Jump to content
  • 0

Making sheds in base indestructible


Stanhope

Question

So i was eating dinner whilst looking at I&A 3.1 in the editor.  And i remembered that the shed at base where the hunters spawn was broken the very first time the i joined the server (EU1) after I&A 3.1 went live.  So i decided to search for a way to fix that.  Here it is:

 

Spoiler

/*
Description:
Script to remove mapobjects.  Intended to be used in the initServer.sqf for MP mission and the init.sqf for SP missions.  

Author: Ahoyworld community
*/
{hideObjectGlobal _x} foreach nearestTerrainObjects [(getMarkerPos "marker_deleteBuilding1"),[],5]; 

 

 

/*I tried making it with an array to be able to put multiple marker names in it but couldn't get it to work, maybe someone else can?*/

 

As it says, this script (well it's actually a single line of code but still) deletes all mapobject within 5 meters of a certain marker.

 

So if you place a marker on top of for example one of those sheds at base it'll be gone when the server starts.  After this one can place the same shed down in the eden editor and disable damage on it.  This way the base will always look the same and the hunters won't spawn on top of the ruins of the shed if it gets destroyed.

 

And again, it is of course up to whoever it's up to whether to implement it or not.  I'm just sharing it so that everyone can use it.

Link to comment
Share on other sites

4 answers to this question

Recommended Posts

  • 0

It only hides the map object, so its technically still there. I tried this yesterday and when i lightning bolted the empty ground, the rubble came back and there was an issue again. Dont think there is a work around this :( 

Link to comment
Share on other sites

  • 0

If you want to recreate the problem just run I&A on a private server and lightningbolt one of the hunters.  They will all blow up causing the shed to get destroyed.  When they respawn they'll all be on top of the ruins of the shed. (Or do it right before a server restart or something like that)

 

Edit:

Chuck according to this BI page it should disable collision, maybe it's bugged with the lighting bolts?

 

Another edit:

I tried it myself and you can shoot, run drive through it but when you lightning bolt it, it indeed displays wreckage.  I tried moving the script to the onplayerrespawn but that didn't work.  

Edited by Stanhope
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Forum Statistics

    11.1k
    Total Topics
    66.4k
    Total Posts
×
×
  • Create New...