avibird 1 154 Posted May 28 Hello need some help finding the correct code snippet to make this work. In prop's init field: this addEventHandler ["Killed", { params ["_unit"]; "Bo_GBU12_LGB" createVehicle (getPos _unit); }]; This works but I would like to have the explosion with fire that you get from a fuel pump. I would like to switch "Bo_GBU12_LGB" to a fuel pump explosion like the ones we have with the gas stations. Avibird Share this post Link to post Share on other sites
avibird 1 154 Posted May 29 Class name Land_fs_feed_F Displayed name Gas Station (Fuel, Pump) I can't find the class name for the explosion that occurs when this fuel pump is destroyed. Share this post Link to post Share on other sites
JCataclisma 79 Posted May 29 14 hours ago, avibird 1 said: Class name Land_fs_feed_F Displayed name Gas Station (Fuel, Pump) I can't find the class name for the explosion that occurs when this fuel pump is destroyed. I cannot access the game today to verify, but have you tried looking into the option "View in Config Files", after right-clicking the object while using the mission editor? There is a sub-menu called "Animation Sources", which usually contains the hit marks for the object and could give you some names to try. ================ EDIT: I have never tried what you are doing, but this is a line I have from that station in a text editor; maybe it could help: configfile >> "CfgVehicles" >> "Land_fs_feed_F" >> "DestructionEffects" >> "FuelDestr" 1 Share this post Link to post Share on other sites
JCataclisma 79 Posted May 29 Also, take a look at this: 1 Share this post Link to post Share on other sites
avibird 1 154 Posted May 29 Thanks I will look into that. I am using this for now. Trigger Condition (Getdammage test1==1); On activation Bomb="bo_GUB12_LBG_MI10" createVehicle (getPos test1); Bomb="bo_GUB12_LBG_MI10" createVehicle (getPos test1); Deletevehicle test1; hint " test 1 has been destroyed"; I want the fire that comes with the fuel pumps. Avibird Share this post Link to post Share on other sites
avibird 1 154 Posted May 30 @JCataclisma I attempt both "DestructionEffects" and "FuelDestr" both did not work. Share this post Link to post Share on other sites
avibird 1 154 Posted May 31 NAME: Gas Station (Fuel, Pump) CLASS: Land_fs_feed_F VEHICLE CLASS: Structures_Commercial KIND OF: N/A SIZE (Width, Length, Height): [0.889642,0.409891,1.662] SELECTION NAMES: PARENTS: ["Land_fs_feed_F","house_small_f","House_F","House","HouseBase","NonStrategic","Building","Static","All"] MODEL INFO: ["fs_feed_f.p3d","a3\structures_f\ind\fuelstation_small\fs_feed_f.p3d",false,[0,0,-0.826]] OBJECT TYPE: 8 - TypeVehicle - Some entity added by game MATERIALS: [] TEXTURES: [] ANIMATION NAMES: [] I am still looking for the fuel station class name for the explosion that occurs when this fuel pump is destroyed. Edit Share this post Link to post Share on other sites
EO 11274 Posted May 31 1 hour ago, avibird 1 said: I am still looking for the fuel station class name for the explosion that occurs when this fuel pump is destroyed. Looks like Land_fs_Feed_F uses 6 different destruction effects upon explosion, not sure that will be easy to script into a solution for you.... class CfgVehicles { class House_F; class House_Small_F; class Land_fs_feed_F: House_Small_F { author="$STR_A3_Bohemia_Interactive"; mapSize=0.88999999; class SimpleObject { eden=0; animate[]={}; hide[]={}; verticalOffset=0.82599998; verticalOffsetWorld=0; init="''"; }; editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_fs_feed_F.jpg"; _generalMacro="Land_fs_feed_F"; scope=2; scopeCurator=2; displayName="$STR_A3_CfgVehicles_Land_fs_feed_F1"; model="\A3\Structures_f\Ind\FuelStation_Small\fs_feed_F.p3d"; icon="iconObject_3x2"; editorCategory="EdCat_Structures_Altis"; editorSubcategory="EdSubcat_Services"; vehicleClass="Structures_Commercial"; cost=10000; memoryPointSupply="Refuel_pos"; transportFuel=50000; disableInventory=1; class DestructionEffects { class FuelStationSmk1 { simulation="particles"; type="FuelStationSmk1"; position=""; intensity=0.15000001; interval=1; lifeTime=0.001; }; class Light1 { simulation="light"; type="ObjectDestructionLight"; position="DestructionFire"; intensity=0.001; interval=1; lifeTime=0.5; }; class FuelFire1 { simulation="particles"; type="FuelFire1"; position="DestructionFire"; intensity=0.15000001; interval=1; lifeTime=0.5; }; class FuelDestr { simulation="destroy"; type="FuelStationDestr"; position=""; intensity=1; interval=1; lifeTime=1; }; class FuelSmoke1 { simulation="particles"; type="FuelFire1"; position="ObjectDestructionSmokeFuelS"; intensity=0.15000001; interval=1; lifeTime=0.5; }; class FuelSmoke2 { simulation="particles"; type="ObjectDestructionSmokeFuelS1_2"; position="DestructionFire"; intensity=0.15000001; interval=1; lifeTime=0.5; }; }; }; }; Curious as to what prop your wanting to use? 1 Share this post Link to post Share on other sites
avibird 1 154 Posted May 31 Wow I wouldn't even know how to incorporate all six into the simple code I have above. So far my workaround put in a fuel pump inside an object. The trick is it needs to be sticking out enough to be destroyed but not too much that it looks stupid within the mission design. I will keep on looking for a simple solution to add fire once a object is destroyed for a short period. Share this post Link to post Share on other sites
Necropaulo 31 Posted May 31 22 minutes ago, avibird 1 said: I will keep on looking for a simple solution to add fire once a object is destroyed for a short period. Hello, simpliest way is, i think, to use trigger with effect module (fire and smoke). Put your modules and synch them with a trigger, in trigger's condition use something like : Damage (nearestObject [getposATL thisTrigger,'House_F']) >= 1, it should do the trick. Good luck witht that ! 1 1 Share this post Link to post Share on other sites
avibird 1 154 Posted June 9 Hey EO I am using a land fuel pump inside various objects like control panels land repair stations ect. But simply using the fire and smoke modules synced to an object that can be destroyed works out very well. I can control the amount of fire and smoke as well as time and the damage the fire will give. Why did you retract your post? Here are most of the vanilla explosive classes that you can use. Bo_GBU12_LGB_MI10", "Sh_120_HE", "HelicopterExploBig", "Bo_GBU12_LGB", "Bo_Mk82", This is for a AI mod I am working on for necrons Borg cylon centurions and skynet factions. Thanks all Avibird 1 Share this post Link to post Share on other sites
JCataclisma 79 Posted June 9 Also, take a look at the second part of this recent Gunter's video. It might give you even crazier ideas. 😎 1 Share this post Link to post Share on other sites
avibird 1 154 Posted June 9 You got to love gunter 😊 and his videos Share this post Link to post Share on other sites
avibird 1 154 Posted June 10 I have what I need to make this work but I was hoping for something a little extra. For example blowing up a vehicle sometimes you get multiple explosions like if you shoot down a chopper or blow up a tank. You get more than one explosion occurring. I can't find any information on that type of explosion. Share this post Link to post Share on other sites