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Found 4 results

  1. Attach Explosives (Please forgive my building noobishness. I don't play much.) I've been holding onto this one for a while, but after seeing all the whining and complaining here on the forums about not being able to breach bases without insane amounts of explosives, I've decided to release this. This is not my original work, but it has been modified by second_coming and myself to work for Epoch. The problem with explosives currently is that it takes way too many of them to do any real damage to structures. The reason is that with Arma, when you place an explosives charge it is placed on the ground in front of the object. When the explosive goes off most of the explosive force is driven into the ground. Damage of the objects nearby is limited to splash damage only, which is only a fraction of the damage that can potentially be dealt by the explosive. So, to solve this, you can use this script to attach the explosive charge directly to the object you are wanting to demolish, thereby greatly reducing the amount of explosives it takes to accomplish the desired effect. With the traditional placement method of setting a charge on the ground in front of an object, it can take up to 30 charges to breach a door. By attaching the explosive directly to the door, we can now have the same damage, but through using only 3 or 4 charges. The explosives can be attached to any object you specify within the script. You can set it to work with only Epoch buildables, or you can also include vehicles, as I have done in the download. This makes for some interesting scenarios where people can set traps for others by attaching a charge to their vehicles and then detonating them remotely to either create a distraction or also to destroy a vehicle with a target player inside. The possibilities are endless and can provide for some exciting gameplay, in addition to making base raiding more realistic and fun. Installation: See included text file Download Some things to note: I don't know how well this will work with the stock Anti-Hack since it uses addActions. I've heard conflicting reports about how those are handled with the stock AH. There is a new server files version coming which should fix this, but until then, your mileage may vary. I also don't know that the stock AH will allow the damage to occur properly on player built items. If you are using Infistar, please ensure that the indestructible option is turned off, otherwise this script will have no effect on buildable objects. You should also disable 'Check Actions Plr ','Remove Actions Plr','Remove Actions Objs','revert_allowDamage', 'HandleDamage check', and Revert HandleDamage' to make sure those don't interfere as well, although you likely already have those turned off to accommodate other mods already.
  2. axeman

    Editor Fun

    _attachTest={ while{alive player}do{ _trgt = cursortarget; _nr = nearestObjects [getPos player, [], 10]; if!(isNull _trgt)then{ _trgt setdamage 1; }; if(count _nr > 0)then{ { if(_x != player)then{ _x setdamage 1; }; }forEach _nr; }; uisleep 0.5;}; }; [] spawn _attachTest; player allowdamage false; Ok, so testing something out and ended up creating the wrecking code: Paste into arma 3 editor and rampage.
  3. So we had a few issues with players doing kamikaze into other players bases and we got fed up with it since it made players leave our servers. So i came up with a really simple solution to it. It works by setting triggers at plot poles with a radius of 50 meters and a height test of min 3 meters and max 65 meters from the ground and speeds above 130. you can tweak this to what you like. I'm not saying this is the best way to do this but it works fine on our server So it will TP Air vehicles away from the base it's trying to crash into, based on the parameters you set (minimum height and maximum height from ground and air vehicle speed. Just so all are aware, this is no longer in use as the triggers are created on all clients and should be server side only! It is kept only for reference purpose and should not be used as posted below! If you still want to use it, instead of "in your init.sqf inside the "if (!isDedicated) then {" scope, add this:" Then do "in your init.sqf inside the "if (isServer) then {" scope, add this:" but i have NOT tested it Installation: Create a file called "AntiKamikaze.sqf" in your scripts folder in the root of your mission file. and then insert this: diag_log "Loading Anti Kamikaze..."; _centerOfMap = [7200,7200,0]; _triggerRadius = 50; _AKplotPole = nearestObjects [_centerOfMap, ["Plastic_Pole_EP1_DZ"], 14500]; AK_fnc_GG = { if ((vehicle player) isKindOf "Air") then { _v = vehicle player; _speed = speed _v; _coordsVeh = getPos _v; _altitude = _coordsVeh select 2; if (_altitude > 3.0 && _altitude < 65.0 && _speed >= 130) then { //This is where you define the trigger altitude and speed _newPos = [_coordsVeh, 150, 300, 10, 0, 20, 0] call BIS_fnc_findSafePos; _newPos set [2, 400]; _v setpos _newPos; titleText ["Really!?...what are you... like 4 years old??? Don't kamikaze! (If you try to land fly slower!)", "PLAIN", 3]; }; }; }; { _trg=createTrigger["EmptyDetector",getPos _x]; _trg setTriggerArea[_triggerRadius, _triggerRadius, 0,false]; _trg setTriggerActivation["WEST","PRESENT",true]; _trg setTriggerStatements["(vehicle player) in thisList", "call AK_fnc_GG", ""]; _trg setTriggerType "SWITCH"; diag_log format["GEEKTEST: Creating Trigger @ %1",getPos _x]; } forEach _AKplotPole; diag_log "...Anti Kamikaze Loaded!"; Remember to change center of the map coords if you don't use chenarus map in your init.sqf inside the "if (!isDedicated) then {" scope, add this: //Anti Kamikaze [] execVM "Scripts\AntiKamikaze.sqf" Please do comment if you know a better way to do it, or if you know of a way to make a sphere around each plot pole instead of a cylinder, just so i can get rid of the height check. Please like if you use it :)
  4. Hello guys, I just want to share my new script for simple base destruction (removal of abandoned bases) for server admins. :) First a video demonstration of my script (it's just a backup on my test server, I did not actually destroy that beautiful base of one of my regular players haha): With this script you can destroy and remove any epoch base building parts and vehicles (toggleable) inside a definable dome within seconds. The script in this version works with 3 simple steps (actions): Set the center of the dome (where you stand) Set the radius of the dome (distance between you and the center point) Hit the destroy option and everything inside the dome will be obliterated :P For security reasons there is a limit for the maximum radius of the dome, so you cannot destroy the whole map (by accident or whatever lol), this can be changed within the script (default 100m). There is a toggleable option to also destroy all vehicles in the destruction area, keep in mind even if you disable that there might be collateral damage to vehicles and players from the explosion of base building parts! Players, safes, lockboxes and other buildings are not affected by the script, you can change the items in the script if you want. There is a preview option (Show Dome), so you can actually see the dome in the game and what will be inside of your selection. For simplicity the dome will only be rendered with a circle on the ground and a small ceiling on the top to see the height and size. The dome will be rendered with the translucent wooden walls from epoch and automatically deleted after 30 secounds. To mark the center of the dome a plot pole will be used, in case you are wondering where that comes from. :D Ok here is the complete script: private ["_option","_location","_object","_objects","_objectClasses","_i","_dir","_objectID","_objectUID"]; // global vars //if (isNil "BD_center") then { BD_center = [0,0,0]; }; if (isNil "BD_radius") then { BD_radius = 10; }; _option = _this select 0; switch (_option) do { case "center": { BD_center = getPos player; cutText [format["center set to %1", BD_center], "PLAIN DOWN"]; }; case "radius": { if (isNil "BD_center") then { cutText ["center not set", "PLAIN DOWN"]; } else { BD_radius = player distance BD_center; cutText [format["radius set to %1 m", BD_radius], "PLAIN DOWN"]; }; }; case "dome": { if (isNil "BD_center") then { cutText ["center not set", "PLAIN DOWN"]; } else { _objects = []; // center _object = createVehicle ["Plastic_Pole_EP1_DZ", BD_center, [], 0, "CAN_COLLIDE"]; _objects set [0, _object]; // circle for "_i" from 0 to 360 step (270 / BD_radius) do { _location = [(BD_center select 0) + ((cos _i) * BD_radius), (BD_center select 1) + ((sin _i) * BD_radius), BD_center select 2]; _object = createVehicle ["WoodLargeWall_Preview_DZ", _location, [], 0, "CAN_COLLIDE"]; _dir = ((BD_center select 0) - (_location select 0)) atan2 ((BD_center select 1) - (_location select 1)); _object setDir _dir; _objects set [count _objects, _object]; }; // top _location = [BD_center select 0, BD_center select 1, (BD_center select 2) + BD_radius]; _object = createVehicle ["WoodFloor_Preview_DZ", _location, [], 0, "CAN_COLLIDE"]; _objects set [count _objects, _object]; sleep 30; { deleteVehicle _x; } forEach _objects; }; }; case "destroy": { if (isNil "BD_center") then { cutText ["center not set", "PLAIN DOWN"]; } else { if (BD_radius > 100) then { cutText [format["area is to large for base destruction (radius %1 > 100)", BD_radius], "PLAIN DOWN"]; } else { _objectClasses = ["TentStorage","TentStorageDomed","TentStorageDomed2","Hedgehog_DZ","Sandbag1_DZ","TrapBear","Fort_RazorWire","WoodGate_DZ","Land_HBarrier1_DZ","Land_HBarrier3_DZ","Fence_corrugated_DZ","M240Nest_DZ","CanvasHut_DZ","ParkBench_DZ","MetalGate_DZ","OutHouse_DZ","Wooden_shed_DZ","WoodShack_DZ","StorageShed_DZ","Plastic_Pole_EP1_DZ","Generator_DZ","StickFence_DZ","LightPole_DZ","FuelPump_DZ","DesertCamoNet_DZ","ForestCamoNet_DZ","DesertLargeCamoNet_DZ","ForestLargeCamoNet_DZ","SandNest_DZ","DeerStand_DZ","MetalPanel_DZ","WorkBench_DZ","WoodFloor_DZ","WoodLargeWall_DZ","WoodLargeWallDoor_DZ","WoodLargeWallWin_DZ","WoodSmallWall_DZ","WoodSmallWallWin_DZ","WoodSmallWallDoor_DZ","WoodFloorHalf_DZ","WoodFloorQuarter_DZ","WoodStairs_DZ","WoodStairsSans_DZ","WoodSmallWallThird_DZ","WoodLadder_DZ","Land_DZE_GarageWoodDoor","Land_DZE_LargeWoodDoor","Land_DZE_WoodDoor","Land_DZE_GarageWoodDoorLocked","Land_DZE_LargeWoodDoorLocked","Land_DZE_WoodDoorLocked","CinderWallHalf_DZ","CinderWall_DZ","CinderWallDoorway_DZ","CinderWallDoor_DZ","CinderWallDoorLocked_DZ","CinderWallSmallDoorway_DZ","CinderWallDoorSmall_DZ","CinderWallDoorSmallLocked_DZ","MetalFloor_DZ","WoodRamp_DZ"]; if (BD_vehicles) then { _objectClasses = _objectClasses + ["LandVehicle","Helicopter","Plane","Ship"]; }; _objects = nearestObjects [BD_center, _objectClasses, BD_radius]; _i = 0; { if (alive _x) then { _x setDamage 1; deleteVehicle _x; //_objectID = _x getVariable ["ObjectID", "0"]; //_objectUID = _x getVariable ["ObjectUID", "0"]; //PVDZE_obj_Delete = [_objectID, _objectUID, player]; //publicVariableServer "PVDZE_obj_Delete"; _i = _i + 1; }; } forEach _objects; cutText [format["%1 of %2 objects destroyed and deleted", _i, count _objects], "PLAIN DOWN"]; }; }; }; }; And the menu I am using to set the options and activate it: if (isNil "BD_vehicles") then {BD_vehicles = true;}; BaseDestructionMenu = [ ["Base Destruction",true], ["Set Center", [2], "", -5, [["expression", '["center"] execVM "admintools\tools\basedestruction.sqf"']], "1", "1"], ["Set Radius", [3], "", -5, [["expression", '["radius"] execVM "admintools\tools\basedestruction.sqf"']], "1", "1"], ["Show Dome", [4], "", -5, [["expression", '["dome"] execVM "admintools\tools\basedestruction.sqf"']], "1", "1"], [format["Include Vehicles (%1)",BD_vehicles], [5], "", -5, [["expression", "BD_vehicles = !BD_vehicles;"]], "1", "1"], ["DESTROY ALL INSIDE DOME", [6], "", -5, [["expression", '["destroy"] execVM "admintools\tools\basedestruction.sqf"']], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1"] ]; Change the path to match your folder structure. In case you don't know how do display the menu, just embed it in your admin tools like this: ["Base Destruction", [0], "#USER:BaseDestructionMenu", -5, [["expression", ""]], "1", "1"], or do something like this to just open it without any other admin menus: showCommandingMenu "#USER:BaseDestructionMenu"; Make sure to have proper access restriction, so only admins can use that menu and not every player on your server!! :D Also you might need to add exceptions to your BattlEye filters for setdamage.txt and deletevehicle.txt. Please write all questions or ideas in this thread, this was just a simple script I needed to get rid of old bases on my server. If there is a better way to do that please let me know and I will improve the script.
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