EvEnLeaSe44 0 Posted May 27, 2005 Ok, i want to make an Iraq mission. you know, US vs Iraq. Well, i need to find out if it is posible to blow out a chunk of a wall or a rotar blade off a chopper with an RPG like, an addon, or script... Â Â Â Â Â Â Â Â Â If it is posible, can some one help ? Share this post Link to post Share on other sites
jens198 0 Posted May 27, 2005 You mean some kind of destructable building or vehicles? I don't think that this will be a easy task, but we've seen a lot of amazing things in the last years. As far as I remember LeeHarveyOswald is working on a system for destructible buildings (now for the Falklands Mod?). Well anyway it's not done with some simple script. That's all I can say. Jens P.S. On the VBS1 site is a video for an upcoming expansion pack with crushable houses. Share this post Link to post Share on other sites
raedor 8 Posted May 27, 2005 P.S. On the VBS1 site is a video for an upcoming expansion pack with crushable houses. if the link were working, it would be there, yes Share this post Link to post Share on other sites
Guest RKSL-Rock Posted May 27, 2005 Ok, i want to make an Iraq mission.you know, US vs Iraq. Well, i need to find out if it is posible to blow out a chunk of a wall or a rotar blade off a chopper with an RPG like, an addon, or script... Â Â Â Â Â Â Â Â Â If it is posible, can some one help ? With the Helicopter what you are probably better doing is asking in the mission scripting forum and looking for the tail rotor failure script that was on OFPEC. Use triggers to activate the script and set dammage to the helo so that the crew will land and get out...etc Ask for the wall...use a camcreate for an explosion then replace the wall object with a different model of the damaged wall using a script. Just an idea ...As far as I remember LeeHarveyOswald is working on a system for destructible buildings (now for the Falklands Mod?). Well anyway it's not done with some simple script. That's all I can say...Jens P.S. On the VBS1 site is a video for an upcoming expansion pack with crushable houses. Its Col Klink actually. The DIB system (Dynamic Interactive Building) was intended for OFP but afaik Klink stopped development to work on some commerical stuff. Share this post Link to post Share on other sites
Placebo 29 Posted May 27, 2005 When making a thread please use a proper topic title which gives people an idea what the thread is about, "Ummm" is not a proper topic title. Share this post Link to post Share on other sites
EvEnLeaSe44 0 Posted May 27, 2005 With the Helicopter what you are probably better doing is asking in the mission scripting forum and looking for the tail rotor failure script that was on OFPEC.Use triggers to activate the script and set dammage to the helo so that the crew will land and get out...etc Thats not what i mean, ever seen the movie black hawk down, how the first chopper gets hit in the back blade and the blade is distroyed, and smoke.. and the chopper spin out. THATS what i want Share this post Link to post Share on other sites
Placebo 29 Posted May 27, 2005 That's what a tail rotor failure script simulates. Share this post Link to post Share on other sites
EvEnLeaSe44 0 Posted May 27, 2005 but in the latist "tail rotar fail" you dont see the back  blade missing it just, stops moving... and u spin out, true I < Just give me a link to find at Share this post Link to post Share on other sites
D.murphy man 0 Posted May 27, 2005 The DIB system (Dynamic Interactive Building) was intended for OFP but afaik Klink stopped development to work on some commerical stuff. Damn i wish some one around here would restart the DIB project it could really add another ground braking dimension to OFP. Share this post Link to post Share on other sites
EvEnLeaSe44 0 Posted May 27, 2005 yah it would... hmmmm Share this post Link to post Share on other sites
Heatseeker 0 Posted May 27, 2005 P.S. On the VBS1 site is a video for an upcoming expansion pack with crushable houses. if the link were working, it would be there, yes I used to have that vid, not very impressive imho, you couldnt see anything colapse due to a very huge dust cloud and it seemed fake . Untill "Game 2" arrives we are better off with what we got now, other games have that feature and i still prefer Flashpoint over all of them, do what you can with what you got applies here . Share this post Link to post Share on other sites
UNN 0 Posted May 27, 2005 Quote[/b] ]I used to have that vid, not very impressive imho, you couldnt see anything colapse due to a very huge dust cloud and it seemed fake Yeah, I don't how much access VBS have to the OFP code. So yes, make a big dust cloud, rubble particles and bobs your uncle. A damaged building, do it a couple of more times and it's destroyed. Quote[/b] ]Damn i wish some one around here would restart the DIB project it could really add another ground braking dimension to OFP. To be fair, apart from the external dll's. Everything that can be done in OFP is down to BIS making the functionality available in game. But if someone can make all the the required models to show various levels of damage.... Share this post Link to post Share on other sites
hardrock 1 Posted May 27, 2005 To be fair, apart from the external dll's. Everything that can be done in OFP is down to BIS making the functionality available in game. But if someone can make all the the required models to show various levels of damage.... It's done with proxies AFAIK. Each wall is a model inserted as proxy and has its own damage model, so when the wall (proxy) is destroyed, the damage model is shown. That way it is possible to shoot a wall, if you combine it with some nice smoke scripts, you've got pretty much the same effect as the one shown in the VBS videos. I also think that they made it this way. This is actually how Colonel Klink had started his DIB project. Windows could be shot, since windows were inserted as proxies, too. Of course making a building gets a bit more complex this way, but I think the result shows (regarding OFP's 'official' capabilities). Share this post Link to post Share on other sites
UNN 0 Posted May 27, 2005 Quote[/b] ]Each wall is a model inserted as proxy and has its own damage model I was thinking of a different approach, as I don't know much about proxies anyway. Do proxies have their own event handlers? I would have to reference multiple proxies using scripts to determine the level of damage, to get the effect I want. Share this post Link to post Share on other sites
cozza 24 Posted May 28, 2005 DIB is still being worked on. Col Klink is working on it for the Falklands Mod Share this post Link to post Share on other sites
D.murphy man 0 Posted May 28, 2005 DIB is still being worked on. Col Klink is working on it for the Falklands Mod yay! hmm looks like ill be keeping a closer eye on the falklands mod then i used to Share this post Link to post Share on other sites
UNN 0 Posted May 28, 2005 Quote[/b] ]DIB is still being worked on. Col Klink is working on it for the Falklands Mod Originaly it was Col Klinks Nasty Class PT boat (The first multi-part ship), and CBFASI post that got me thinking again. This has more useage than just building damage. Share this post Link to post Share on other sites
Guest RKSL-Rock Posted May 28, 2005 DIB is still being worked on. Col Klink is working on it for the Falklands Mod Speaking as one of the people thats modelling the buildings for the FLK team...i'm not sure thats true. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted May 28, 2005 but in the latist "tail rotar fail" you dont see the back  blade missing it just, stops moving... and u spin out, true I < Just give me a link to find at Thats because it impossible to do that, so just accept what you have so far, you can't make a tail rotor (or main rotor) on a chopper dissapear, the engine won't allow it because it is built into the engine to replace the static rotor section with the blurred one when the chopper's engine is on, so setobjecttexture doesn't work on the tail rotors... You gotta lean to except limitations, OFP is full of them Share this post Link to post Share on other sites
ebns72 0 Posted May 28, 2005 not sure about the buildings, but you could do a tail rotor failure script and upon crash impact replace the blackhawk model with the BAS destroyed blackhawk model. I don't think in the current state of things you will be able to see the rotor snap in midair however. Share this post Link to post Share on other sites
cozza 24 Posted May 29, 2005 DIB is still being worked on. Col Klink is working on it for the Falklands Mod Speaking as one of the people thats modelling the buildings for the FLK team...i'm not sure thats true. ahhh. Shuts me up. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted May 29, 2005 Well I was talking to him a few days ago and he said hes still working on it for falklands but maybe he means he just gave it to the falklands mod to continue work on it... Share this post Link to post Share on other sites
TwentyFourSeven 0 Posted May 29, 2005 This may sound daft, so,, For the destructable walls cant you place some ruin walls in a line in the editor 2 of the slanted broken walls facing each other creating a V shape gap in middle.. then place a straight piece in the middle.. then set its armour value low. Name it,, and in a trigger add name not present deleteobject blah blah,, So when its destroyed the middle is removed leaving the gap in middle. Ok depending on the explosion or what hits it, it will make look funny when its suddenly disappeared. Oh perhaps a detection on certain level of damage of wall then getpos sink it down so the top pokes up. (in a trigger) OK i know this seems a long way around of doing something. Share this post Link to post Share on other sites
D.murphy man 0 Posted May 29, 2005 I actully made a script a long time ago that when a building gets hit it gets deleted and replaced with a burnt out or ruined one, then when that gets blowen up its replaced with a another more blowen up looking building ect.. Just do a quick search in the mission editing section im sure you find it. Edit: Here it is Share this post Link to post Share on other sites
hardrock 1 Posted May 29, 2005 I actully made a script a long time ago that when a building gets hit it gets deleted and replaced with a burnt out or ruined one, then when that gets blowen up its replaced with a another more blowen up looking building ect.. Just do a quick search in the mission editing section im sure you find it. But you can't use it with houses built-in in the island, as you can't use deleteObject on any fixed, in wrptool placed object. Share this post Link to post Share on other sites