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Author Topic: Disabling certain Effects  (Read 1846 times)

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Offline Rommel92

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Disabling certain Effects
« on: 01 Sep 2009, 08:48:08 »
I recently noticed I could I do the following to remove those annoying secondary explosions that constantly appear, without any real justification (since when does a civilian car have ammo stored in?).

It can be done by simply over riding the functions via:
Code: [Select]
waituntil{not isnil "BIS_Effects_Secondaries"};
BIS_Effects_Secondaries = nil;

I do this for quite a few of the 'annoying' particle effects; by doing this:

Code: [Select]
BIS_Effects_EH_Fired=nil;
BIS_Effects_EH_Killed= nil;

Just letting people know this as it was very frustrating to me; and interesting also that they were by maddMatt lol?
Code: [Select]
//By Maddmatt for ArmA 2
« Last Edit: 01 Sep 2009, 08:50:12 by Rommel92 »

Offline kju

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Re: Disabling certain Effects
« Reply #1 on: 01 Sep 2009, 09:07:31 »
Thanks for sharing. Made addons for it to disable fire or the secondaries.  :)

Offline DMarkwick

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Re: Disabling certain Effects
« Reply #2 on: 01 Sep 2009, 22:12:34 »
I'll have some of that :)

Offline DeanosBeano

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Re: Disabling certain Effects
« Reply #3 on: 01 Sep 2009, 22:57:50 »
 Top find there , some of them effects are just a waste of my computers energy a switch like this makes it so easy to express  personal choice , thanks for sharing



         
I love ofp

Offline Pirin

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Re: Disabling certain Effects
« Reply #4 on: 02 Sep 2009, 07:34:27 »
Wow, this is great!  Just tonight I was on a mission with some friends and ran up behind a burned out vehicle.  One guy is like, "get away from that, it might explode again" and I smugly said "Bah, it's a burned out hulk" two seconds before it exploded and took my legs with it! heh

Offline Worldeater

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Re: Disabling certain Effects
« Reply #5 on: 05 Sep 2009, 00:43:15 »
FYI:
The code for calculating the number of secondary explosions is buggy. The issue has been reported and hopefully gets fixed sooner or later.
try { return true; } finally { return false; }