• 0
Mr Sin

Base objects health bug?

Question

Posted (edited)

I didn't think base objects could be destroyed by anything besides the charges. Have I got the config set up wrong?

Spoiler

class ExileDamage
{
    class objects
    {
        class Exile_Construction_BaseCamera_Static
        {
            required = 0;
        };

        class Exile_Container_CamoTent
        {
            required = 0;
        };

        class Exile_Construction_CampFire_Static
        {
            required = 0;
        };

        class Exile_Construction_ConcreteDoor_Static
        {
            required = 0;
        };

        class Exile_Construction_ConcreteDoorway_Static
        {
            required = 0;
        };

        class Exile_Construction_ConcreteFloor_Static
        {
            required = 0;
        };

        class Exile_Construction_ConcreteFloorHatch_Static
        {
            required = 0;
        };

        class Exile_Construction_ConcreteFloorPort_Static
        {
            required = 0;
        };

        class Exile_Construction_ConcreteGate_Static
        {
            required = 0;
        };

        class Exile_Construction_ConcreteStairs_Static
        {
            required = 0;
        };

        class Exile_Construction_ConcreteSupport_Static
        {
            required = 0;
        };

        class Exile_Construction_ConcreteWall_Static
        {
            required = 0;
        };

        class Exile_Construction_ConcreteWindow_Static
        {
            required = 0;
        };

        class Exile_Construction_ConcreteWindowHatch_Static
        {
            required = 0;
        };

        class Exile_Construction_Flag_Static
        {
            required = 0;
        };

        class Exile_Construction_FloodLight_Static
        {
            required = 0;
        };

        class Exile_Construction_Laptop_Static
        {
            required = 0;
        };

        class Exile_Construction_MetalHedgehog_Static
        {
            required = 0;
        };

        class Exile_Construction_PortableGenerator_Static
        {
            required = 0;
        };

        class Exile_Construction_RazorWire_Static
        {
            required = 0;
        };

        class Exile_Container_Safe
        {
            required = 0;
        };

        class Exile_Construction_SandBags_Long_Static
        {
            required = 0;
        };

        class Exile_Container_StorageCrate
        {
            required = 0;
        };

        class Exile_Container_SupplyBox
        {
            required = 0;
        };

        class Exile_Construction_WaterBarrel_Static
        {
            required = 0;
        };

        class Exile_Construction_WireFence_Static
        {
            required = 0;
        };

        class Exile_Construction_WoodDoor_Static
        {
            required = 0;
        };

        class Exile_Construction_WoodDoor_Reinforced_Static
        {
            required = 0;
        };

        class Exile_Construction_WoodDoorway_Static
        {
            required = 0;
        };

        class Exile_Construction_WoodDoorway_Reinforced_Static
        {
            required = 0;
        };

        class Exile_Construction_WoodFloor_Static
        {
            required = 0;
        };

        class Exile_Construction_WoodFloorPort_Static
        {
            required = 0;
        };

        class Exile_Construction_WoodFloor_Reinforced_Static
        {
            required = 0;
        };

        class Exile_Construction_WoodGate_Static
        {
            required = 0;
        };

        class Exile_Construction_WoodGate_Reinforced_Static
        {
            required = 0;
        };

        class Exile_Construction_WoodStairs_Static
        {
            required = 0;
        };

        class Exile_Construction_WoodSupport_Static
        {
            required = 0;
        };

        class Exile_Construction_WoodWall_Static
        {
            required = 0;
        };

        class Exile_Construction_WoodWallHalf_Static
        {
            required = 0;
        };

        class Exile_Construction_WoodWallHalf_Reinforced_Static
        {
            required = 0;
        };

        class Exile_Construction_WoodWall_Reinforced_Static
        {
            required = 0;
        };

        class Exile_Construction_WoodWindow_Static
        {
            required = 0;
        };

        class Exile_Construction_WoodWindow_Reinforced_Static
        {
            required = 0;
        };

        class Exile_Construction_WorkBench_Static
        {
            required = 0;
        };
    };
};

Edit: Can confirm after the EBM update, Exile objects cannot be destroyed by explosives other than the breaching charges. Thank you @Eichi and @Freakylein for the swift response and resolution.

Edited by Mr Sin
1 person likes this

Share this post


Link to post
Share on other sites

13 answers to this question

  • 1

I just downloaded this mod and had a look. And yes, this extended base building mod enables damage on constructions. Instead of patching things, it is overwriting our config. Have a look at this:

 

	class Exile_Construction_Abstract_Physics: thingX
	{
		scope = 1;
		author = "Exile Mod Team";
		mapSize = 1;
		armor = 1000;
		cost = 1000;
		icon = "iconObject_1x1";
		destrType = "DestructNo";
		vehicleclass = "ExileConstructions";
		hiddenSelections[] = {};
		hiddenSelectionsTextures[] = {};
	};
	class Exile_Construction_Abstract_Static: NonStrategic
	{
		scope = 1;
		author = "Exile Mod Team";
		mapSize = 1;
		armor = 10000;
		cost = 1000;
		icon = "iconObject_1x1";
		destrType = "DestructBuilding"; <<<<<<<<<<<<<<<<<<<<<<<<<<<<
		vehicleclass = "ExileConstructions";
		hiddenSelections[] = {};
		hiddenSelectionsTextures[] = {};
		exileRequiresSimulation = 0;
	};
	class ReammoBox_F;
	class Exile_Container_Abstract: ReammoBox_F
	{
		author = "Exile Mod Team";
		scope = 1;
		vehicleClass = "Ammo";
		exileContainer = 1;
		icon = "iconCrateWpns";
		exileRequiresSimulation = 0;
		maximumLoad = 500;
		armor = 1000;
		destrType = "DestructNo";
		exileIsLockable = 0;
		class TransportItems{};
		class TransportWeapons{};
		class TransportMagazines{};
	};

I strongly recommend to just declare the classes. There is no need to overwrite things. Like so:

class Exile_Construction_Abstract_Physics;
class Exile_Construction_Abstract_Static;
class Exile_Container_Abstract;

@Freakylein Can you please do that? 

1 person likes this

Share this post


Link to post
Share on other sites
  • 1

This is a "feature" of the Extended Base Building mod, from what I have heard. This is not possible in vanilla. Are you using that?

Share this post


Link to post
Share on other sites
Advertisement
  • 1
13 minutes ago, Eichi said:

I just downloaded this mod and had a look. And yes, this extended base building mod enables damage on constructions. Instead of patching things, it is overwriting our config. Have a look at this:

 


	class Exile_Construction_Abstract_Physics: thingX
	{
		scope = 1;
		author = "Exile Mod Team";
		mapSize = 1;
		armor = 1000;
		cost = 1000;
		icon = "iconObject_1x1";
		destrType = "DestructNo";
		vehicleclass = "ExileConstructions";
		hiddenSelections[] = {};
		hiddenSelectionsTextures[] = {};
	};
	class Exile_Construction_Abstract_Static: NonStrategic
	{
		scope = 1;
		author = "Exile Mod Team";
		mapSize = 1;
		armor = 10000;
		cost = 1000;
		icon = "iconObject_1x1";
		destrType = "DestructBuilding"; <<<<<<<<<<<<<<<<<<<<<<<<<<<<
		vehicleclass = "ExileConstructions";
		hiddenSelections[] = {};
		hiddenSelectionsTextures[] = {};
		exileRequiresSimulation = 0;
	};
	class ReammoBox_F;
	class Exile_Container_Abstract: ReammoBox_F
	{
		author = "Exile Mod Team";
		scope = 1;
		vehicleClass = "Ammo";
		exileContainer = 1;
		icon = "iconCrateWpns";
		exileRequiresSimulation = 0;
		maximumLoad = 500;
		armor = 1000;
		destrType = "DestructNo";
		exileIsLockable = 0;
		class TransportItems{};
		class TransportWeapons{};
		class TransportMagazines{};
	};

I strongly recommend to just declare the classes. There is no need to overwrite things. Like so:


class Exile_Construction_Abstract_Physics;
class Exile_Construction_Abstract_Static;
class Exile_Container_Abstract;

@Freakylein Can you please do that? 

Hello Eichi :)

thank you for this hint :) i will do this within the next patch.

 

Thank you

2 people like this

Share this post


Link to post
Share on other sites
  • 0

Posted (edited)

23 minutes ago, Goblin said:

Here is the explanation from the dev blog , where does it say Satchels won't work by themselves anymore , or "Only" Breaching Charges will work ?

Right about here.

23 minutes ago, Goblin said:

Destroying base objects is now a purely scripted process that means it is more precise and exact – you know exactly what is required to blow each item and don’t have to worry about things like where you’re placing explosives – if it’s placed it will work! 

Edited by Mr Sin

Share this post


Link to post
Share on other sites
  • 0

Posted (edited)

I  have just tried to blow a wood wall up on my test server with 8x CUP_Pipebomb_M (they destroyed the car fine) and 8x SatchelCharge_Remote_Mag and the wall still stands fine. Also tried the main gun and rockets on a CUP_B_AV8B_CAP_USMC but again no damage.

Are you guys sure you updated all of the files when 0.9.8 came out? I have tried everything i can think off and cant get the wall to blow up

Edited by Mr Health And Safety

Share this post


Link to post
Share on other sites
  • 0
37 minutes ago, Mr Health And Safety said:

I  have just tried to blow a wood wall up on my test server with 8x CUP_Pipebomb_M (they destroyed the car fine) and 8x SatchelCharge_Remote_Mag and the wall still stands fine. Also tried the main gun and rockets on a CUP_B_AV8B_CAP_USMC but again no damage.

Are you guys sure you updated all of the files when 0.9.8 came out? I have tried everything i can think off and cant get the wall to blow up

Yeah, you can see in the spoiler our settings in Class Exiledamage

Share this post


Link to post
Share on other sites
  • 0
6 hours ago, Eichi said:

This is a "feature" of the Extended Base Building mod, from what I have heard. This is not possible in vanilla. Are you using that?

Yes I am. I knew it wasn't that exile wasn't functioning correctly, but that something was conflicting. I will take a look at EBM and see if there is a way to disable this. Thanks for investigating!

Share this post


Link to post
Share on other sites
  • 0

Be aware that we set the walls in Exile to indestructible. The EBM seems to patch what we are doing, so I think that needs an update. Who made this mod? I only know the name.

Share this post


Link to post
Share on other sites
Advertisement

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.