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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.

 

 

 

:shoot:                                                                                          :rthumb:      

 

 Steam Workshop.                                                                  

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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!

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Sweet! 

Edit: had a deep moment. Nvm

Edited by Zjajo
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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.  

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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 ?

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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.

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I think that you could hide the object on the explosion , as said i haven't see how you have create this.

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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)    

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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.

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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";
	};
};

 

😉  

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Is a script possible as well, or does this have to be clientside?

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@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. :rthumb: 

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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.

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Some make mods for realism, some make mods for fun, I make mods for fun....isn't that the beauty of Arma? 

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Exploding Objects has been updated with a Transfer Switch, Portable Generator, Power Generator and a Railway Car Tanker.

uTTFSKE.jpg 

 

 

Steam Workshop.

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