perhaps this is the effect pack you're looking for:
http://ofp.gamezone.cz/index.php?showthis=5344http://ofp.gamezone.cz/index.php?showthis=5355 though i don't know if it was publicly releases... don't think so.
i agree with general barron; put the single turrets and hulls in a separate vehicleclass or set the scope value in the config to 0 (or private) and they shouldn't appear in the mission editor at all
.
@student pilot: the dammaged textures are normally generated by the game engine out of the existing ones if you tell ofp certain things
. fab has a good tutorial on this:
http://fab.ofp.free.fr/ -> tutorials -> dammaged tanks
a second way is to tell ofp directly which textures to use by the dammageHalf[]= {}; and dammageFull[]={}; subclasses in the cfgvehicle class entry of the vehicle. this normally applies to textures you don't want to get darker the more the vehicle is dammaged, e.g. glass textures. check the commented configs for examples.
@grendel
i suggest that you config the hull as a vehicle due to ground alignment and cargo position reasons.
(if you don't know what i mean by ground alignment: place the wrecked ural and the sand bag fence on a steep surface in the mission editor. the ural will partly vanish in the earth, the sand bag fence will be aligned to the ground but not as steep as the ground - upright so to speak)
how do you want to check the direction the turret faces shortly before it is blown away?
or do you let it all vanish in a huge cloud of dust? ;D
//edit @student pilot:
quote from igor drukov's tut on EHs:
"hit" (men or vehicles) :
_this select 0 : who's hit (can be either a man or a vehicle) ;
_this select 1 : who did (h)it ;
_this select 2 : scalar damage value.
"dammaged" (doesn't work for vehicles) :
-> you _cannot_ detect when the turrent is hit by using an eventhandler. however you can check if the turret was severly damaged by using the
canfire query.