Arma 3
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Exploding Objects
   
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Data Type: Mod
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30 септ. 2019 в 12:03
12 апр. 2020 в 18:08
2 бележки за промени ( преглед )

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Exploding Objects

Описание
Adds destruction effects to various flammable related Eden objects:

Barrels
Gas tanks
Gas cylinder
Fuel canister
Transfer Switch
Power Generator
Large rusty cistern
Portable Generator
Railway Car Tanker

Object destruction is based on three factors:

Size of object,
Distance from object,
Calibre of weapon fired.

Search for "EO Exploding Objects" in the Asset Browser.
83 коментара
esniper 11 окт. в 10:46 
It doesn't work with the latest ACE update. Could you please fix it?
Ace 15 юни в 10:45 
@EO you could mark the depreciated object to have a lower scope so people don't use it, but this will keep missions which do use it working.

https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#scope
Mumus 30 окт. 2023 в 0:35 
Thx for your answer EO! :)
EO  [автор] 29 окт. 2023 в 5:35 
@Mumus

Sorry, I won't be removing it as it might compromise missions already using it as an exploding object, you can, however, make it optional by removing the "eo_transferswitch" pbo from the addons folder.
Mumus 28 окт. 2023 в 15:38 
Please remove the Transfer Switch from exploding objects, because it will become useless as a normal switch!
Or make it optional which objects can explode and which don't...
HCHermit 8 юли 2023 в 9:18 
love this mod saved me so much time and fuss with trigger for my vid i just shot everything to get the explosions! :steamhappy: https://youtu.be/Psv0_Iuly6g
Loupyboy ( ͡° ͜ʖ ͡°) 26 апр. 2023 в 18:57 
Hi! Nice mod, however is seems incompatible with the Light Switch script (the light switch will explode when interacted with). Is there any way to turn off explosions for certain objects?
Architect 1 апр. 2023 в 14:08 
@EO

The normal barrels from vanilla and CUP Terrains Core
EO  [автор] 1 апр. 2023 в 13:27 
Mmm, not sure to be honest, scripting isn't really my forte.
What objects did you have in mind?
Architect 1 апр. 2023 в 13:24 
@EO

Is there an init script version that I can use on objects that aren't included in the mod WHILE using the mod? or a module that I could attach?