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Offline THobson

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killing large numbers of buildings
« on: 22 Oct 2004, 20:02:50 »
I want to start a mission with a large number of buildings in a town deastroyed.  Rather than kill them individually is there a way I can select them in a trigger or something and then kill all the buildings on the triger's _thislist?

Dubieman

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Re:killing large numbers of buildings
« Reply #1 on: 23 Oct 2004, 01:50:36 »
Get the IDs numbers and setdammage them or camcreate some LaserGuidedbombs although, there is that big explosion... :)

Offline THobson

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Re:killing large numbers of buildings
« Reply #2 on: 23 Oct 2004, 08:18:00 »
Thanks.  I am getting the I/ds and setdammaging them.  But there are so many.  I want a way to mass kill all buildings in a set area without having to do them individually.

My subsidiary question would then be:  How to do that at the start of the mission without the player hearing all the noise, that rules out the laser bomb approach.
« Last Edit: 24 Oct 2004, 23:19:02 by THobson »

Offline h-

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Re:killing large numbers of buildings
« Reply #3 on: 23 Oct 2004, 09:49:35 »
Put this in the start of yer init.sqs:

cutText ["","black in",9999]

_svol = soundVolume
_mvol = musicVolume
~.1
0 fadeSound 0
0 fadeMusic 0
~.1

;<<Insert house destroying stuff here>>

~<<wait for the houses to get mangled>>

cutText ["","black in",5]
8 fadeSound _svol
8 fadeMusic _svol


This should work :P
Of course, if you have music playing then you don't want to fade the music volume to 0...
You might need to make something to play on the screen that occupies the player attention for the time it takes to get the houses destroyed, so the wait doesn't get too long...

Oh, and no guarantees granted :P
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Offline THobson

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Re:killing large numbers of buildings
« Reply #4 on: 23 Oct 2004, 10:29:21 »
Even without the guarantee that is great thanks :thumbsup: - some ideas to work with.

Offline macguba

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Re:killing large numbers of buildings
« Reply #5 on: 23 Oct 2004, 11:42:02 »
You have to get the IDs anyway, so that you know what buildings to destroy, but to save typing you can chuck them in a manual array

"_x setDammage 1" forEach [object 34332, object 3332]

If the numbers are sequential there is a clever way (I suspect using a counter and the format command but I'm not sure) of generating the sequence of strings

object 1234
object 1235

etc..   You can then sub them into the array.    I have seen something like this done but I can't remember where and it's beyond my scripting knowledge to figure it out.        And it wasn't done with objects .... the space between the "object" and the number might be a problem, dunno.    Sorry, not really very helpful.
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Offline THobson

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Re:killing large numbers of buildings
« Reply #6 on: 23 Oct 2004, 14:08:22 »
Actually mac it is great idea - I will play around with it.

Thanks

Edit:
Just looked at the link in your signature.  So that is what the delay is. My son can't keep off it 0-64 that is.  
« Last Edit: 23 Oct 2004, 14:10:23 by THobson »