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Author Topic: Deleting the castle  (Read 1387 times)

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Offline Krieg

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Deleting the castle
« on: 28 Aug 2010, 12:55:38 »
I am sure that everybody remembers that castle on Everon. Now, I am trying to delete it in order to rebuild it ground up with help of those objects found in Editor Upgrade.

Here is the sample of script I was using to do that:
Code: [Select]
_o1 = object 31625

deleteVehicle _o1

I went back to the editor, fired up the script via a trigger and... Nothing happened.

Just to check if either I mistyped the object's ID, or perhaps the OFP decided to mess with me and gave me the wrong object ID, I decided to setDammage 1 the object. And sure enough it worked. I tried setPos-ing the problem away, but still no effect.

My question is whether or not I can delete - or move for that matter - the castle or will I have to build upon it's original design?

Thanks in advance,
Krieg
If you see a light at the end of the tunnel, then it's probably an enemy tank.

Offline bedges

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Re: Deleting the castle
« Reply #1 on: 28 Aug 2010, 13:59:35 »
Unfortunately in-map objects cannot be removed entirely, only setdamaged.

With some clever positioning of objects I'm pretty sure you can create something special by building on the objects already there.  :good:

Offline Krieg

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Re: Deleting the castle
« Reply #2 on: 28 Aug 2010, 14:24:55 »
Thanks for the reply, bedges!
If you see a light at the end of the tunnel, then it's probably an enemy tank.

Walter_E_Kurtz

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Re: Deleting the castle
« Reply #3 on: 28 Aug 2010, 16:14:55 »
You can also rotate objects by using setDir on them.

Offline Baddo

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Re: Deleting the castle
« Reply #4 on: 29 Sep 2010, 22:19:54 »
If deleting static objects would be possible then cheating in multiplayer would be way too easy by deleting objects locally on your machine to reveal opponents hiding behind them.