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#1 Posted at 2010-06-18 09:41        
     
Hello everybody

I hope this question is asked in the right place.

I´m making a patrolmission where my squad just have a route to patrol. We are friendly to insurgants and civilians and helping them in this war. When we come to a certain village I want some bad things already has happend, cars on fire, dead insurgants and civillians, just a few survivors, chaos. Then my mission change to a "find and eliminate those who did this"

My question is, how do I make cars or trucks on fire in the editor, is it doable?

This post was edited by Foxhound (2010-06-22 07:09, ago)


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#2 Posted at 2010-06-18 11:33        
     
just place your vehicle and damage it, put this in the init line of the vehicle
this setdamage 1
or set the health to zero or near to it it's one of the sliders.


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W0lle  

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#3 Posted at 2010-06-18 15:41        
     
Or if you don't want to have the explosions visible, name the vehicles and in a trigger activated by the player outside the village:

BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf"; nil=[car1, 4, 750, false, true] spawn BIS_Effects_Burn;

Where "car1" is the name of the vehicle.


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#4 Posted at 2010-06-18 16:10        
     
thanks for the replys... much appriciated.


Now back to the editor and make some fun


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#5 Posted at 2010-06-18 17:38        
     
While on the subject of wrecks and damage, if you use the effects_burn function you can still put some damage using setdamage or the sliders to make it look damaged.

Also you can have it totally wrecked at the start of the mission but setting damage to maximum and put this in the init line of the object.

this will stop the vehicle from burrning but look wrecked
car1 enablesimulation false; 

this will put a vehicle on it's side but you may have to play with the values depending on direction
car1 setvectorup [0,0.1,0.01]

or you can do it an easier way, place a function module on the map first
place in an unit init
[car1,0, 90] call bis_fnc_setpitchbank;

That will flip a vehicle onto it's side in any direction, a value of 180 will put it on it's roof.

this will wreck the vehicle with no flames, the driver and gunner will be killed and keep them in the car
car1d setdamage 1;car1g setdamage 1; car1 setdamage 0.9

this would kill all units including cargo
{_x setdamage 1;}forEach units car1

This will remove a tyre from a vehicle,
car1 setHit ["wheel_1_1_steering", 1];

other wheel values are :-
wheel_1_1_steering = Left front tire
wheel_1_2_steering = Left rear tire
wheel_1_3_steering = Left middle tire (trucks)
wheel_2_1_steering = Right front tire
wheel_2_2_steering = Right rear tire
wheel_2_3_steering = Right middle tire (trucks)

or you can just break the glass

car1 setHit ["Glass1", 1];
car1 setHit ["Glass2", 1];
car1 setHit ["Glass3", 1];
car1 setHit ["Glass4", 1];
car1 setHit ["Glass5", 1];
car1 setHit ["Glass6", 1];


this will damage just the motor on a car or aircraft,gets choppers down quickly.
heli1 setHit ["motor", 1]

This will damage the tail rotor
heli setHit ["mala vrtule", 0.95]

There are more.


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#6 Posted at 2010-06-21 16:23        
     
Thanks for all replys... That last one will give me many hours of fun, some more mission ideeas just came up.


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#7 Posted at 2012-08-02 23:23        
     
# W0lle : Or if you don't want to have the explosions visible, name the vehicles and in a trigger activated by the player outside the village:

BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf"; nil=[car1, 4, 750, false, true] spawn BIS_Effects_Burn;

Where "car1" is the name of the vehicle.

This command results in an error:
WARNING: NIL VARIABLE OVERRIDDEN, PLEASE FIX MISSION OR LOADED ADDON-SCRIPTS

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#8 Posted at 2012-08-02 23:27        
     
Well it was posted 2 years ago.

Just replace nil with nul and it works again. :)


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#9 Posted at 2014-03-14 15:47        
     
# W0lle : Or if you don't want to have the explosions visible, name the vehicles and in a trigger activated by the player outside the village:

BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf"; nil=[car1, 4, 750, false, true] spawn BIS_Effects_Burn;

Where "car1" is the name of the vehicle.
For Me it says it cannot find the file for particle effect........






Tags: Damage, Fire