KevinClyde

Is there anyway to increase the number of required for Breaching Charge ?

4 posts in this topic

Is there anyway to increase the number of required for Breaching Charge ?  

As all we know that for now if you want to destroy a wall from other player's base , you need put 3 Breaching Charge on it and triggering . And deploy each one of Breaching Charge takes 3 min , it's a long and bored process , now i'd like to change it . 

For now i already figure out how reduce the deploy times , and succeed reduce 3 min to 10 sec ,  next i want to increase the number of required for Breaching Charge yo destroy a wall .

The current plan is increase 3 to 10 for destroy a wood wall , 3 to 15 for destroy cement wall and reinforce , 3 to 20 for destroy concrete wall .

Any one know where can i find and change it in exile_client ? or it's in somewhere else ?

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I think your topic doesn't belong in that section and fits into programming or so...

http://www.exilemod.com/forum/181-programming/

 

3 hours ago, KevinClyde said:

3 to 15 for destroy cement wall and reinforce

Cement? Metal!

 

Duration = ExileClient_action_execute.sqf

Outsource _actionConfig/class CfgExileDelayedActions into missionfile.

 

Ammount of charges = ExileServer_system_breaching_network_detonateAllCharges.sqf

 

Look at

_currentDamage = _constructionObject getVariable ["ExileConstructionDamage", 0];
						_newDamage = _currentDamage + 1;
						if (_newDamage > 2) then
						{
							_constructionObject call ExileServer_object_construction_database_delete;
							deleteVehicle _constructionObject;
						}

 

Edited by WURSTKETTE

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19 hours ago, WURSTKETTE said:

I think your topic doesn't belong in that section and fits into programming or so...

 

Cement? Metal!

 

Duration = ExileClient_action_execute.sqf

Outsource _actionConfig/class CfgExileDelayedActions into missionfile.

 

Ammount of charges = ExileServer_system_breaching_network_detonateAllCharges.sqf

 

Look at


_currentDamage = _constructionObject getVariable ["ExileConstructionDamage", 0];
						_newDamage = _currentDamage + 1;
						if (_newDamage > 2) then
						{
							_constructionObject call ExileServer_object_construction_database_delete;
							deleteVehicle _constructionObject;
						}

 

Oh thanks ! haha honestly i don't really know where to put this topic ... but really appreciate for help , i'll try this way and see if can it works!

 Works and good ! thanks ! Perfectly solved

Edited by KevinClyde

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