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Showing results for tags 'destruction'.
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Here's a couple fire related functions, you_createFire, *Updated you_fnc_houseFire (demo), Burn buildings to the ground! Spawn one central fire with smoke and a number of FX fires (performance) in the building. The building takes damage over time. Once the building is destroyed the performance fires are deleted and later the main fire. Fire will spread based on the distance supplied to the function ("_dist"). Use the parameter "_damage" (default true) to make persistent fire that does not damage the building over time or spread to other buildings.* Use parameter "_time" to determine how long each building will burn (default: 10, demo: 1). 1 second is equal to 20 seconds total burn (each iteration is %10 damage) and the main fire burns for the same amount of time again (1x10x2). The default value is 10 or 200 seconds (100 to collapse and 100 more to extinguish). 1) create a helper object on/near the building(s) ** 2) paste the function in init.sqf (or wherever) 3) see call methods in demo init.sqf * keep track of effects in the supplied array ** editor placed buildings may be "_caller" Have fun!
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Adds destruction effects to various flammable related Eden objects. Search for "EO Exploding Objects" in the Asset Browser. Object destruction is roughly based on three factors: Size of object, distance from object, calibre of weapon fired. Steam Workshop.
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- destruction
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I know the way around destroying buildings / veg with https://community.bistudio.com/wiki/nearestObject ; However, populating an annihilated town on Altis is an issue because I haven't found a way to destroy building / veg in Eden. A workflow of destruction scripts + Zeus for object placement, export to script and then spawning after the said destruction script is known and working. But I'm looking for something Eden related because it's so much better (the dynamic item search, yeah!) than Zeus.
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- buildings
- vegetation
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