scottb613 285 Posted July 28 Hi Folks, Quick Question - "deleteVehicle" doesn't seem to work with fire and smoke modules - such as "ModuleEffectsFire_F (C3_Fire)". Can I delete this via script? Thanks. Creating a mission with random crash sites: Spoiler _activeCrash = selectRandom [1,2,3,4]; _crashArr1 = [C1_Wreck, C1_Fire, C1_Smoke, C1_Body1, C1_Body2, C1_Body3]; _crashArr2 = [C2_Wreck, C2_Fire, C2_Smoke, C2_Body1, C2_Body2, C2_Body3]; _crashArr3 = [C3_Wreck, C3_Fire, C3_Smoke, C3_Body1, C3_Body2, C3_Body3]; _crashArr4 = [C4_Wreck, C4_Fire, C4_Smoke, C4_Body1, C4_Body2, C4_Body3]; hint "_activeCrash"; if (_activeCrash == 1) then { { deleteVehicle _x; } forEach _crashArr2; { deleteVehicle _x; } forEach _crashArr3; { deleteVehicle _x; } forEach _crashArr4; }; if (_activeCrash == 2) then { { deleteVehicle _x; } forEach _crashArr1; { deleteVehicle _x; } forEach _crashArr3; { deleteVehicle _x; } forEach _crashArr4; }; if (_activeCrash == 3) then { { deleteVehicle _x; } forEach _crashArr1; { deleteVehicle _x; } forEach _crashArr2; { deleteVehicle _x; } forEach _crashArr4; }; if (_activeCrash == 4) then { { deleteVehicle _x; } forEach _crashArr1; { deleteVehicle _x; } forEach _crashArr2; { deleteVehicle _x; } forEach _crashArr3; }; Regards, Scott Share this post Link to post Share on other sites
scottb613 285 Posted July 29 Hi Folks, Not a solution - but - a work around. Added a Particle Effect as opposed to having to delete a Module: Spoiler private ["_posATL", "_activeCrash", "_crashArr1", "_crashArr2", "_crashArr3", "_crashArr4"]; _activeCrash = selectRandom [1,2,3,4]; _crashArr1 = [C1_Wreck, C1_Body1, C1_Body2, C1_Body3]; _crashArr2 = [C2_Wreck, C2_Body1, C2_Body2, C2_Body3]; _crashArr3 = [C3_Wreck, C3_Body1, C3_Body2, C3_Body3]; _crashArr4 = [C4_Wreck, C4_Body1, C4_Body2, C4_Body3]; if (_activeCrash == 1) then { { deleteVehicle _x; } forEach _crashArr2; { deleteVehicle _x; } forEach _crashArr3; { deleteVehicle _x; } forEach _crashArr4; _posATL = getPosATL C1_Wreck; }; if (_activeCrash == 2) then { { deleteVehicle _x; } forEach _crashArr1; { deleteVehicle _x; } forEach _crashArr3; { deleteVehicle _x; } forEach _crashArr4; _posATL = getPosATL C2_Wreck; }; if (_activeCrash == 3) then { { deleteVehicle _x; } forEach _crashArr1; { deleteVehicle _x; } forEach _crashArr2; { deleteVehicle _x; } forEach _crashArr4; _posATL = getPosATL C3_Wreck; }; if (_activeCrash == 4) then { { deleteVehicle _x; } forEach _crashArr1; { deleteVehicle _x; } forEach _crashArr2; { deleteVehicle _x; } forEach _crashArr3; _posATL = getPosATL C4_Wreck; }; // Smoke private _ps1 = "#particlesource" createVehicleLocal _posATL; _ps1 setParticleParams [ ["\A3\Data_F\ParticleEffects\Universal\Universal", 16, 7, 1], "", "Billboard", 1, 10, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.3, 0.3, 0.3, 0.33], [0.4, 0.4, 0.4, 0.33], [0.2, 0.2, 0, 0]], [0, 1], 1, 0, "", "", _ps1]; _ps1 setParticleRandom [0, [0, 0, 0], [0.33, 0.33, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0]; _ps1 setDropInterval 0.5; Regards, Scott Share this post Link to post Share on other sites
pierremgi 4875 Posted July 29 12 hours ago, scottb613 said: Quick Question - "deleteVehicle" doesn't seem to work with fire and smoke modules - such as "ModuleEffectsFire_F (C3_Fire)". Can I delete this via script? Yes, name your fire module (class ModuleEffectsFire_F), say module1 (or use magic variable like _x in same scope) , then, when you don't want effects anymore: deleteVehicle ((module1 getVariable "effectEmitter") select 0); deleteVehicle ((module1 getVariable "effectLight") select 0); For smoke module (ModuleEffectsSmoke_F), the first line (effectEmitter) is enough. Btw, another way for scripting your goal: private _crashArr1 = [C1_Wreck, C1_Body1, C1_Body2, C1_Body3]; private _crashArr2 = [C2_Wreck, C2_Body1, C2_Body2, C2_Body3]; private _crashArr3 = [C3_Wreck, C3_Body1, C3_Body2, C3_Body3]; private _crashArr4 = [C4_Wreck, C4_Body1, C4_Body2, C4_Body3]; private _allCrashes = [_crashArr1,_crashArr2,_crashArr3,_crashArr4]; private _activeCrash = _allCrashes deleteAt floor random 4; {deleteVehicle _x} forEach flatten _allCrashes; What else? 1 Share this post Link to post Share on other sites
scottb613 285 Posted July 29 Hi Pierre, I drift in and out around here - but - always nice to see you posting. Thanks for your help and I always appreciate seeing how I could code it better. Time to look up a couple new commands I haven't used before. 😉 Regards, Scott 1 Share this post Link to post Share on other sites