Arma 3
Exploding Objects
97 kommentarer
EO  [ophavsmand] 22. juni kl. 22:28 
@Lady Inquisitor

All good. :steamthumbsup:
Lady Inquisitor 22. juni kl. 19:23 
Hey I added this mod to that same modset that I mentioned in your animals module mod using the same permission -- if you wish for me to take it down I can do so immediately!
LEE O C 29. jan. kl. 12:39 
no worries, thanks mate
EO  [ophavsmand] 28. jan. kl. 14:36 
It's most likely a mod conflict, it happens, main thing is it works with vanilla Arma. ;-)
LEE O C 28. jan. kl. 10:59 
haha is ace the problem yeh? wanted to blow up some alien eggs next to them haha
EO  [ophavsmand] 28. jan. kl. 10:50 
@LEE O C

Then don't use ACE or something..:steamthumbsup:
LEE O C 28. jan. kl. 8:41 
mod not work with ace or something? just disappear when shot
Phenosi 3. nov. 2024 kl. 13:02 
@EO
Yep, I got narrow it down to specially the metal barrel being down with my modset, but that might be because of said conflict, dont worry about it for now; I will try some clean tests to see what is actually going on.
EO  [ophavsmand] 3. nov. 2024 kl. 12:33 
@Phenosi

I have no idea without seeing your mod list, but given I can't replicate your error after testing the mod on it's own in a MP environment then I can only surmise it's something on your end.
Sorry I can't be any more helpful.
Phenosi 3. nov. 2024 kl. 12:22 
@EO
I am yes, are there any known mods that could be causing a conflict?
EO  [ophavsmand] 3. nov. 2024 kl. 10:19 
@Phenosi

Ran test mission in MP with debug enabled, placed one unit, one barrel, destroyed barrel then left the mission, no errors on screen, no errors reported in my ,rpt either.
No other mods loaded except Exploding Objects.

Like I asked earlier, are you using other mods?
Could be a conflict somewhere?
Phenosi 3. nov. 2024 kl. 9:55 
@EO
My bad yes, I meant the normal single barrel 'Metal Barrel'.
This issue is only visible if you enable debug mode and/or show script errors from my experience and more importantly only shows up if you run said mission with a barrel placed in MP (you can also start MP mission from 3DEN editor to make it show up)
EO  [ophavsmand] 3. nov. 2024 kl. 9:39 
@Phenosi

Exploding Objects doesn't add destruction effects to the burning barrel, it only adds effects to the regular metal barrel.
Anyway, I just tested the mod in VR and placed both barrels, I didn't get any errors.
Are you using any other mods besides Exploding Objects?
Phenosi 3. nov. 2024 kl. 8:59 
Hey man, love the mod; sadly I ran into a major issue.

Place the metal barrel burning creates a "Error local variable in global space" which can completely make mission script crash as it gets spammed each 1 second or so.

I have added you as a friend and can send RPT logs and such if you need it.
esniper 11. okt. 2024 kl. 10:46 
It doesn't work with the latest ACE update. Could you please fix it?
Ace 15. juni 2024 kl. 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. okt. 2023 kl. 0:35 
Thx for your answer EO! :)
EO  [ophavsmand] 29. okt. 2023 kl. 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. okt. 2023 kl. 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. juli 2023 kl. 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. apr. 2023 kl. 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. apr. 2023 kl. 14:08 
@EO

The normal barrels from vanilla and CUP Terrains Core
EO  [ophavsmand] 1. apr. 2023 kl. 13:27 
Mmm, not sure to be honest, scripting isn't really my forte.
What objects did you have in mind?
Architect 1. apr. 2023 kl. 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?
STyx2909 16. jan. 2023 kl. 4:56 
Bad luck.
Thank you for this!
EO  [ophavsmand] 16. jan. 2023 kl. 4:53 
@STyx2909

I tested and tried to implement that before releasing this but it proved to be far to unstable.
STyx2909 16. jan. 2023 kl. 2:03 
Would be interesting if the MOD was checking for terrain objects similar to these ones and randomly replaced them with the explosive version.
Predator14 15. jan. 2023 kl. 9:58 
can we make a barrel object from the plp mod explosive or just the vanilla ones?
Jan T. 17. dec. 2022 kl. 17:57 
Thank you
Play3r 10. dec. 2022 kl. 12:08 
@EO do you know where i can find that??
EO  [ophavsmand] 10. dec. 2022 kl. 11:52 
There are scripted alternatives.
Play3r 10. dec. 2022 kl. 10:14 
@EO
Damm then the player knows something can blow up :steamsad: :steamhappy:
EO  [ophavsmand] 10. dec. 2022 kl. 7:46 
@Play3r

Yes, unfortunately it does.
Play3r 10. dec. 2022 kl. 0:01 
@ EO does this give a dependens to the scenario if used?
EO  [ophavsmand] 7. nov. 2022 kl. 22:27 
STyx2909 7. nov. 2022 kl. 13:08 
Objects are not showing up in assets.
EO  [ophavsmand] 10. aug. 2022 kl. 1:59 
Probably the railway car tanker.
Eevee 10. aug. 2022 kl. 0:36 
which is the most violent when exploding
C. Eagle 6. mar. 2022 kl. 17:46 
@Pvt. Partz there is a terrain object replacer mod out there, that might provide some if not all replacing.
EO  [ophavsmand] 27. feb. 2022 kl. 13:07 
@Albert

Yes you can.
.Normalized 27. feb. 2022 kl. 10:38 
can i spawn these trough zeus?
Pvt. Partz 8. feb. 2022 kl. 11:03 
@[+| CL rautamiekka
That's an idea. Albeit a lot of work. I can't help thinking though, if I find the proper classname for each object and then get Rydygier to code a "replace all" file. Hee Hee!
[+| CL rautamiekka 7. feb. 2022 kl. 15:00 
@Pvt. Partz

You can use the 'Hide Object' module from the editor together with scripting in each module's init box, that's how I'm replacing the unusable wells in Livonia with ACE-compatible ones. You'll have to do big amounts of copypasting.
EO  [ophavsmand] 7. feb. 2022 kl. 10:35 
@Pvt. Partz

I assume your meaning objects that are already baked into a map, unfortunately not.
Thanks for the kind words all the same buddy. ;-)
Pvt. Partz 7. feb. 2022 kl. 9:28 
Pretty cool shit
Just playing Arma a bit again.
Is there a way to "replace all" of the default objects with yours?
EO  [ophavsmand] 26. jan. 2022 kl. 22:22 
@Banaminati

Sorry your having issues but the mod works as intended, I just tested it myself.
If you want any kind of help could you better describe your testing process.
Banaminati 26. jan. 2022 kl. 16:22 
so in every way that i test this mod it just doesnt work
EO  [ophavsmand] 31. dec. 2021 kl. 10:14 
Noice! xD