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Ah yeah you have a good point, vehicles will explode is the engine part is at 0.9 or above, so i guess that when the engine explodes the husks damage is still set to what it used to be, or atleast very close to 1.0...
Perhaps adding it so that if ( _dmg >= 0.9 ) instead of > 1.0 would be better.
if (isServer) then {
_vehicle_0 = objNull;
if (true) then
{
_this = createVehicle ["SUV_TK_CIV_EP1", [8458.8281, 1089.4734, -1.1444092e-005], [], 0, "CAN_COLLIDE"];
_vehicle_0 = _this;
_this setDir -9.4094629;
_this setPos [8458.8281, 1089.4734, -1.1444092e-005];
};
_vehicle_2 = objNull;
if (true) then
{
_this = createVehicle ["SUV_TK_CIV_EP1", [8463.1719, 1090.2358, 4.5776367e-005], [], 0, "CAN_COLLIDE"];
_vehicle_2 = _this;
_this setDir -9.4094629;
_this setPos [8463.1719, 1090.2358, 4.5776367e-005];
};
_vehicle_4 = objNull;
if (true) then
{
_this = createVehicle ["SUV_TK_CIV_EP1", [8467.2373, 1090.8937, 3.0517578e-005], [], 0, "CAN_COLLIDE"];
_vehicle_4 = _this;
_this setDir -9.4094629;
_this setPos [8467.2373, 1090.8937, 3.0517578e-005];
};
_vehicle_6 = objNull;
if (true) then
{
_this = createVehicle ["SUV_TK_CIV_EP1", [8471.4307, 1091.6425, 1.1444092e-005], [], 0, "CAN_COLLIDE"];
_vehicle_6 = _this;
_this setDir -9.4094629;
_this setPos [8471.4307, 1091.6425, 1.1444092e-005];
};
_vehicle_8 = objNull;
if (true) then
{
_this = createVehicle ["SUV_TK_CIV_EP1", [8475.6064, 1092.3893, 7.6293945e-006], [], 0, "CAN_COLLIDE"];
_vehicle_8 = _this;
_this setDir -9.4094629;
_this setPos [8475.6064, 1092.3893, 7.6293945e-006];
};
_vehicle_10 = objNull;
if (true) then
{
_this = createVehicle ["SUV_TK_CIV_EP1", [8479.5146, 1092.7472], [], 0, "CAN_COLLIDE"];
_vehicle_10 = _this;
_this setDir -9.4094629;
_this setPos [8479.5146, 1092.7472];
};
_vehicle_12 = objNull;
if (true) then
{
_this = createVehicle ["SUV_TK_CIV_EP1", [8483.4336, 1092.9009, 7.6293945e-006], [], 0, "CAN_COLLIDE"];
_vehicle_12 = _this;
_this setDir -9.4094629;
_this setPos [8483.4336, 1092.9009, 7.6293945e-006];
};
_vehicle_14 = objNull;
if (true) then
{
_this = createVehicle ["SUV_TK_CIV_EP1", [8487.1934, 1093.0371, -7.6293945e-006], [], 0, "CAN_COLLIDE"];
_vehicle_14 = _this;
_this setDir -9.4094629;
_this setPos [8487.1934, 1093.0371, -7.6293945e-006];
};
_vehicle_16 = objNull;
if (true) then
{
_this = createVehicle ["SUV_TK_CIV_EP1", [8491.2969, 1092.98, -2.6702881e-005], [], 0, "CAN_COLLIDE"];
_vehicle_16 = _this;
_this setDir -9.4094629;
_this setPos [8491.2969, 1092.98, -2.6702881e-005];
};
_vehicle_18 = objNull;
if (true) then
{
_this = createVehicle ["SUV_TK_CIV_EP1", [8495.6953, 1093.3019, -2.2888184e-005], [], 0, "CAN_COLLIDE"];
_vehicle_18 = _this;
_this setDir -9.4094629;
_this setPos [8495.6953, 1093.3019, -2.2888184e-005];
};
_vehicle_20 = objNull;
if (true) then
{
_this = createVehicle ["SUV_TK_CIV_EP1", [8499.9365, 1093.6034, 1.5258789e-005], [], 0, "CAN_COLLIDE"];
_vehicle_20 = _this;
_this setDir -9.4094629;
_this setPos [8499.9365, 1093.6034, 1.5258789e-005];
};
_vehicle_22 = objNull;
if (true) then
{
_this = createVehicle ["SUV_TK_CIV_EP1", [8504.0117, 1094.0244, -5.7220459e-005], [], 0, "CAN_COLLIDE"];
_vehicle_22 = _this;
_this setDir -9.4094629;
_this setPos [8504.0117, 1094.0244, -5.7220459e-005];
};
_vehicle_24 = objNull;
if (true) then
{
_this = createVehicle ["SUV_TK_CIV_EP1", [8508.0518, 1094.7218, 1.5258789e-005], [], 0, "CAN_COLLIDE"];
_vehicle_24 = _this;
_this setDir -9.4094629;
_this setPos [8508.0518, 1094.7218, 1.5258789e-005];
};
_vehicle_26 = objNull;
if (true) then
{
_this = createVehicle ["SUV_TK_CIV_EP1", [8512.2412, 1095.2993, -3.8146973e-006], [], 0, "CAN_COLLIDE"];
_vehicle_26 = _this;
_this setDir -9.4094629;
_this setPos [8512.2412, 1095.2993, -3.8146973e-006];
};
_vehicle_28 = objNull;
if (true) then
{
_this = createVehicle ["SUV_TK_CIV_EP1", [8516.4258, 1096.0171, 1.5258789e-005], [], 0, "CAN_COLLIDE"];
_vehicle_28 = _this;
_this setDir -9.4094629;
_this setPos [8516.4258, 1096.0171, 1.5258789e-005];
};
_vehicle_30 = objNull;
if (true) then
{
_this = createVehicle ["SUV_TK_CIV_EP1", [8520.5596, 1096.7286, -3.8146973e-006], [], 0, "CAN_COLLIDE"];
_vehicle_30 = _this;
_this setDir -9.4094629;
_this setPos [8520.5596, 1096.7286, -3.8146973e-006];
};
_vehicle_32 = objNull;
if (true) then
{
_this = createVehicle ["SUV_TK_CIV_EP1", [8524.7061, 1097.5837, -2.2888184e-005], [], 0, "CAN_COLLIDE"];
_vehicle_32 = _this;
_this setDir -9.4094629;
_this setPos [8524.7061, 1097.5837, -2.2888184e-005];
};
_vehicle_34 = objNull;
if (true) then
{
_this = createVehicle ["SUV_TK_CIV_EP1", [8528.7813, 1098.2867, 1.1444092e-005], [], 0, "CAN_COLLIDE"];
_vehicle_34 = _this;
_this setDir -9.4094629;
_this setPos [8528.7813, 1098.2867, 1.1444092e-005];
};
_vehicle_36 = objNull;
if (true) then
{
_this = createVehicle ["SUV_TK_CIV_EP1", [8532.6719, 1098.9656, -1.9073486e-005], [], 0, "CAN_COLLIDE"];
_vehicle_36 = _this;
_this setDir -9.4094629;
_this setPos [8532.6719, 1098.9656, -1.9073486e-005];
};
_vehicle_38 = objNull;
if (true) then
{
_this = createVehicle ["SUV_TK_CIV_EP1", [8536.3027, 1099.897, -3.8146973e-006], [], 0, "CAN_COLLIDE"];
_vehicle_38 = _this;
_this setDir -14.391428;
_this setPos [8536.3027, 1099.897, -3.8146973e-006];
};
};
[] spawn { waitUntil { !(alive _this) }; sleep 5; deleteVehicle _this; };
_vehicle_4 = objNull;
if (true) then
{
_this = createVehicle ["SUV_TK_CIV_EP1", [8467.2373, 1090.8937, 3.0517578e-005], [], 0, "CAN_COLLIDE"];
_vehicle_4 = _this;
_this setDir -9.4094629;
_this setPos [8467.2373, 1090.8937, 3.0517578e-005];
_this setVehicleInit "[] spawn { waitUntil { !(alive _this) }; sleep 5; deleteVehicle _this; };";
};
processInitCommands;
You might be able to put a setVehicleInit with something like this:
Code:[] spawn { waitUntil { !(alive _this) }; sleep 5; deleteVehicle _this; };
This would go inside of your vehicles that you spawn, like:
Code:_vehicle_4 = objNull; if (true) then { _this = createVehicle ["SUV_TK_CIV_EP1", [8467.2373, 1090.8937, 3.0517578e-005], [], 0, "CAN_COLLIDE"]; _vehicle_4 = _this; _this setDir -9.4094629; _this setPos [8467.2373, 1090.8937, 3.0517578e-005]; _this setVehicleInit "[] spawn { waitUntil { !(alive _this) }; sleep 5; deleteVehicle _this; };"; }; processInitCommands;
The above is totally untested, just fyi
Doing corpses is not as simple as doing the vehicles, as the corpses are cleaned up anyways with the server fsm file.great thanks now how do you do corpses with a delay
_object_damage = {
private["_hitpoints","_array","_hit","_selection","_key","_damage"];
_hitpoints = _object call vehicle_getHitpoints;
_damage = damage _object;
_array = [];
{
_hit = [_object,_x] call object_getHit;
_selection = getText (configFile >> "CfgVehicles" >> (typeOf _object) >> "HitPoints" >> _x >> "name");
if (_hit > 0) then {_array set [count _array,[_selection,_hit]]};
_object setHit ["_selection", _hit]
} forEach _hitpoints;
_key = format["CHILD:306:%1:%2:%3:",_objectID,_array,_damage];
diag_log ("HIVE: WRITE: "+ str(_key));
_key call server_hiveWrite;
_object setVariable ["needUpdate",false,true];
if ( !(alive _object) ) then { _object spawn { sleep 5; deleteVehicle _this; }; };
};
You might be able to put a setVehicleInit with something like this:
Code:[] spawn { waitUntil { !(alive _this) }; sleep 5; deleteVehicle _this; };
This would go inside of your vehicles that you spawn, like:
Code:_vehicle_4 = objNull; if (true) then { _this = createVehicle ["SUV_TK_CIV_EP1", [8467.2373, 1090.8937, 3.0517578e-005], [], 0, "CAN_COLLIDE"]; _vehicle_4 = _this; _this setDir -9.4094629; _this setPos [8467.2373, 1090.8937, 3.0517578e-005]; _this setVehicleInit "[] spawn { waitUntil { !(alive _this) }; sleep 5; deleteVehicle _this; };"; }; processInitCommands;
The above is totally untested, just fyi
Any script errors in the client's RPT?
And yeah, this would be testable in the editor.
[] spawn { while {true} do { hintSilent ( format [ 'Vehicle\n%1\n\nAlive\n%2', _this, alive _this ] ); sleep 1; }; };
_this setVehicleInit "[] spawn { waitUntil { ((getDamage _this) == 1) }; sleep 5; deleteVehicle _this; };";
I don't believe that vehicles have an alive table, so !(alive _this) I don't believe will work. You need to use something like this instead.
Code:_this setVehicleInit "[] spawn { waitUntil { ((getDamage _this) == 1) }; sleep 5; deleteVehicle _this; };";
I think I may have the syntax wrong though. getDammage returns the vehicle damage from 0-1. 1 would be destroyed.
Arma be stupid lol.
Thanks for clearing that up Vampire.
_this setVehicleInit "[] spawn { waitUntil { ((getDamage _this) == 1) }; sleep 5; deleteVehicle _this; };";[/FONT]
_isBuilding
if (!_parachuteWest and !(locked _object)) then {
if (_objectID == "0" && _uid == "0") then
{
_object_position = getPosATL _object;
_isNotOk = true;
};
};
_isBuilding = (typeOf _object == "Building")
if (((getDammage _object) == 1) && !_isbuildable && !_isBuilding) then {
deleteVehicle _object;
};
_isBuilding = (typeOf _object == "Building")
if (((getDammage _object) == 1) && !_isBuilding) then {
deleteVehicle _object;
};
_this setVariable ["myCars",1,true];
if (((getDammage _object) == 1) && (_object getVariable [""myCars"",0] == 1)) then {
deleteVehicle _object;
};
Re-reading it I see you are trying to delete specifically damaged spawned vehicles.
In that case my last post modified after you add this to your vehicles:
Code:_this setVariable ["myCars",1,true];
_vehicle_4 = objNull;
if (true) then
{
_this = createVehicle ["SUV_TK_CIV_EP1", [8467.2373, 1090.8937, 3.0517578e-005], [], 0, "CAN_COLLIDE"];
_vehicle_4 = _this;
_this setDir -9.4094629;
_this setPos [8467.2373, 1090.8937, 3.0517578e-005];
_this setVariable ["myCars",1,true];
};
No you have to add it to these as an example:
Code:_vehicle_4 = objNull; if (true) then { _this = createVehicle ["SUV_TK_CIV_EP1", [8467.2373, 1090.8937, 3.0517578e-005], [], 0, "CAN_COLLIDE"]; _vehicle_4 = _this; _this setDir -9.4094629; _this setPos [8467.2373, 1090.8937, 3.0517578e-005]; _this setVariable ["myCars",1,true]; };
if (((getDammage _object) == 1) && (_object getVariable [""myCars"",0] == 1)) then {
deleteVehicle _object;
};
if (!_parachuteWest and !(locked _object)) then {
if (_objectID == "0" && _uid == "0") then
{
_object_position = getPosATL _object;
_isNotOk = true;
};
};