Jump to content
Sign in to follow this  
MehMan

Building destruction models

Recommended Posts

I think that currently ArmA only has two kinds of building models: completely intact and destroyed. Would it possible to add another step between those? Like the building with a wall or two still standing, completely hollowed out, just something to provide basic cover? Would this be possible?

If yes, then this would be nice for stalingrad-like maps.

Share this post


Link to post
Share on other sites

Im wondering about something like this as well, currently a building config looks something like this:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Land_brana02nodoor: House

{

scope = 1;

model = "\ca\buildings\brana02nodoor.p3d";

armor = 200;

class DestructionEffects: DestructionEffects

{

class Ruin1

{

simulation = "ruin";

type = "\ca\buildings\ruins\brana02nodoor_ruins.p3d";

position = "";

intensity = 1;

interval = 1;

lifeTime = 1;

};

};

};

I wonder what position,intensity, interval and lifetime do. I cant find anything about it on the wiki.

Share this post


Link to post
Share on other sites

You might be able to add a second object via the Killed Event handler using createVehicle. Perhaps the effects of the original object would mask the insertion of a new object?

But you would have to pre-load the object to prevent any delay. Doing that for every building on the map could drain your resources.

The new object would also have to be mapped to the final rubble object animation. To complete the sequence.

Share this post


Link to post
Share on other sites

Couldn't you just change the ruin config to an in between stage which would have it's own ruin?

eg, ignore obvious errors plz<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class house01 : House

{

model = "house01.p3d"

class DestructionEffects: DestructionEffects

{

class Ruin1

{

simulation = "house";

type = "house01_damaged.p3d"; (or maybe just "house01_damaged")

};

};

};

class house01_damaged : House

{

model = "house01_damaged.p3d"

class DestructionEffects: DestructionEffects

{

class Ruin1

{

simulation = "ruin";

type = "house01_ruined.p3d";

};

};

};

etc,etc...

It shouldn't be too hard to test smile_o.gif

Share this post


Link to post
Share on other sites
Quote[/b] ]Couldn't you just change the ruin config to an in between stage which would have it's own ruin?

That would require simulation "ruin" to act like an intact building (simulation "house"). To find out if that truely is the case, then yes, you would have to test it.

Would be nice if it worked out that way.

Share this post


Link to post
Share on other sites

There is "destructable" buildings already in place on the default Sahrani, for example have a look at the shed at the eastern end of the docks under the radio tower at Dolores. There are 2 doors/walls that can be RPGed or crashed into.

Its no graphically beautiful to watch, but this sort of thing on a default map (ie not script placed) add a very interesting aspect to missions (hiding spots etc) and for future static addon makers.

Share this post


Link to post
Share on other sites
Quote[/b] ]There is "destructable" buildings already in place on the default Sahrani, for example have a look at the shed at the eastern end of the docks under the radio tower at Dolores. There are 2 doors/walls that can be RPGed or crashed into.

That looks like a fence type object, judging by the way it falls over. You can see their object ID's in the editor.

But at least doing it that way offers some dynamics to a map.

Share this post


Link to post
Share on other sites

I guess that the prolem is that all buildings collapse as card houses. Paper thin walls fall into neat heap that is supposed to be the ruin.

There simply is no model for a partially destroyed building or a house.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×