OFPEC Forum
Editors Depot - Mission Editing and Scripting => Arma2 - Editing/Scripting General => Topic started by: Rommel92 on 01 Sep 2009, 08:48:08
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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:
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:
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?
//By Maddmatt for ArmA 2
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Thanks for sharing. Made addons for it to disable fire or the secondaries. :)
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I'll have some of that :)
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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
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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
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FYI:
The code for calculating the number of secondary explosions is buggy. The issue has been reported (http://dev-heaven.net/issues/show/3690) and hopefully gets fixed sooner or later.