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NoEx!t

Run over Trees bugged?

Question

Hello guys,

we are starting up our new exile server at the moment and we have a big problem with the trees. We are able to chop them down with the axe but if we want to run them over with for example the strider we have to be 80-100 km/h fast to get the tree down. 

Do the trees have "too much health" or what is the problem here? 

We can`t find anything on google so i hope one of you can help us...

Thanks my friends :-) 

NoEx!t

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6 answers to this question

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Ok so.. 

in ExileServer_object_tree_network_chopTreeRequest.sqf you will find your answer. 

Spoiler

/**
 * ExileServer_object_tree_network_chopTreeRequest
 *
 * Exile Mod
 * www.exilemod.com
 * © 2015 Exile Mod Team
 *
 * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. 
 * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
 */
 
private["_sessionId","_parameters","_treeNetId","_tree","_isTree","_treeModelNames","_treeHeight","_newDamage","_treePosition","_spawnRadius","_weaponHolders","_weaponHolder","_weaponHolderPosition"];
_sessionId = _this select 0;
_parameters = _this select 1;
_treeNetId = _parameters select 0;
_tree = objectFromNetId _treeNetId;
if (!isNull _tree) then
{
    _isTree = false;
    _treeModelNames = getArray(missionConfigFile >> "CfgInteractionModels" >> "WoodSource" >> "models");
    {
        if !(((str _tree) find _x) isEqualTo -1)exitWith {_isTree = true};
    }
    forEach _treeModelNames;
    if (_isTree) then 
    {
        if (alive _tree) then
        {
            _treeHeight = _tree call ExileClient_util_model_getHeight;
            _treeHeight = _treeHeight max 1; 
            _newDamage = ((damage _tree) + (1 / (floor _treeHeight) )) min 1;
            _tree setDamage _newDamage; 
            if (_newDamage isEqualTo 1) then
            {
                _tree setDamage 999; 
            };
            _treePosition = getPosATL _tree;
            _treePosition set[2, 0];
            _spawnRadius = 3;
            _weaponHolders = nearestObjects[_tree, ["GroundWeaponHolder"], _spawnRadius];
            _weaponHolder = objNull;
            if (_weaponHolders isEqualTo []) then
            {
                _weaponHolderPosition = [_treePosition, _spawnRadius] call ExileClient_util_math_getRandomPositionInCircle;
                _weaponHolderPosition set [2, 0];
                _weaponHolder = createVehicle ["GroundWeaponHolder", _weaponHolderPosition, [], 0, "CAN_COLLIDE"];
                _weaponHolder setPosATL _weaponHolderPosition;
            }
            else 
            {
                _weaponHolder = _weaponHolders select 0;
            };
            _weaponHolder addMagazineCargoGlobal ["Exile_Item_WoodLog", 1];
        };
    };
};
true

 

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This is exactly the same sqf like ours.. 

 

What is wrong there..?

Edited by NoEx!t

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Its not that i wanna play arma to run trees over ;) Its more like that i think its normal in arma that you can run over trees with your vehicle. And on a map like chernarus there are so much trees and its better that u can run them over instead of getting your vehicle crashed. 

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I know it's a game but you would be hard pushed to even slightly move a tree with a Strider, Ifrit etc in real life unless of coarse it's only just been planted. Arma is built on realism to a point so that's probably why the trees dont fall over when you breath on them ;)

Edited by MetalHead

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I know what you mean man :) but fact is that on other servers im able to run them over... its like i have plastic vehilces on my own server :D:(

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