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BLQQD

destroy/damage houses without simulation or workaround + oter questions

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Im creating a battlefield with blown up buildings and vehicles, and I wish to spread living units through out it (within half destroyed houses and such)

This is for a 4 player coop campaign so these things need to work for MP

The mission begins with the players car flipped over by an IED, and their convoy already under attack

The Problem:

When the houses are destroyed, they tend to kill/damage units in and around them. Also huge plumes of smoke wont fully clear for over a minute!

Im currently using a ton of gamelogics to destroy the houses. I would like to just create a script to handle this, but it doesn't seem to work...

(If you know another way, PLEASE let me know)

Ex. gamelogic init

hous1 = (position this nearestobject 1767);

hous1 enableSimulation false;

hous1 setHit ["dam1", 1];

hous1 setHit ["dam2", 1];

hous2 = (getPos this nearestObject 7012);

hous2 enableSimulation false;

hous2 setDamage 1;

Unfortunately "enableSimulation false" wont work like this for either setHit or setDamage

ANY ideas or suggestions are welcome and greatly appreciated!

thanks for reading

EDIT: was going to ask other questions but I think it can wait

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to be damaged without AOE, smoke or animation

Edited by BLQQD
spelling

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Bump....

So no one knows how to leave a destroyed map object without playing its death animation?

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Have you tried BIS_fnc_destroyCity?

Here is a post by kylania as demo. Main point is the player(s) are moved away during the destruction, then set back in place.

I have never used this function, so maybe it's not what you're after..

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I have. The problem with it is im trying to damage specific buildings in specific ways, and BIS_fnc_destroyCity destroys things randomly

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