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mr.g-c

Stop cars exploding on crash

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We are really annoyed by the fact that when you hit a wall or something with a civillian car, it starts to get in flames/fully destroyed...

But only at Car models which have their "HitEngine - Motor" Hitpoint at Front...

So now, i made a little config which should override the BIS default Values, however its not working.... i raised hitengine armor level from 0.4 to 1.0 - still same... although i don't even know if it gets properly overridden (is there any script command to find that out btw? )

Here it is:

class CfgPatches
{
   class arpg_fov
   {
       units[]={};
       requiredVersion=1.140000;
       requiredAddons[]=
       {
           "CAData",
           "CA_Anims_Char",
           "CAWeapons",
           "CAWeapons3",
           "CACharacters",
           "CAAir",
           "CAAir3",
           "CAA10",
           "CAWheeled",
           "CAWheeled3",
           "CATracked",
           "CAWater"
       };
   };
};
class CfgVehicles
{
   class LandVehicle; //External
   class Car: LandVehicle
   {
       class HitEngine {armor=1;material=60;name="motor";visual="motor";passThrough=1;};
       class ViewPilot
       {
           initFov=1.100000;
           minFov=0.400000;
           maxFov=1.100000;
       };
   };
};

BTW, what does "material" mean?

Thanks in advance!

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Material means the .rvmat, for example when the window is hit, the glass changes to broken ones.

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Material means the .rvmat, for example when the window is hit, the glass changes to broken ones.

Also in this case?

"material=60"...... :confused:

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Use

secondaryExplosion = 0;

Also your 'class ViewPilot' definition is not complete!

Only if inheritance is present, you can redefine parts of it.

If you define a new class without, you have to define all values.

Materials are used to indicate the parts of the model to become

black (remember the OFP effect?) if the hit section gets damaged.

The values are broken for almost all BI models from what I recall.

Some community addons have them working.

Not related to damage textures AFAIK.

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Thanks Q, does it has any other downsides with "secondaryesplosion = 0;" ?

To the Viewpilot Problem:

Before it was like that (if i recall it correctly):

class CfgVehicles
{
   class Land;
   class LandVehicle: Land
   {
       class NewTurret;
       class ViewPilot;
       class Turrets;
   };
   class Car: LandVehicle
   {
       class ViewPilot: ViewPilot
       {
           initFov=1.100000;
           minFov=0.400000;
           maxFov=1.100000;
       };
   };
};

I thought that this part is wrong:

class LandVehicle: Land
   {
       class NewTurret;
       class ViewPilot;
       class Turrets;
   };

Dunno, but why must i define inheritance from Landvehicle from class Land again?

Couldn't it be short with

class LandVehicle 
   {
      class ViewPilot; // External Ref.
   };

In any case, it does not work with ACE, so i'm guessing ACE FOV changes at some point breaking inheritance tree?

Of course i load this addon AFTER Ace in the shortcut.... :p

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That would be correct:

class CfgVehicles
{
   class Land;
   class LandVehicle: Land
   {
       class ViewPilot;
   };
   class Car: LandVehicle
   {
       class ViewPilot: ViewPilot
       {
           initFov=1.100000;
           minFov=0.400000;
           maxFov=1.100000;
       };
   };
};

ACE defines, as does BI, view in the unit classes.

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Thanks Q!

However regarding ACE - i can't see/confirm that for the civilian cars... I have checked now almost all configs of ACE and i can't find any change in the civiliian cars at all.

With this short config i posted, it works without ACE brilliant, but with ACE however it works not.

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It simply does not work.... even with this...

class CfgVehicles

{

class Land;

class LandVehicle: Land

{

class ViewPilot;

};

class Car: LandVehicle

{

class HitEngine {armor=1;material=60;name="motor";visual="motor";passThrough=1;};

secondaryExplosion = 0;

class ViewPilot: ViewPilot

{

initFov=1.100000;

minFov=0.400000;

maxFov=1.100000;

};

};

class SkodaBase: Car

{

class HitEngine {armor=1;material=60;name="motor";visual="motor";passThrough=1;};

secondaryExplosion = 0;

class ViewPilot: ViewPilot

{

initFov=1.100000;

minFov=0.400000;

maxFov=1.100000;

};

};

class hilux1_civil_1_open: Car

{

class HitEngine {armor=1;material=60;name="motor";visual="motor";passThrough=1;};

secondaryExplosion = 0;

class ViewPilot: ViewPilot

{

initFov=1.100000;

minFov=0.400000;

maxFov=1.100000;

};

};

};

Overall armor is already set to "30" by ACE... raising that further i actually want avoid it.....

Any help?

EDIT: I raised armor for all those to "armor = 50" and now it works for all, besides the white Sedan...... Very strange, dunno whats different at him.

Edited by mr.g-c

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What does not work?

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What does not work?

Without ACE:

- All cars now only get their front-wheels broken on frontal impact into a wall with 100km/h, Except the white "sedan" - he gets all wheels broken and gets in flame like before.

Also it only worked with secondaryexplosion AND armor=50...

- Also the FOV changes are working!

With ACE:

- FOV changes NOT working

- Other is same as without ACE.

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Sorry, when I return to the first post:

We are really annoyed by the fact that when you hit a wall or something with a civillian car, it starts to get in flames/fully destroyed...

But only at Car models which have their "HitEngine - Motor" Hitpoint at Front...

So you simply have to rename the hit-point naming for the motor (e.g. xmotor).

class SkodaBase: Car
{
class HitEngine {armor=1;material=60;name="xmotor";visual="motor";p assThrough=1;};
};

This should disable the hitpoints for the motor section. Hit's on the front will be counted to the "telo" or "karosserie" section so the vehicle will not get indestructible.

Btw: This is the default for the BMP-2. That is why the BMP survives a direct AT-hit :rolleyes:

In-game check of config: Use Helijunkie's Config-Explorer

Edited by modEmMaik

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