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Kydoimos

Removing Vehicle Parts

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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!

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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!

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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.

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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];

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Thanks Antorugby - not sure whether that will work with the Hunter? Perhaps it can't be customised like the offroad can?

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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 by Antorugby

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Ok - thanks very much matey, good to know!

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