\A3\soft_F\Offroad_01\Data\Offroad_01_ext_BASE02_CO.paa", "\A3\soft_F\Offroad_01\Data\Offroad_01_ext_BASE03_CO.paa", "\A3\soft_F\Offroad_01\Data\Offroad_01_ext_BASE04_CO.paa", "\A3\soft_F\Offroad_01\Data\Offroad_01_ext_BASE05_CO.paa"] select _randomSeed1]; Randomize_doors.sqf if (isServer) then { _rnd2 = floor random 2; if (_rnd2 == 1) then { _rnd3 = floor random 3; _this animate [["HideDoor1","HideDoor2","HideDoor3"] select _rnd3, 1]; if (_rnd3 == 1) then {_this animate ["HideGlass2", 1]}; _this execVM "\A3\soft_F\Offroad_01\scripts\randomize_doors.sqf"; }; }; randomize_IG.sqf if (isServer) then { _this execVM "\A3\soft_f_gamma\Offroad_01\scripts\randomize_doors.sqf"; _this animate [["HideBumper1","HideBumper2"] select floor random 2, 0]; _this animate ["HideBackpacks", 0]; _this animate ["HideConstruction", 0]; _this animate ["HidePolice", 1]; _this animate ["HideServices", 1]; }; _this setObjectTexture [0, "\A3\soft_f_gamma\Offroad_01\Data\Offroad_01_ext_IG01_CO.paa"]; _this setObjectTexture [1, "\A3\soft_f_gamma\Offroad_01\Data\Offroad_01_ext_IG01_CO.paa"]; randomize_OB.sqf if (isServer) then { _rnd1 = floor random 2; _this setVariable ["BIS_randomSeed1", _rnd1, TRUE]; _this execVM "\A3\soft_F\Offroad_01\scripts\randomize_doors.sqf"; _this animate [["HideBumper1","HideBumper2"] select floor random 2, 0]; _this animate ["HideBackpacks", 0]; _this animate ["HideConstruction", 0]; _this animate ["HidePolice", 1]; _this animate ["HideServices", 1]; }; waitUntil {!(isNil {_this getVariable "BIS_randomSeed1"})}; _randomSeed1 = _this getVariable "BIS_randomSeed1"; _this setObjectTexture [0, [ "\A3\soft_F\Offroad_01\Data\Offroad_01_ext_BASE01_CO.paa", "\A3\soft_F\Offroad_01\Data\Offroad_01_ext_BASE02_CO.paa"] select _randomSeed1]; _this setObjectTexture [1, [ "\A3\soft_F\Offroad_01\Data\Offroad_01_ext_BASE01_CO.paa", "\A3\soft_F\Offroad_01\Data\Offroad_01_ext_BASE02_CO.paa"] select _randomSeed1]; Share this post Link to post Share on other sites
Kydoimos 916 Posted November 9, 2013 Thanks Antorugby - not sure whether that will work with the Hunter? Perhaps it can't be customised like the offroad can? Share this post Link to post Share on other sites
Antorugby 2 Posted November 9, 2013 (edited) Just tried, it seems to work only with the offroad, in the config of the Hunter there is no reference to the hide door, probably is not working because of this, but I remember a dismissed Hunter at the beginning of the first campaign, let me take a look at the mission pbo. EDIT: Nope, that's just another object, probably you you can't tear apart the Hunter. Edited November 9, 2013 by Antorugby Share this post Link to post Share on other sites
Kydoimos 916 Posted November 9, 2013 Ok - thanks very much matey, good to know! Share this post Link to post Share on other sites