EO 11277 Posted September 30, 2019 Adds destruction effects to various flammable related Eden objects. Search for "EO Exploding Objects" in the Asset Browser. Object destruction is roughly based on three factors: Size of object, distance from object, calibre of weapon fired. Steam Workshop. 13 9 Share this post Link to post Share on other sites
LSValmont 789 Posted October 1, 2019 This is a great addition to your many immersion creating mods. Mission makers have been asking for these exploding objects for ages now and it shows just how great the Arma 3 community is in that it is the community content creators who answer the call most of the time. Specially considering Arma 3 is on its End of Life and content lock other than third party content. PS: Can't wait for that new secret project you have for all of us! It will bring so much added immersion! 2 Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted October 1, 2019 Awesome dude, reminds me of Sniper Elite Nazi zombie Army! 1 Share this post Link to post Share on other sites
Zjajo 9 Posted October 2, 2019 (edited) Sweet! Edit: had a deep moment. Nvm Edited October 2, 2019 by Zjajo 1 Share this post Link to post Share on other sites
grimwald 24 Posted October 3, 2019 Does this convert existing objects on the map? 1 Share this post Link to post Share on other sites
EO 11277 Posted October 3, 2019 3 hours ago, grimwald said: Does this convert existing objects on the map? No, only editor placed objects....to be honest when I first started on this I was hoping the effects would carry over to objects baked into the map but no dice. 2 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted October 3, 2019 6 hours ago, EO said: I was hoping the effects would carry over to objects baked into the map but no dice. But still this should be possible. I haven't really look at the code though. Did you tried ? 1 Share this post Link to post Share on other sites
EO 11277 Posted October 3, 2019 Yeah man, tried and failed many times over the past few days.....I've had a bit more of an insight about this from HorribleGoat, some terrain objects are set as non-destructible and some don't have house simulation, therefore it's just possible the objects covered in this mod have neither which is why "terrain baked" objects don't inherit the config change. 2 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted October 3, 2019 I think that you could hide the object on the explosion , as said i haven't see how you have create this. Share this post Link to post Share on other sites
EO 11277 Posted October 3, 2019 14 minutes ago, GEORGE FLOROS GR said: as said i haven't see how you have create this. The objects covered in the mod inherit the destruction effects from the flexible fuel tank (which is part of the Helicopters DLC) 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted October 3, 2019 I was checking the terrain to find items like that but i tried in Stratis and Malden and there is nothing ! I don't know if these objects are used in other maps, "FlexibleTank_01_forest_F", "FlexibleTank_01_sand_F", "Land_MetalBarrel_F", "Land_CanisterFuel_F", "Land_CanisterFuel_Blue_F", "Land_CanisterFuel_Red_F", "Land_CanisterFuel_White_F", "Land_CanisterPlastic_F", "Land_GasTank_01_blue_F", "Land_GasTank_01_khaki_F", "Land_GasTank_01_yellow_F", "Land_GasTank_02_F", "Land_WeldingTrolley_01_F" Here is a working script though , edited hastily from my GF Explosive Objects Script - Mod : ( in the test below it will blow every building ) Spoiler //________________ Author : GEORGE FLOROS [GR] ___________ 09.04.19 ___________ /* ________________ GF Explosive Objects Script - Mod ________________ https://forums.bohemia.net/forums/topic/222789-gf-explosive-objects-script-mod/ Please keep the Credits or add them to your Diary https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ ArmA 3 | Notepad ++ SQF tutorial https://www.youtube.com/watch?v=aI5P7gp3x90 and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ BI Forum Ravage Club Owner : https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/ */ waituntil{time > 5;}; //________________ Settings ________________ //________________ Set true or false ________________ GF_EXO_Systemchat_info = true; GF_EXO_Hintsilent_info = true; GF_EXO_diag_log_info = true; GF_EXO_Debug = true; GF_EXO_Systemchat_info_count_items = true; GF_EXO_diag_log_info_count_items = true; GF_EXO_items_number = 100; // Number of the spawned items GF_EXO_buildingPositions = 2; // This way it will spawn to the buildings with >2 buildingPositions GF_EXO_Blacklist_Zone_distance = 1000; // Add here the distance from the Blacklist Zones GF_EXO_Distance = 200; // Add here the distance from players GF_EXO_Cleaner_Spawn_Enabled = true; // If true , it will clean the items and spawn them again GF_EXO_Cleaner_Spawn_Loop = 14400; // ex : every 4 hours = 14400 sec // There are 3 arrays with explosions , adjust below ( GF_EXO_Ammo ) if (GF_EXO_Systemchat_info) then { systemchat "GF Explosive Objects Script initializing"; }; if (GF_EXO_diag_log_info) then { diag_log "//________________ GF Explosive Objects Script initializing ________________"; }; GF_EXO_centerPosition = getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition"); GF_EXO_size = worldsize; // https://community.bistudio.com/wiki/Arma_3_CfgMagazines //________________ GF_EXO_Ammo_Large ________________ GF_EXO_Ammo_Large = [ // Large "Bo_Mk82", "Bo_GBU12_LGB", "Bomb_03_F", "Bomb_04_F", "BombCluster_01_Ammo_F", "BombCluster_02_Ammo_F", "BombCluster_03_Ammo_F" ]; //________________ GF_EXO_Ammo_Medium ________________ GF_EXO_Ammo_Medium = [ // Medium "ATMine_Range_Ammo", "SatchelCharge_Remote_Ammo", "IEDLandBig_Remote_Ammo", "IEDLandSmall_Remote_Ammo", "IEDUrbanBig_Remote_Ammo", "IEDUrbanSmall_Remote_Ammo", "M_NLAW_AT_F", "M_Scalpel_AT", "M_AT", "M_PG_AT", "M_Air_AA", "M_SPG9_HE" ]; //________________ GF_EXO_Ammo_Small ________________ GF_EXO_Ammo_Small = [ // Small "APERSBoundingMine_Range_Ammo", "APERSMine_Range_Ammo", "APERSTripMine_Wire_Ammo", "DemoCharge_Remote_Ammo" ]; //________________ 3 arrays with explosions ________________ /* There are 3 arrays with explosions , adjust below ( GF_EXO_Ammo ) GF_EXO_Ammo = ["M_NLAW_AT_F"]; // Test ex : GF_EXO_Ammo = GF_EXO_Ammo_Small; ex : GF_EXO_Ammo = GF_EXO_Ammo_Large + GF_EXO_Ammo_Medium + GF_EXO_Ammo_Small; */ GF_EXO_Ammo = GF_EXO_Ammo_Medium + GF_EXO_Ammo_Small; //________________ GF_EXO_Delete ________________ if(isMultiplayer)then{ GF_EXO_Delete = { uisleep 1; deleteVehicle _this; hideobjectglobal _this; }; }else{ GF_EXO_Delete = { uisleep 1; deleteVehicle _this; hideobject _this; }; }; //________________ GF_EXO_Hit ________________ GF_EXO_Hit = { _this addEventHandler ["HitPart", { (_this select 0) params ["_target", "_shooter", "_projectile", "_position", "_velocity", "_selection", "_ammo", "_vector", "_radius", "_surfaceType", "_isDirect"]; _target removeEventHandler ["HitPart",_thisEventHandler]; _Ammo = selectrandom GF_EXO_Ammo createVehicle (_target modelToWorld [0,0,0]); _Ammo setDamage 1; _target spawn GF_EXO_Delete; }]; }; //________________ GF_EXO_Explosion ________________ GF_EXO_Explosion = { _this addEventHandler ["Explosion", { params ["_vehicle", "_damage"]; _vehicle removeEventHandler ["Explosion",_thisEventHandler]; _Ammo = selectrandom GF_EXO_Ammo createVehicle (_vehicle modelToWorld [0,0,0]); _Ammo setDamage 1; _vehicle spawn GF_EXO_Delete; }]; }; /////////////////////////////// // TEST GF_EXO_Array = nearestObjects [GF_EXO_centerPosition, ["House"], worldsize]; /* GF_EXO_Array = nearestObjects [GF_EXO_centerPosition, [ "FlexibleTank_01_forest_F", "FlexibleTank_01_sand_F", "Land_MetalBarrel_F", "Land_CanisterFuel_F", "Land_CanisterFuel_Blue_F", "Land_CanisterFuel_Red_F", "Land_CanisterFuel_White_F", "Land_CanisterPlastic_F", "Land_GasTank_01_blue_F", "Land_GasTank_01_khaki_F", "Land_GasTank_01_yellow_F", "Land_GasTank_02_F", "Land_WeldingTrolley_01_F" ], worldSize]; */ _a = 0; { _Pos = getPos _x; if!(_Pos isEqualTo [0,0,0]) then{ _x call GF_EXO_Hit; _x call GF_EXO_Explosion; _a = _a + 1; //________________ GF_EXO_Debug ________________ //if(GF_EXO_Debug && {!(isNull _x)})then{ _Text = str [typeOf _x]; _Color = "ColorEAST"; // https://community.bistudio.com/wiki/CfgMarkerColors_Arma_3 _Marker_id = format ["GF_EXO_%1",_Pos]; _Marker = createMarker [_Marker_id,getpos _x]; _Marker setMarkerShape "ICON"; _Marker setMarkerType "mil_dot"; _Marker setMarkerColor _Color; _Marker setMarkerText _Text; _Marker setMarkerSize [0.6,0.6]; //}; if (GF_EXO_Systemchat_info_count_items) then { systemchat format ["Items : %1",_a]; }; if (GF_EXO_diag_log_info_count_items) then { diag_log format ["Items : %1",_a]; }; }; //}; }forEach GF_EXO_Array; if (GF_EXO_Systemchat_info) then { systemchat "GF Explosive Objects Script initialized"; }; if (GF_EXO_diag_log_info) then { diag_log "//________________ GF Explosive Objects Script initialized ________________"; }; So by changing the GF_EXO_Array you can set your exploding objects. If you want you can have any part of the code , but it's a totally different approach. 3 Share this post Link to post Share on other sites
EO 11277 Posted October 4, 2019 6 hours ago, GEORGE FLOROS GR said: If you want you can have any part of the code , but it's a totally different approach. Very nice George, indeed much more is possible with clever scripting but I'll stick with the humble config tweak. Spoiler class DestructionEffects { class HouseDestr { intensity=1; interval=1; lifeTime=0.1; position=""; simulation="destroy"; type="DelayedDestructionAmmoBox"; }; }; 😉 2 1 Share this post Link to post Share on other sites
cosmic10r 2331 Posted October 4, 2019 Cool stuff EO 2 Share this post Link to post Share on other sites
anfo 118 Posted October 5, 2019 Is a script possible as well, or does this have to be clientside? Share this post Link to post Share on other sites
EO 11277 Posted October 5, 2019 @anfo, The mod is a simple config tweak, i'm not sure it can be converted into a script, even if it could scripts aren't my strong point. You could always try using George's exploding objects script a few posts above this one, it offers far more options than this. Regarding the client-side thing, again I'm not really sure as I play mostly SP, with that being said I'm guessing since it changes the configuration of some objects, if they were used in a MP scenario both client and server would need the mod loaded for maximum enjoyment, I included a server key to cover this. 1 1 Share this post Link to post Share on other sites
Heero Yuy 5 Posted January 16, 2020 I agree, but I do not agree with the size of the explosions, and should only explode with the use of tracer or incendiary ammunition. Share this post Link to post Share on other sites
EO 11277 Posted January 17, 2020 Some make mods for realism, some make mods for fun, I make mods for fun....isn't that the beauty of Arma? Share this post Link to post Share on other sites
EO 11277 Posted April 13, 2020 Exploding Objects has been updated with a Transfer Switch, Portable Generator, Power Generator and a Railway Car Tanker. Steam Workshop. 5 2 Share this post Link to post Share on other sites