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aseliot

Spawn wreck without explosion

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I've been trying to spawn cars as wrecks but I would have to use setDamage to do this and with disabling simulation they still blow up with sound. 

 

Is there nothing that can just set it to the wreck model? 

And I know there are wreck models this is about the usual car objects.

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My tests, in init field of the vehicle:

 

this setDamage [1,false]; this enableSimulationGlobal false;  // vehicle is totally rotten but not a wreck. No fire, no injury when closing the position

 

0 = this spawn {_this setDamage [1,false]; sleep 0.01; _this enableSimulationGlobal false}; // true wreck, no fire, no flame, but injuries due to invisible fire.

 

Note: the alternate setDamage avoids explosion and effects.

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are you trying to create husks of vehicles before the mission starts? or does this happen after the games starts?

if you spawn the vehicles and destroy them at missions start, you could start the mission faded to black and sound muted to give the game time to spawn and set damage on the vehicles.

 

Spoiler

0 fadeSound 0

titleCut ["", "BLACK FADED", 999];
[] Spawn {

titleText ["This line here should take you about five seconds to read.","PLAIN DOWN"]; 
titleFadeOut 7;
sleep 5;

titleText ["This line should take five seconds as well, if you read slowly.","PLAIN"];
titleFadeOut 7;
sleep 5;

titleText ["This line however is important.  It should take you ten seconds to read it.  That's how much time you have to read this line completely.","PLAIN DOWN"];
titleFadeOut 12;
sleep 10;

titleText ["You don't have as much time with this line, but it is still quite lengthy and ever so informative.","PLAIN"];
titleFadeOut 9;
sleep 7;

titleText ["But this line.\n\nThis line will make you pause.  This line will give you time to...\n\nthink.","PLAIN"];
titleFadeOut 12;
sleep 10;

// Info text
[str ("Not so far away..."), str("Not so long ago..."), str(date select 1) + "." + str(date select 2) + "." + str(date select 0)] spawn BIS_fnc_infoText;

sleep 3;
"dynamicBlur" ppEffectEnable true;   
"dynamicBlur" ppEffectAdjust [6];   
"dynamicBlur" ppEffectCommit 0;     
"dynamicBlur" ppEffectAdjust [0.0];  
"dynamicBlur" ppEffectCommit 5;  

titleCut ["", "BLACK IN", 5];
};

5 fadeSound 1

this would go in the init.sqf. hope this helps

 

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I did it in arma2 by spawning underwater and then use setdamage to 1 and then setpos them to the actual location.

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3 minutes ago, f2k sel said:

I did it in arma2 by spawning underwater and then use setdamage to 1 and then setpos them to the actual location.

I love Arma for that!

 

scrambled egg recipe:

- spawn a hen, a hunter (unarmed),

- waituntil {hen == objectParent egg}; // take some time. Hen must stay alive. you also.

- detach egg;

-teleport egg on hunter engine hood;

- if (sunOrMoon < 0.5) then {hunter engine on} else {waitUnitl {overcast = 0}};

- shoot at egg (f...k hard code for AI. Only skilled players can do that)

- waitUntil {damage egg > 0.2};

- [4] call bis_fnc_earthquake; // not a joke here!

 

Enjoy!

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Back in ArmA 2 days, I did it by setting fuel and ammo levels to 0.

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1 hour ago, Laqueesha said:

I did it by setting fuel and ammo levels to 0.

So what? It's useless for all cars. this setDamage [1,false];  is sufficient.

That doesn't work for helicopters....

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1. Destroy your car

2. Getmodelinfo to get the wrecks path

3. Create the wreck with createSimpleObject

 

:don9:

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14 hours ago, f2k sel said:

I did it in arma2 by spawning underwater and then use setdamage to 1 and then setpos them to the actual location.

 

Ha yeah I thought about doing something like this too. 

 

But i've got a lot of suggestions now I will try something out.

 

EDIT - I will just use pierremgi's solution for now.

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