OFPEC Forum
Editors Depot - Mission Editing and Scripting => ArmA - Editing/Scripting Resources Beta Testing & Submission => Topic started by: johnnyboy on 31 Mar 2007, 09:23:26
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This script simulates destruction of an oil pump. The pump explodes, sinks, leans over, and burns. Includes creaking/falling metal sound fx when oil pump sinks.
Edit: New version uploaded on August 27, 2008
Changes:
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1. Upped volume of wrenching sound via tweaking sound entry in Description.EXT
2. Added line of code to exit replace object script if object not local to client (per Mandoble's suggestion).
Hopefully the scripts are now multi-player friendly, but I have no way of verifying that myself.
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This script was broken by Arma patch 1.08.
It is now fixed, and working again. And also no longer requires Addons.
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will check this out mate ... :)
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this is great Johnnyboy, thanks for figuring out how to do it without an addon as well. :good: i'm gonna use this in the sequel to Punishment Battalion!
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Glad you like it Lee, and I look forward to seeing it in action in your new mission.
One small change I've thought about is too make the metal wrenching sound louder, which you could do yourself in the description file I think.
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yeh i agree, after testing the script under "combat conditions" the wrenching metal sound could be louder. I might use goldwave to jack up the volume (the description.ext boost never seems to be enough on my PC at least). I might wait a while to make the sequel though, with ArmA 2 coming out i want to be sure Bohemia keeps patching ArmA 1 etc. I hope they don't leapfrog ahead constantly to the point where i dont want to invest the time in learning each game's editing etc. >:(
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A side note about MP compatibility. If you put replace_object.sqs in the init field of any object, this will be executed in every client and the server. So you will try to delete the same object as many times as machines connected which might not be harmfull, but you are creating as many new objects as machines connected too. I understand that you want to delete the original object only once and to create a replacement object only once too, so you may add:
? !local _obj_to_replace:exit
just before
call compile format ["%1 = ""%2"" createvehicle [0,0,0]", _obj_name, _obj_to_create];
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@Lee: I have some Arma time this weekend, so I will make the wrenching sound louder.
@Mandoble: Thanks for the multi-player tip. I'm still weak in MP considerations.
I will make these changes and re-upload over the weekend.
Edit: New version uploaded on August 27, 2008
Changes:
=======
1. Upped volume of wrenching sound via tweaking sound entry in Description.EXT
2. Added line of code to exit replace object script if object not local to client (per Mandoble's suggestion).
Hopefully the scripts are now multi-player friendly, but I have no way of verifying that myself.
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The script has been accepted and included into the ED Depot ArmA scripts section.
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Thanks for your time and help Mandoble. :good: