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Offline Triggerhappy

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craters
« on: 15 Nov 2004, 00:15:01 »
how does one create craters through scripting without using explosives?
i've checked the comref and it doesn't have crater listed as a static object or anything like that, and i can't find anything in the forums.

EDIT: by craters i mean the little dirt things that show up when stuff explodes
« Last Edit: 15 Nov 2004, 00:15:38 by Triggerhappy »

Homefry31464

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Re:craters
« Reply #1 on: 15 Nov 2004, 01:26:20 »
Do you have the editor upgrade..?  It may be a placeable object in there.

Offline Triggerhappy

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Re:craters
« Reply #2 on: 15 Nov 2004, 01:32:42 »
i do, but i would rather not use that because i'm making a script for penguinman, and i may submit it if it turns out really nice, so i would like it to work without any addons...

Offline General Barron

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Re:craters
« Reply #3 on: 15 Nov 2004, 02:27:57 »
I don't think craters are defined as an object in the game's config, so I think you have to use an EU...
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Offline Triggerhappy

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Re:craters
« Reply #4 on: 15 Nov 2004, 02:56:21 »
what are they then?

Offline Planck

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Re:craters
« Reply #5 on: 15 Nov 2004, 04:05:18 »
The crater is defined in the config under CfgNonAIVehicles.


Like so:

   class Crater
      {
      model="";
      simulation="Crater";
      };


EDIT:  The actual crater model is in data3d.pbo and is called krater.p3d.



Planck
« Last Edit: 15 Nov 2004, 04:30:26 by Planck »
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Offline macguba

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Re:craters
« Reply #6 on: 15 Nov 2004, 04:08:30 »
And don't worry about a script that uses an editor addon, it is so standard as to hardly count as an addon.

Use General Barrons' EU.  It is the latest and best for mission creation.   (It is compatible with Kegetys' so if the player already has Kegetys' but hasn't upgraded to General Barron's, it doesn't matter.)
Plenty of reviewed ArmA missions for you to play

Offline Triggerhappy

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Re:craters
« Reply #7 on: 15 Nov 2004, 04:36:05 »
The crater is defined in the config under CfgNonAIVehicles.
then could that be made with createvehivle? or something similar?

Offline penguinman

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Re:craters
« Reply #8 on: 15 Nov 2004, 06:44:25 »
well the Bas blackhawks addon comes with a crater
and i have that addon.

Offline dmakatra

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Re:craters
« Reply #9 on: 15 Nov 2004, 15:20:12 »
Hack the .sqm would be the best choice I guess.

EDIT: Oi. Nvm. ;D :P ::)

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« Last Edit: 15 Nov 2004, 15:20:33 by dmakatra »

Offline Planck

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Re:craters
« Reply #10 on: 15 Nov 2004, 21:10:30 »
Hehehehehehehe......

Try this then:

puff = "crater" createvehicle getpos player.

You won't get a crater, but...........well just try it and see.


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Offline Triggerhappy

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Re:craters
« Reply #11 on: 15 Nov 2004, 21:54:37 »
I've heard of a way to make bombs, missiles etc do little or no dammage, can that be done through scripting? i don't really mind explosions so it would work just fine.

If i can't do this without the editor upgrade then thats not a problem, i would just like to do it without...

also, i can't have anything that would stick out of the ground because i am making a line of them (its for a plane crash, i want it to skid across the ground and leave a mark) and so it has to be a flat or nearly flat texture
« Last Edit: 15 Nov 2004, 21:56:46 by Triggerhappy »

psyichic

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Re:craters
« Reply #12 on: 15 Nov 2004, 23:40:22 »
I dont think youll be able to get the slide affect you want Ive never heard of OFP having any kind of sliding animation. Perhaps someone could create one though that could be linked together?

Offline Triggerhappy

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Re:craters
« Reply #13 on: 15 Nov 2004, 23:48:20 »
well thats the whole point i'm making a script where it will foce the plane to slide across the ground while keeping it alive... this is deviating from the topic though...

Offline penguinman

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Re:craters
« Reply #14 on: 17 Nov 2004, 02:29:04 »
Ive got it!
create a line of grenades where u want the crater slide mark to be.
if your plane is being setdamaged to none in a loop then it wont hurt the plane. it will also shake the plane a bit making it look like the  realistic bouncing around and shaking of a plane in a crash.
Another benefit!!!
it will also make the smoke/fire you need to simulate a crash.
Another benefit!!
it will also simulate dirt chunks being thrown up behind the plane  as it passes, A 2 ton plane is gona throw some dirt up in the air as it slides across the ground a 60mph
and the grenade is the perfect thing to simulate this.

you can see this if you just just throw a grenade and watch the little rock things go flying after it explodes.

and add this together with a whole line of grenades and youve got a lot of realistic dirt flying up.

im on a roll today! ;D

Offline General Barron

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Re:craters
« Reply #15 on: 18 Nov 2004, 03:48:47 »
Wow, sounds like a great script. Be sure to post it in the ed depot or the beta testing board when it is done, 'cause I wanna try it!  ;D Penguinman's idea is probly a good way to do it, but the sound is the only problem... and lag too. Also, try creating the explosives below the ground... I *think* that will still make craters...
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Offline Triggerhappy

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Re:craters
« Reply #16 on: 19 Nov 2004, 00:30:44 »
will do  ;)
won't you still here the explosion when its underground?

Offline penguinman

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Re:craters
« Reply #17 on: 19 Nov 2004, 00:53:01 »
IM Still on a roll!
i think the best awnser to that is just dont worry about it.
YET
what are you talking about you ask?
well normaly you would hear obnoxious bangs as the nades do there thing.
but...
after you finish the script im going to give you a very nice sound of a plane sliding across the ground. It is pretty loud and will muffle the nade noises. It has a metal screaching sound with banging and the creaking of the plane. you can just add a few lines of code to the script that will make it play the sound.

Only prob is I dont know how to make it in ofp sound format.
I tried a tut. if sombody can please do this then... OK ;D
does that work for you?

Offline Triggerhappy

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Re:craters
« Reply #18 on: 19 Nov 2004, 01:16:24 »
as for using nades, i'm thinking something bigger, because if you look, the nades leave a much lighter crater than other explosives, also a lot smaller

Offline penguinman

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Re:craters
« Reply #19 on: 19 Nov 2004, 03:34:23 »
yep your right about that
but you will have to worry about the plane flying up in the air

Offline Triggerhappy

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Re:craters
« Reply #20 on: 19 Nov 2004, 04:02:42 »
well, i currently have bigger issues to deal with as far as this script anyway, so i won't be getting into how i will do that just yet

Offline penguinman

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Re:craters
« Reply #21 on: 19 Nov 2004, 04:12:56 »
What issues do you have maby I can help.
Just tell them all.
im sure me or any of the other thousands of members will be able to solve them.

Offline Triggerhappy

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Re:craters
« Reply #22 on: 19 Nov 2004, 04:25:39 »
already made a post about it, in advanced editing, thanks though