Arma 3
Exploding Objects
97 Comments
EO  [author] 22 Jun @ 10:28pm 
@Lady Inquisitor

All good. :steamthumbsup:
Lady Inquisitor 22 Jun @ 7:23pm 
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 @ 12:39pm 
no worries, thanks mate
EO  [author] 28 Jan @ 2:36pm 
It's most likely a mod conflict, it happens, main thing is it works with vanilla Arma. ;-)
LEE O C 28 Jan @ 10:59am 
haha is ace the problem yeh? wanted to blow up some alien eggs next to them haha
EO  [author] 28 Jan @ 10:50am 
@LEE O C

Then don't use ACE or something..:steamthumbsup:
LEE O C 28 Jan @ 8:41am 
mod not work with ace or something? just disappear when shot
Phenosi 3 Nov, 2024 @ 1:02pm 
@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  [author] 3 Nov, 2024 @ 12:33pm 
@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 @ 12:22pm 
@EO
I am yes, are there any known mods that could be causing a conflict?
EO  [author] 3 Nov, 2024 @ 10:19am 
@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 @ 9:55am 
@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  [author] 3 Nov, 2024 @ 9:39am 
@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 @ 8:59am 
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 @ 10:46am 
It doesn't work with the latest ACE update. Could you please fix it?
Ace 15 Jun, 2024 @ 10:45am 
@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 @ 12:35am 
Thx for your answer EO! :)
EO  [author] 29 Oct, 2023 @ 5:35am 
@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 @ 3:38pm 
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 @ 9:18am 
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 @ 6:57pm 
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 @ 2:08pm 
@EO

The normal barrels from vanilla and CUP Terrains Core
EO  [author] 1 Apr, 2023 @ 1:27pm 
Mmm, not sure to be honest, scripting isn't really my forte.
What objects did you have in mind?
Architect 1 Apr, 2023 @ 1:24pm 
@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 @ 4:56am 
Bad luck.
Thank you for this!
EO  [author] 16 Jan, 2023 @ 4:53am 
@STyx2909

I tested and tried to implement that before releasing this but it proved to be far to unstable.
STyx2909 16 Jan, 2023 @ 2:03am 
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 @ 9:58am 
can we make a barrel object from the plp mod explosive or just the vanilla ones?
Jan T. 17 Dec, 2022 @ 5:57pm 
Thank you
Play3r 10 Dec, 2022 @ 12:08pm 
@EO do you know where i can find that??
EO  [author] 10 Dec, 2022 @ 11:52am 
There are scripted alternatives.
Play3r 10 Dec, 2022 @ 10:14am 
@EO
Damm then the player knows something can blow up :steamsad: :steamhappy:
EO  [author] 10 Dec, 2022 @ 7:46am 
@Play3r

Yes, unfortunately it does.
Play3r 10 Dec, 2022 @ 12:01am 
@ EO does this give a dependens to the scenario if used?
EO  [author] 7 Nov, 2022 @ 10:27pm 
STyx2909 7 Nov, 2022 @ 1:08pm 
Objects are not showing up in assets.
EO  [author] 10 Aug, 2022 @ 1:59am 
Probably the railway car tanker.
Eevee 10 Aug, 2022 @ 12:36am 
which is the most violent when exploding
C. Eagle 6 Mar, 2022 @ 5:46pm 
@Pvt. Partz there is a terrain object replacer mod out there, that might provide some if not all replacing.
EO  [author] 27 Feb, 2022 @ 1:07pm 
@Albert

Yes you can.
.Normalized 27 Feb, 2022 @ 10:38am 
can i spawn these trough zeus?
Pvt. Partz 8 Feb, 2022 @ 11:03am 
@[+| 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 @ 3:00pm 
@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  [author] 7 Feb, 2022 @ 10:35am 
@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 @ 9:28am 
Pretty cool shit
Just playing Arma a bit again.
Is there a way to "replace all" of the default objects with yours?
EO  [author] 26 Jan, 2022 @ 10:22pm 
@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 @ 4:22pm 
so in every way that i test this mod it just doesnt work
EO  [author] 31 Dec, 2021 @ 10:14am 
Noice! xD