Pentrazemine 10 Posted July 15, 2015 I'm a noob when it comes to scripting and with Arma in general; but I've noticed that on occasion a tank shell or few will obliterate a nearby building and was hoping if I could manually do that but to all buildings in the nearby area...to simulate that 'warzone' effect of atmosphere. Can anyone tell me a simple way of getting a building to be easier to destroy or have it already destroyed? thanks! Share this post Link to post Share on other sites
Mirek 166 Posted July 16, 2015 In map in editor press the show "ID button" find ID of the building you want to destroy, and then put this into a trigger: (position this nearestobject [color="#FF0000"]building ID[/color]) setdammage 1 but in my experience this sometimes doesnt work. For example in Chrenogorsk it worked only on 3 buildings out of 10 i tried it on. Also this might help: https://community.bistudio.com/wiki/BIS_fnc_destroyCity related discussion: http://forums.bistudio.com/showthread.php?117377-Functions-and-Destroy-City Share this post Link to post Share on other sites
Pentrazemine 10 Posted July 16, 2015 Sorry if this is a stupid question but do I put the command in the on act box or the 'condition' box? and how do I destroy the building cause when I try shooting at it with my rifle...nothing happens. Share this post Link to post Share on other sites
Mirek 166 Posted July 17, 2015 (edited) Yo put it in on act box, in condition box you just type "true". Also i remember that i had to do something else besides the trigger, unfortunately i dont remember what. And why are you shooting at the building with rifle? Edit: oh I missleaded you. Check this: http://forums.bistudio.com/showthread.php?107250-Possible-to-remove-a-map-object-using-it-s-ID Its long time i used this, and i actually used it only to see if it works. I never used it in mission. Also why you dont use google? i just googled "Arma Editor Destroy building" And got like a ton of results. the above one is one of them. Edited July 17, 2015 by Mirek Share this post Link to post Share on other sites
Alex150201 894 Posted August 15, 2015 what I do on arma 3 which should also work on arma 2 is: take a trigger an group it with the building. Inside where it says onact put this setdamage 1; and activate it how ever you want. Share this post Link to post Share on other sites