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Author Topic: nearestobject(s) does not include foliage, fences and trees  (Read 1927 times)

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Offline laggy

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Hi all.

I would like to destroy EVERYTHING within a certain radius and this is what I've done:

Radio Alpha trigger:

On Activation: {_x setdamage 1} foreach nearestObjects [spot, ["All"], 500]

spot is a gamelogic.

All buildings, cars and soldiers are destroyed but not fences, trees and foliage. Why is that? Do they not fall under the "nearestObject" category or what? How can I include them as well?

Thanks in advance you scripting guru's

Laggy
And I looked and beheld a pale horse and his name that sat on him was Death and Hell followed with him.

Offline h-

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Re: nearestobject(s) does not include foliage, fences and trees
« Reply #1 on: 03 Apr 2008, 21:05:18 »
As far as I know it is impossible.
Foliage does not have any config entries, meaning they are not configged in CfgVehicles in the game config and therefore can not be found like that.
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Offline Loyalguard

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Re: nearestobject(s) does not include foliage, fences and trees
« Reply #2 on: 03 Apr 2008, 21:42:13 »
Here is a quote from a post I saw in the BIS forums.  It was suggested for use with Gigan's nuke Scud but it looks like you could use it by itself.  Just change the radius as necessary.  I have never tried it but if it works (and doesn't destroy your FPS) it looks it might be what you are looking for.

Quote from: BIS Forums - SCUD - Nuclear Explosion

Quote
If someone misses falling trees and walls, place an object called "jebut" near the explosion point and fire this script 1 second before the nuke explosion:
Code: [Select]
_array1 = (nearestObjects [jebut,[], 350]) - ((getPos jebut) nearObjects 350)
~1.5
{_x setdammage (1.0)} forEach _array1
exit

That 1s delay is for preparing array. If it happened at the same time as the nuke goes boom, there would be an extreme fps dropdown. Right now I have about 0.4s slowdown before the nuke and then it all goes rather smooth.

Offline laggy

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Re: nearestobject(s) does not include foliage, fences and trees
« Reply #3 on: 03 Apr 2008, 22:25:36 »
Thank you Loyalguard.
It works perfectly except for the damn streetlamps... they still stand. ???

Laggy
And I looked and beheld a pale horse and his name that sat on him was Death and Hell followed with him.

Offline Loyalguard

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Re: nearestobject(s) does not include foliage, fences and trees
« Reply #4 on: 03 Apr 2008, 23:50:11 »
Great, I am glad it works.  You can find street lamps with the nearXXXObjects series of commands.  Just add additional code with "StreetLamp" as the object type and setDamage them to 1 as well.

Offline laggy

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Re: nearestobject(s) does not include foliage, fences and trees
« Reply #5 on: 04 Apr 2008, 01:56:17 »
Hi again Loyalguard.

Weird but I couldn't get it to work with NearestObjects "streetlamp" command. NearestObject works but not NearestObjects.
The only thing that worked was a NEARobjects command that has to run parallel with to the script you recommended.
This probably makes it lag a little bit more since it also calculates objects already covered in the other script, but it was the only way I could have absolutly EVERYTHING destroyed within the radius.

Cheers

Laggy
And I looked and beheld a pale horse and his name that sat on him was Death and Hell followed with him.