Arma 3
Exploding Objects
97 comentarios
EO  [autor] 22 JUN a las 22:28 
@Lady Inquisitor

All good. :steamthumbsup:
Lady Inquisitor 22 JUN a las 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 ENE a las 12:39 
no worries, thanks mate
EO  [autor] 28 ENE a las 14:36 
It's most likely a mod conflict, it happens, main thing is it works with vanilla Arma. ;-)
LEE O C 28 ENE a las 10:59 
haha is ace the problem yeh? wanted to blow up some alien eggs next to them haha
EO  [autor] 28 ENE a las 10:50 
@LEE O C

Then don't use ACE or something..:steamthumbsup:
LEE O C 28 ENE a las 8:41 
mod not work with ace or something? just disappear when shot
Phenosi 3 NOV 2024 a las 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  [autor] 3 NOV 2024 a las 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 a las 12:22 
@EO
I am yes, are there any known mods that could be causing a conflict?
EO  [autor] 3 NOV 2024 a las 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 a las 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  [autor] 3 NOV 2024 a las 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 a las 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 OCT 2024 a las 10:46 
It doesn't work with the latest ACE update. Could you please fix it?
Ace 15 JUN 2024 a las 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 OCT 2023 a las 0:35 
Thx for your answer EO! :)
EO  [autor] 29 OCT 2023 a las 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 OCT 2023 a las 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 JUL 2023 a las 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 ABR 2023 a las 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 ABR 2023 a las 14:08 
@EO

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

I tested and tried to implement that before releasing this but it proved to be far to unstable.
STyx2909 16 ENE 2023 a las 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 ENE 2023 a las 9:58 
can we make a barrel object from the plp mod explosive or just the vanilla ones?
Jan T. 17 DIC 2022 a las 17:57 
Thank you
Play3r 10 DIC 2022 a las 12:08 
@EO do you know where i can find that??
EO  [autor] 10 DIC 2022 a las 11:52 
There are scripted alternatives.
Play3r 10 DIC 2022 a las 10:14 
@EO
Damm then the player knows something can blow up :steamsad: :steamhappy:
EO  [autor] 10 DIC 2022 a las 7:46 
@Play3r

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

Yes you can.
.Normalized 27 FEB 2022 a las 10:38 
can i spawn these trough zeus?
Pvt. Partz 8 FEB 2022 a las 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 a las 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  [autor] 7 FEB 2022 a las 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 a las 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  [autor] 26 ENE 2022 a las 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 ENE 2022 a las 16:22 
so in every way that i test this mod it just doesnt work
EO  [autor] 31 DIC 2021 a las 10:14 
Noice! xD