[frl]myke 14 Posted June 17, 2009 Probably this ones needs a developer to give a final answer to it: Anyone already found out how to implement this option that destoyed planes are replaced with theyr wreck model? What i know so far: In the planes config, it needs this line: destrType = "DestructWreck"; Of course it needs a wrecked p3d also. In the cfgVehicles, the wreck has to defined like any other vehicle: class PlaneWreck; class GLT_Falcon_MRWreck: PlaneWreck { scope = 1; class Armory { disabled = 1; }; model = "\glt_f16\wreck\GLT_FalconWreck.p3d"; typicalCargo[] = {}; irTarget = 0; transportAmmo = 0; transportRepair = 0; transportFuel = 0; transportSoldier = 1; class Eventhandlers { }; }; So far the destroyed plane disappears into ground but no wreck is created. Since there is no model.cfg around to study i can't tell if it needs something there too. Also in the scripts i didn't found anything helpful or i missed it completely. I know, without the tools out it's hard to say but i hope a developer will stick his nose in and give some hints. :D Share this post Link to post Share on other sites
rocket 9 Posted June 24, 2009 Is there a DestructWreck class in ArmA2? I'm still waiting for my copy to arrive, so not sure. What we've done in the past to achieve this, is to add an event handler on "Killed" for the vehicle, so that when it is killed, you place a new object in that same location, with it's direction, and then delete the crashed object. Pretty straightforward. Although make sure it runs on the server only, or in multiplayer, you'll have chaos. Share this post Link to post Share on other sites
TeRp 1 Posted June 24, 2009 There is also a setting wreck="..."; You might wanna try this. :) Share this post Link to post Share on other sites
[frl]myke 14 Posted June 24, 2009 @TeRp where did you found this? Share this post Link to post Share on other sites
TeRp 1 Posted June 24, 2009 @TeRpwhere did you found this? The Predator UAV (class MQ9PredatorB) uses that one: wreck="MQ9PredatorWreck"; Looks like it is a reference to the wreck class. I found it while I was reading through the configs, trying to find some new commands ;) Haven't tried it myself yet though, still missing a wreck model. If you have any success, please let me know :) Cheers TeRp Share this post Link to post Share on other sites
[frl]myke 14 Posted June 24, 2009 No success. There must be something more we didn't found yet. When set to DestructWreck the plane disappear into ground but no wreck is created. I'll keep the eventHandler for now. Share this post Link to post Share on other sites
Maddmatt 1 Posted June 25, 2009 Maybe the game just does it based on the class name. Use the same classname as the aircraft just with "wreck" on the end, like the BIS aircraft. I don't think the "wreck" config entry is used, as not all aircraft have it. This is just a guess. Share this post Link to post Share on other sites
[frl]myke 14 Posted June 25, 2009 @Maddmatt thanks but sadly already had this idea since i've started with experimenting. The planes classname is class GLT_Falcon_MR and therefor the wrecks classname is class GLT_Falcon_MRWreck This was the first guess that it looks for the similar wreck classname with added "Wreck" at the end. Share this post Link to post Share on other sites
marco-polo-iv 0 Posted July 11, 2009 (edited) all Helos and Planes are used a new LOD in p3d with a proxy. i don't know the lod is named exmaple: BIS UH1Y lod 2.1e+016 proxy UH1YWreck regreetz Marco Edited July 11, 2009 by Marco-Polo-IV Share this post Link to post Share on other sites
-)rStrangelove 0 Posted July 13, 2009 We need this for trees so that they disappear into the ground when run over by tanks / explosion blasts. An area full of fallen trees is totally unplayable due to the AI seeing through it without problems. :P Share this post Link to post Share on other sites
Waxbutter 6 Posted November 15, 2009 (edited) if you follow Myke's instructions and ... add a LOD called "wreck" in Yourmodel.p3d and make a proxy of YourmodelWreck.p3d in it. in class CfgVehicles also add : class EventHandlers { fired = "_this execVM ""CA\Data\ParticleEffects\SCRIPTS\fired.sqf"""; killed = "_this execVM ""CA\Data\ParticleEffects\SCRIPTS\killed.sqf"""; }; At the end of your config put : enum { =2, destructengine=2, destructdefault=6, destructwreck=7, destructtree=3, destructtent=4, stabilizedinaxisx=1, stabilizedinaxisy=2, stabilizedinaxesboth=3, destructno=0, stabilizedinaxesnone=0, destructman=5, destructbuilding=1 }; then it prolly should work :-) Good luck and thanx for sharing the info. Edited November 15, 2009 by Waxbutter Share this post Link to post Share on other sites
gms 0 Posted November 15, 2009 True. That is working well on the an-2 addon. I made it but did't know about this thread, sorry :) Share this post Link to post Share on other sites
Waxbutter 6 Posted November 16, 2009 indeed gms, good job on the an-2m !! Share this post Link to post Share on other sites
csj 0 Posted December 18, 2009 I have the wreck working to a point but when the wreck model appears it duckdives and just leaves the tail pointing up fom the ground. I have land contact lod, geo lod the usual. Any ideas how to rectify? Share this post Link to post Share on other sites
[frl]myke 14 Posted December 20, 2009 @CSJ Good question. I'm stumbling into the same issue. Previously i've worked with a script which was called with an eventHandler. Worked like a charm. Now i was implementing the A2 built-in Wreck system and have exactly the same problem as you have. Is there some reference around about that enum codeblock? Would be interesting to know what does it mean and what the numbers do. Share this post Link to post Share on other sites
t_d 47 Posted December 20, 2009 Do you have a sort of LandContact points in the WreckLod? BIS models do at least. Share this post Link to post Share on other sites
[frl]myke 14 Posted December 20, 2009 Do you have a sort of LandContact points in the WreckLod? BIS models do at least. Yes, Landcontact points are present but they are not taken into account when the wreck model appears. Means that it ignores those points completely. Share this post Link to post Share on other sites
t_d 47 Posted December 21, 2009 (edited) no I am not talking about the usual LandContact points. I am talking about similar points in the WreckLOD. Here a picture: http://img85.imageshack.us/img85/2286/wrecklod.jpg Edited December 21, 2009 by T_D Share this post Link to post Share on other sites
csj 0 Posted December 21, 2009 Thankyou very much - that worked. Which tool did you use to view in olod ? Share this post Link to post Share on other sites
[frl]myke 14 Posted December 21, 2009 Thanks T_D, that solved it. Share this post Link to post Share on other sites
csj 0 Posted December 21, 2009 Do you have a sort of LandContact points in the WreckLod? BIS models do at least. yup - thanks anyway Share this post Link to post Share on other sites
moviemaker100 1 Posted January 27, 2012 (edited) Sorry if I dig this out. I edited all as described - but the model keeps fall through. BUT: I got instead there only the crate of the destructed model without the model itself and without fire. Furthermore the normal model turns on the back and THEN falls through the ground. Has anybody any idea, what I did wrong - or where I could search for the error: Cfg, modelfile or..? EDIT: This destrType = "DestructEngine"; made it better... Fire and crate is made alone with that (!), too. The only thing that still doesn´t work, is the exchange of the models, to have a second model as wreck. Edited January 27, 2012 by moviemaker100 got something out Share this post Link to post Share on other sites