jamesf1 0 Posted June 25, 2009 I've got an interesting request. I am trying to prevent an exploding chopper from creating (or otherwise deleting) a crater (both in texture, and in Arma2's funky way of churning up the ground). Does anyone have any idea how to go about this? I still want the chopper to explode, etc. but preferably without said crater. I'm basically trying to preserve some helipads in a base if a chopper explodes whilst on top of/near them - as they then become fundamentally unusable. Share this post Link to post Share on other sites
norrin 9 Posted June 25, 2009 Just a suggestion but can you run a script when the chopper explodes, then using the nearestObjects command identify the crater and delete it using deleteVehicle Share this post Link to post Share on other sites
jamesf1 0 Posted June 25, 2009 Could do, I suppose, but have no idea what class type the crater is to be able to use nearestObjects on it. Share this post Link to post Share on other sites
Maddmatt 1 Posted June 25, 2009 Add a killed eventhandler to an aircraft and delete it when it is destroyed on the helipad? Share this post Link to post Share on other sites
norrin 9 Posted June 25, 2009 (edited) I know this is long winded but you could get the crater type doing a quick test. 1. Create a script with the following code //Identify closest object while {true} do { //get all objects within a 5 metre radius _all_objects = []; _all_objects = nearestObjects [player, ["All"], 5]; if ((count _all_objects) > 1) then { //identify the closest object to player _closest_object = _all_objects select 1; //find out its type _object_type = typeOf _closest_object; //hint type hint format ["%1", _object_type]; }; sleep 2; }; (I've just knocked this out at work so there could be syntax errors). 2. Get the player to run this code. 3. Destroy an AI chopper 4. Move up to the chopper and crater and find out what "type" the crater is Edited June 25, 2009 by norrin Share this post Link to post Share on other sites
jamesf1 0 Posted June 25, 2009 Thanks, Norrin, I was having a bit of a slow night... and so hadn't done any investigation. I found the type for the crater being made, but out of interest, has anyone found out the hierarchical class structure yet? I'm looking for the parent for "CraterLong"... but it's not in the Armatech list or in the building class list in the sticky thread, here. It's also not, simply, "Crater" :( Share this post Link to post Share on other sites
norrin 9 Posted June 25, 2009 WorldEater directed me to this thread at OFPEC a couple of days back: http://www.ofpec.com/forum/index.php?topic=33429.0 Not sure whether the config includes craters though. Share this post Link to post Share on other sites
jamesf1 0 Posted June 25, 2009 Apparently there's no 'helpful' parent. There are a bunch of types of crater, but they are all part of a broader effects category :( Thanks, though, norrin :) Share this post Link to post Share on other sites