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Found 23 results

  1. CSWR is an Arma 3 script that allows the Mission Editor to spawn AI units and vehicles (by ground or air paradrop) and makes those groups move randomly to waypoints forever in life, where spawn-points and waypoints are easily pre-defined by Mission Editor through Eden marker's positions. CSWR accepts faction loadout customization, including additional customizations for sniper teams and paratroopers. CSWR almost doesn't change any original Arma AI behavior, saving server performance and Arma 3 integrity. Creation concept: bring life to the mission through non-stop units' movements with some level of unpredictability without losing control of server performance and what AI units can do. Special thanks: To the old (but gold) "T8 Units" script for the inspiration over the years. How to install / Documentation: https://github.com/aldolammel/Arma-3-Controlled-Spawn-And-Waypoints-Randomizr-Script/blob/main/controlled-spawn-and-waypoints-randomizr.stratis/CSWRandomizr/_CSWR_Script_Documentation.pdf What to expect from the CSWR script: No dependencies from other mods or scripts; Manually define which markers the faction can use as spawn-points; Create unlimited different types of spawn-points: Common spawn: for units and ground vehicles; Vehicle spawn: exclusive for ground vehicles; Heli spawn: exclusive for helicopters; Paradrop spawn: for units and ground vehicles; Sectorized spawn: all spawn types can be sectorized to be available only for specific groups/vehicles inside a faction; Spawn-points can be triggered by: Mission starts: right after the mission gets started; Timer delay: a down count; Trigger delay: when some editor's trigger is activated; Target delay: when a specific unit or vehicle or building is killed/destroyed; Once the spawn-points are created, the script will spawn the groups randomly through their faction spawns; There is no re-spawn. Death is death for units and vehicles spawned by CSWR; Vehicles with turrets spawned by CSWR, when damaged, their gunners never leave the vehicle, doing the last standing in combat until death; Manually define which markers will be used as one type of destinations (waypoints) for AI units and vehicles; Create unlimited different types of destination: Move: groups will move randomly through your predefined move-markers; IMPROVED! Watch: sniper groups will search for the best high position to cover one of your predefined watch-markers; Hold: soldiers, civilians, or ground vehicles (mainly tracked ones) will set position facing a specific direction predefined by you with hold-markers; IMPROVED! Occupy: soldiers and civilians will search for a building around a predefined occupy-marker, and will go there, get in and stay; IMPROVED! Sectorized destination: all destination types can be sectorized to be available only for specific groups/vehicles inside a faction; Once the destination markers are created, CSWR will take care of taking (or not) the groups there, randomly; Manually set the number of soldiers, who they are, their loadouts, who belongs in each group type, and even ground vehicles and helicopters; Add or remove Night-Vision-Goggles and Flashlights for one or more factions, easily through "True" or "False" management; There are 7 infantry templates and 8 vehicle templates to customize (with modded or vanilla things) for each faction; Define easily how many AI groups are in-game, what squad types they belong, and their behavior: safe, aware, stealth, combat, chaos. For more details, check the documentation; IMPROVED! Available white and blacklist for buildings and ruins when groups are using Occupy movements; All vehicles and units spawned by CSWR can be (ON/OFF) editable by Zeus; Set if the CSWR should wait for another script load first on the server; Debugging: friendly error handling; Debugging: hint monitor to control some AI numbers; IMPROVED! Debugging: full documentation available. . Video demo: Video installing: Check the file above on GitHub. Check the file above on GitHub. (Above) Editor set if all one side can use night vision goggles (or just parachuters, or only sniper teams), or only flashlights, or both gears or none. If flashlights are available they need to be on all the mission long or just when each AI decides. (Above) WATCH destination (specific for sniper groups) is working much better with high natural terrains, regardless of whether the map is an official one. (Above) Group executing OCCUPY destinations can get in high towers with better distribution positions inside. (Above) Group executing OCCUPY, if they select an acceptable ruin/destroyed building, the group will always get in a crouch in this kind of position. (Above) Even heavy ground vehicles can be paradropped. (Above) All groups paradropped, when touched the ground, they will focus on regrouping with their squad leader before starting their missions. (Above) Helicopters automatically identify where all safe and not busy helipads are to land if they need to rearm, repair, refuel, or heal their wounded crew. Dependencies: None 😉 Download: - On GitHub: https://github.com/aldolammel/Arma-3-Controlled-Spawn-And-Waypoints-Randomizr-Script - On Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2740912514 Missions using it: Tanks & Helicopters (light): https://steamcommunity.com/sharedfiles/filedetails/?id=2424050518 Escape from Kherson: https://steamcommunity.com/sharedfiles/filedetails/?id=2878171355 Ukrainian ATGM Team: https://steamcommunity.com/sharedfiles/filedetails/?id=2847369831 Fake SDF in Syria: https://steamcommunity.com/sharedfiles/filedetails/?id=2728537885 Tanks Theater: https://steamcommunity.com/sharedfiles/filedetails/?id=2160397214 ISIS VBIED: https://steamcommunity.com/sharedfiles/filedetails/?id=2732654349 - - - - - - - - - - - Changelog: Dec, 1st 2023 | v6.5.1: news, fixes and notes. Known issues: - Watch > Sniper groups still not considering buildings when no natural highlands to take a position for overwatching; - Occupy > If you hide a building and the building can be occupied, the groups will consider that hidden building as a regular place to occupy; Paradrop > When parachuters are civilians, they're crouched right after landing and stay like this forever. - Move Hold > Sometimes tracked vehicles are not facing exactly the marker direction configured by the editor;
  2. The script and its information in the main post have been updated! Dec, 1st 2023 | v6.5: Fixed > Sectorizing > Now is forbidden to sectorize the movement "_move_ANY" because it doesn't make sense at all; Fixed > Occupy > When the mission editor hid a building, the group still considered that building as a possible location to occupy; Fixed > Occupy > An error (caused only in v6.0) when the group leader kicked a unit out of the group if the unit was too far from them; Improved > Occupy > Now groups are able to occupy big towers like Military Cargo Towers; Improved > Occupy > If the building is a ruin, and its type is an accepted one, the group when into it will stay in a crouch to units get a lower profile on it; Improved > Occupy > Expanded the amount of forbidden buildings and acceptable ruins based on the Western Sahara DLC map; Improved > Occupy > Expanded the amount of forbidden buildings and acceptable ruins based on Global Mobilization DLC maps; Improved > Occupy > If a building is badly added by the Editor as forbidden and acceptable building at the same time, CSWR in debug mode will point out this; Improved > Watch > Watch logic was totally overhauled, making the watch-destination more feasible and reliable in wild and urban environments; Improved > Watch > Sniper groups can set positions in urban places too as a secondary approach; Improved > Watch > Minimal range to sniper group sets watching position was increased from 100 to 200m; Documentation has been updated. Updated files: fn_CSWR_globalFunctions.sqf fn_CSWR_management.sqf Now, group executing OCCUPY destinations can get in high towers with better distribution positions inside: Group executing OCCUPY, if they select an acceptable ruin/destroyed building, the group will always get in a crouch in this kind of position: Watch destination (specific for sniper groups) is working much better with natural terrains, regardless of whether the map is an official one (and debug mod is a bit more visual for mission editors, showing what position the group has been selected, and the direction of the watched zone, and another arrow showing the watched zone itself):
  3. Hey! I'm trying to make a little "side mission" where you destroy an IED factory. So far it's *mostly* working fine. My biggest issue is sometimes the script decides to pick a previously destroyed building twice. I'm assuming this is because the classname remains the same even after the building is "destroyed". It's worth mentioning I'm using CUP core buildings. Here's my code: If you ignore the terrible code and butcheredness due to me trying to fix this problem. You can see it very simply just choose a building on the map, marks it out and waits for you to destroy it. BUT! If I run the code again after completing my last mission it might pick the same building twice. This will mean my team will drive out to destroy an already wrecked building. My question is: Is there any way to figure out if the building has previously been destroyed? I've tried checking if the building is damaged after being destroyed, which it apparently is not. I'm assuming this is because after being destroyed a building keeps its classname but changes state. When the state is changed the "Damage", etc is reset. That's all speculation however.
  4. Is there a specific way to delete destroyed (script-spawned) buildings such as cargo posts or cargo house? I'm trying to write a cleanup script but it fails to delete buildings such as the cargo post if they've been destroyed.
  5. oldbear

    Do objects and items affect FPS.

    Doing so, you will add an insuperable charge to your CPU an just have an unplayable mission. That's why BI is using module to cleanup the battlefield from dead units and destroyed vehicles. Due to the way RV Engine manage destroyed buildings, each time a building is fully destroyed an extra load is added to CPU charge and FPS goes down accordingly. I know because, I have done -in the fast- that kind of experiences on very small terrains built on purpose. All I have get is 1FPS MP scenarios ... You can probably use a scripted system in order to spawn dead bodies in immediate player surrounding and manage a controlled disappearance on the fly in a SP scenario but I don't know how to achieve this smoothly In my own mission, I still use a limited amount of persistent dead bodies [never over 20] , knowing that doing so I must be more strict on battlefield cleaning rules.
  6. I don't know why they didn't make the "Edit terrain objects" module work in multiplayer. I have a similar problem, I can see destroyed buildings that I've made with the module but everyone else see both the destroyed building and the undamaged one, and they are flickering and occupy the exact same place. Also AI shoot through the undamaged building and kill the client players inside.
  7. @HazJ I just like using attachTo, I'm more "experienced" with it. Haven't tried your method, yet. @Tankbuster Unfortunately yes. They won't spawn in hidden/destroyed buildings. Undestroyed buildings can spawn furniture in it and if that building is destroyed later, the furniture may still "float" until the town's furniture trigger is deactivated/despawns all furniture. I might add a fix in the future, but it's not too big a deal at the moment.
  8. This search https://forums.bohemia.net/search/?q="destroyed building"&type=forums_topic&nodes=154&sortby=relevancy results in similar questions. There's no magic list that you can access. You'll need to index all the buildings, add a eventhandler that tracks damage (what, by who) for each building.
  9. Is there a script out there that can detect when a building gets destroyed and remove editor placed objects from that building? I'm mainly thinking of sandbag fortifications here, as they stay floating in the air after the building is collapsed.
  10. pierremgi

    Delete Destroyed Building

    It was just an example answering at the 4 posts above mine, about this EH. You're right, EH hit can do the trick alone. The only difference is, with a "2 level" EH like on my example, you're waiting for a different aspect of the building. So, too little hits are not taken into account. Generally, you have 1 or 2 steps before a complete destruction. This could help for penalty on players. The "straight-in" single EH to remove a destroyed building is "killed".
  11. How would or could i get loot to fall to the ground if it spawns in a destroyed building? Looks odd having loot float in the air with no way to get to it
  12. Could you use setVariable to put a string with your data to save, into profileNamespace, then use saveProfileNamespace to save it to user profile (SP) or to server user profile (MP) so, when you load your mission simply call this string with "profileNamespace getVariable YOUR_STRING_NAME" btw with this method you have to create a script who collect all the data you need (e.g. unit/vehciles status and positions, objective status, destroyed building, and so...) and put it in the string to save, for loading you have to write a script who read this string and set all these data to the mission
  13. I'm open to input on organizing these topics, if you see something improperly categorized please let me know. (TUTORIALS & RESOURCES) Arma3 Modding Updates http://community.bistudio.com/wiki/Arma_3_Modding_Updates Arma 3 Editing http://community.bistudio.com/wiki/Category:Arma_3:_Editing Arma 3 Scripting http://community.bistudio.com/wiki/Category:Scripting_Topics Arma 3 Command List http://community.bistudio.com/wiki/Category:Arma_3:_New_Scripting_Commands_List Arma 3 Functions http://community.bistudio.com/wiki/Category:Arma_3:_Functions Arma 3 Classnames http://forums.bistudio.com/showthread.php?147694-ArmA3-Classnames-no-discussions (more) http://forums.bistudio.com/showthread.php?147502-SIX-Config-Browser-Editing-resource-ARMA-3-Alpha-available Kylania site http://www.kylania.com/ex/ FOCK Introduction to scripting http://forums.bistudio.com/showthread.php?154047-Arma-3-Scripting-Tutorial-For-Noobs&highlight=introduction+scripting Tutorials on building simple missions http://forums.bistudio.com/showthread.php?148594-ArmA-3-Editor-Tutorials-Building-Simple-Missions (MISSION INFRASTRUCTURE) (Nuts & Bolts) Description.ext http://community.bistudio.com/wiki/description.ext#loadScreen Init http://community.bistudio.com/wiki/Init.sqs Mission Overview http://community.bistudio.com/wiki/Mission_Overview Triggers http://community.bistudio.com/wiki/Triggers Waypoints http://community.bistudio.com/wiki/waypoints Respawn http://community.bistudio.com/wiki/Arma_3_Respawn Making MP Missions http://forums.bistudio.com/showthread.php?162242-Multiplayer-How-to-create-a-JIP-proof-coop-mission How to activate a trigger with players only http://forums.bistudio.com/showthread.php?162198-Multiplayer-How-to-activate-a-trigger-with-players-only Modules http://community.bistudio.com/wiki/Category:Arma_3:_Editor_Modules Briefing and task notifications explained in this thread http://forums.bistudio.com/showthread.php?151534-Task-Completion-Animations UAV briefing http://www.armaholic.com/page.php?id=19289 Tasks http://community.bistudio.com/wiki/Tasks BIS task create functions http://forums.bistudio.com/showthread.php?159875-Task-completion-works-abuot-50-of-the-time&highlight=BIS_fnc_taskCreate Endmission only on certain task http://forums.bistudio.com/showthread.php?161477-How-do-I-only-have-triggers-on-certain-missions Debriefing http://community.bistudio.com/wiki/Debriefing Mission Presentation http://forums.bistudio.com/showthread.php?153358-Mission-Presentation (Enemies spawning, patrolling etc.) Enemy Occupation System (EOS) http://forums.bistudio.com/showthread.php?153100-Enemy-occupation-system-(eos) Firefight improvement/AI call in arty/Suppressing fire etc. http://www.armaholic.com/page.php?id=22101 Urban patrol script http://kronzky.info/ups/index.htm Upsmon http://forums.bistudio.com/showthread.php?147808-UPSMON-for-arma3 (Logistics, Support, Abilities, Object Placement & Misc.) Virtual Ammobox System (VAS) http://forums.bistudio.com/showthread.php?149077-Virtual-Ammobox-System-(VAS)&highlight=VAS Synchronize objects add – sync modules etc. to player https://community.bistudio.com/wiki/synchronizeObjectsAdd Jump - allows player to jump over small/midsized objects http://forums.bistudio.com/showthread.php?160133-Realistic-Jumping-Script&highlight=realistic+jump BTC Revive http://forums.bistudio.com/showthread.php?148085-BTC-Revive UAV in backpack http://forums.bistudio.com/showthread.php?162038-Checking-UAV-Backpack IED http://forums.bistudio.com/showthread.php?148033-How-do-I-make-this-IED-work-in-Arma-3 Helicopters can lift and transport items and vehicles http://www.armaholic.com/page.php?id=20534 Vehicle respawn http://www.armaholic.com/page.php?id=20766 Mortar script http://www.armaholic.com/page.php?id=20570 AI recruit - recruit squad members http://www.armaholic.com/page.php?id=19042 Chopper support request from other players, CAS and Transport http://www.armaholic.com/page.php?id=20504 Chopper transport – call AI for a lift somewhere http://www.armaholic.com/page.php?id=20016 Assigning markers to all units http://forums.bistudio.com/showthread.php?161898-Script-or-System-to-Create-Assign-random-color-Markers-to-all-nearby-Units&highlight=animation+list Markers follow friendlies http://forums.bistudio.com/showthread.php?161916-Side-marker-visibility MP Markers on friendlies http://forums.bistudio.com/showthread.php?151294-MP-map-friendly-player-markers&highlight=marker+follow+player Leaving zone warning http://www.armaholic.com/page.php?id=2320 Stat saving http://forums.bistudio.com/showthread.php?158318-Addon-Free-Stat-Save-System-Script Group management – lets you join and leave squads http://www.armaholic.com/page.php?id=20488 Zuff’s support menu – make sure it works after respawn http://forums.bistudio.com/showthread.php?154245-Support-Menu-Script&highlight=add+action+task Vehicle lock http://forums.bistudio.com/showthread.php?143400-Help-Problems-with-unlocking-vehicle-in-script&highlight=unlocking+vehicle+with+script (solved) http://forums.bistudio.com/showthread.php?99921-Script-to-lock-unlock-vehicle&highlight=unlocking+vehicle+with+script Lock/Unlock doors on buildings http://forums.bistudio.com/showthread.php?162243-Lock-unlock-doors-on-a-builing Triggers on Destroyed Buildings http://forums.bistudio.com/showthread.php?154806-Triggers-on-Destroyed-Buildings-Arma-3-Editor-Tutorial&highlight=building+simples Getpos/Setpos explained in this thread (for placing objects on top of each other, units on rooftops etc.) http://www.armaholic.com/forums.php?m=posts&q=14254 Disable AI http://community.bistudio.com/wiki/disableAI Enable AI http://community.bistudio.com/wiki/enableAI Setunitpos http://community.bistudio.com/wiki/setunitpos FYI - These last 3 commands I use like this: (I don’t really understand the dialog stuff yet but I know its important!) Dialogs http://forums.bistudio.com/showthread.php?144954-Dialog-Tutorial-For-Noobs-By-A-Noob&highlight=noob Conversation http://forums.bistudio.com/showthread.php?91875-New-conversation-system-how-to /topic http://community.bistudio.com/wiki/kbAddTopic if you don’t want convo http://community.bistudio.com/wiki/kbWasSaid clear radio messages (when sidechat etc. on screen too long) http://community.bistudio.com/wiki/clearRadio dialog system http://forums.bistudio.com/showthread.php?112012-Using-Dialogue-System-Between-Player-and-AI (tutorials in first post) GUI dialogs http://forums.bistudio.com/showthread.php?144954-Dialog-Tutorial-For-Noobs-By-A-Noob/page2 uses a gui http://www.armaholic.com/page.php?id=12131 LIFE mission (very complex game mode example) http://forums.bistudio.com/showthread.php?161758-%C2%ABREAL-LIFE%C2%BB-Project-Announcement-MP (ICING & FINISHING TOUCHES) Animations http://forums.bistudio.com/showthread.php?161851-help-with-using-animations Animations List http://forums.bistudio.com/showthread.php?149694-Arma-3-animation-list&highlight=animation+list Amin viewer http://forums.bistudio.com/showthread.php?148621-Animation-list-A3-available&highlight=animation+list User made signs in game http://forums.bistudio.com/showthread.php?161979-Making-user-made-images-for-in-game-signs& Display image on screen http://forums.bistudio.com/showthread.php?139954-Image-Intro&highlight=show+image+screen UAV intro http://forums.bistudio.com/showthread.php?161932-Establishing-Shot&
  14. Ok cool I didn't know that had changed. In that case, add a killed EH to every building during init and build an array through the game. Then access the array when you run your reset command and every destroyed building should be back to normal.
  15. @phronk - When you destroy a building, the furniture stays as it was. Would it be possible for you to add a option to delete furniture for destroyed buildings and remove from array so it doesn't get re-added again on activation?
  16. Hi all, I started with creating missions with the ArmA 3 editor,and I would like to know how to destroy buildings with vehicles like tanks,APC's or weapons like bazookas, and have the fire and smoke effects of the destroyed buildings,and also the bullets holes in the walls effects,while the battle? p.s I mean this and for destruction of any building while the battle ! Please help me! Thanks to all in advance! Best regards!
  17. breech99

    Delete Destroyed Building

    Yes, definitely the idea. For other event handler conditions I have a addEventHandler and a RemoveEventHandler to prevent spamming. Just marking for destroyed building condition and not every point of structure damage. Would only be applied to like a church, hotel, uncommon structures around a mission area like a weapon cache or something.
  18. johnnyboy

    Destroying Bridges

    If someone gets that to work, please post the solution and a screenshot. Deleting a section of the bridge and placing some rubble where it used to be might look pretty good. Rubble could be made of cement objects tilted different ways, combined with plowed earth object that plane wrecks make, maybe a destroyed building object half sunk in the ground so we see some of its cement rubble.
  19. Would it be better using hide object and make the destroyed building spawn in place of the first one ?
  20. The most efficient way would be to register destroyed building positions in an array. I don't know if there is an eventHandler for destroying buildings, had a quick glance at the BIKI but it doesn't look like it: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers Then again, since we're all verhicles in the Armaverse, maybe buildings also trigger the Killed event? And there's always brute-force: call nearestBuildings with a sufficiently large radius, loop through the returned buildings and resurrect whatever needs resurrecting.
  21. look at allowDamage https://community.bistudio.com/wiki/allowDamage and this https://community.bistudio.com/wiki/nearestObjects it may not be the optimal solution, but will do it. don't try to get all building on altis by putting 30000 as the radius cause it's gonna take a lot of time if not freezing the server. try to use zones that you need to protect with markers for example edit: I think I saw a script that was restoring destroyed building but I can't remember the mission, neither if it was working well
  22. DEDICATED SERVER INFO Been testing latest version of EOS on our dedi server and reporting back it works really well now. Performance superb and the firefights intense. Try creating a "red zone" and put a bastion zone on top of it with a half hour delay before initial wave. Just as my squad had fought their way into the town and cleared out the enemy then the bastion waves kicked in and we had to fight our way out. Superb! After testing for a couple of days there are a couple of things that I wonder if anyone can help with or might be nice as tweaks/options to EOS. 1: Because it takes a few moments for the patrols to starat patrolling then it quite common to see a group of soldiers standing together and with an AP missile it's possible to wipe out almost the entire squad. The way I have got round this at the moment is to give my EOS zones a large "spawn" radius so enemy are spawned well before we reach the redzone to allow them time to start their patrol. The problem this creates is if a chopper flys within 1k of a redzone then troops spawn - is there a way or an option that would only allow ground troops / men to trigger zone? or not allow air units? 2 Is there a way to disable the Bastion countdown message? It interferes with other messages top right as it is always on top 3 Not sure but in bastion mode I had it set for 1 Armoured vehicle in each wave and I think it created 4 vehicles and there were 4 players in server was wondering if it was creating one per player? 4 Is there an option to have say 3 enemies remaining in a redzone to consider it "won". I noticed that its quite common to get an enemy "stuck/coverd" by a destroyed building anad there were a couple of zones that even though we knew there was only 1 enemy remaining we couldnt find him so we couldnt complete zone 5 Is there a way to have a message pop up when a "zone" turns green Thanks in advance
  23. Hey everybody! I was watching some of the Editor Tutorials that are out there and I noticed there wasn't one yet on getting a trigger to fire on the destruction of a building, so I went ahead and made one for you guys. Enjoy :) -Dreavyn
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