OFPEC Forum

Editors Depot - Mission Editing and Scripting => Arma2 - Editing/Scripting General => Topic started by: Rommel92 on 01 Sep 2009, 08:48:08

Title: Disabling certain Effects
Post by: Rommel92 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
Title: Re: Disabling certain Effects
Post by: kju on 01 Sep 2009, 09:07:31
Thanks for sharing. Made addons for it to disable fire or the secondaries.  :)
Title: Re: Disabling certain Effects
Post by: DMarkwick on 01 Sep 2009, 22:12:34
I'll have some of that :)
Title: Re: Disabling certain Effects
Post by: DeanosBeano 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



         
Title: Re: Disabling certain Effects
Post by: Pirin 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
Title: Re: Disabling certain Effects
Post by: Worldeater on 05 Sep 2009, 00:43:15
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.