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Would like your permission to pack this mod into an modset for a unit. The mod itself is unlisted and isn't distributed outside the unit. I have a spreadsheet that will contain all the credit needed (links to the mod and everything required/additionally listed) contained in that document, along with a link to it in the readme.txt file. It'll also contain a list of the mods that are packed together in that file itself for ease of access. :)
Happy to share code as well.
I see no problem with Wildifre compatibility, I would prefer if my mod was used as a dependency rather being repacked but if this is not possible I'm ok with that. I'm happy to add things like the 120mm cannon to this, but if you want to add RHS stuff etc feel free to patch it in
I was looking at expanding both concepts into an initial strike zone area where the trees are immediately stripped of foliage, and then fires can spread and grow outwards from that initial zone. After that a chance for it to spawn one of Seb's modules to grow into an uncontrolled wildfire.
How close to the tree did you place the satchel? The area of effect for a satchel charge isn't very big fyi
I've tested and it works fine in Tanoa, what weapon are you using? This mod only affects satchel charges, GBUs, 155mm artillery and 82mm mortars
What were you looking at changing / adding? If I can add it in myself then that would prevent multiple versions being on the workshop
At a guess, they are most likely using a different custom base class for their tree objects, so the script won't recognise them. Sorry about that, I'll look into it but can't promise an immediate fix until I can rip open the .pbo and see what they have done with their setup. Mod devs do things ass backwards sometimes, myself included...
It already does this, objects should be on or buried in the ground slightly. Works fine in testing. With Arma, there might be a little bit of jankiness in object placement and hilly terrain but that comes with the territory.
Updated! Added broken tree debris to the blast area
It's not perfect, but it's the best I can work out. Enjoy!
Good work - thank you very much! <3
bikey updated, please let me know if the issue persists
It deletes the foliage, it's a pretty simple script function. Knocked over trees don't have any collision and I'm pretty sure AI can see through them, which is detrimental to players enjoyment. I'll look at adding some broken trees later, I'll just have to figure out how to spawn them in randomly.
I don't have plans to add compatibility with wildfire, but anyone is free to have a go and try themselves.
Tried reloading several times on the client and the server - seems the pbo was signed with a diffrent key? (:
Does this delete the foliage, or simply knock it down? From the screenshots, it looks like it totally deletes it, which feels rather unrealistic. Would it be possible to add an option for foliage being knocked over instead, or replacing it with a broken tree model (in order to simulate that "shelled forest" look)?
My other question is whether it would be possible to make this compatible with the Wildfire mod, where appropriate munitions are able to start fires from that mod, thus clearing out the forest via fire? I see Challenger asked something along these lines as well.
Thanks!
I've modified the explosionEffects for bombs, artillery and mortars with an extra effect to execute a simple script that uses a forEach nearestObjects "tree" function.
Feel free to pull it apart and have a look
Yes, run on both
Rockets are not affected by this mod, any modded bombs or artillery that inherits from the vanilla base classes will have the defoliating effect