Arma 3
347 oy
dzn Vehicle on Fire
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Data Type: Mod, Server
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70.715 KB
4 Nis 2018 @ 15:04
15 Nis 2019 @ 4:05
3 Değişiklik Notu ( görüntüle )

İndirmek için abone ol
dzn Vehicle on Fire

Açıklama
Note: As far as ACE3 introduced it's vehicle damage component, which includes similar burning logic, i recommend to switch to ACE3 variant and use this mod only for no-ace. Anyway I didn't met any issues by using both same time, so it's up to you.

Note 2: Current mod is no longer maintaned, source repo https://github.com/10Dozen/dzn_VOF. Feel free to update, modify and reupload it under same APL-SA license.

Note 3: If regardless to any note above you just want to put mod in your unit's modpack - feel free to do so.

Mod prevents APCs (and any other vehicles that can be configured in mod's settings) from instant destruction in the fireball and adds vehicle fire instead, that burns vehicle after some time
The mod is partially compatible with ACE Cookoff (remove cookoff behavior from vehicles that burns) and ACE Medical modules; the mod is configured to be compatible with vehicles of APC class from RHS AFRF, RHS USAF and CUP Vehicles.

Version: 3
Requirements: CBA_A3

Features:
- Prevents vehicle instant explosion and adds engine fire after engine/fuel critical hit
- Adds smoke effect, notification and damage to crew when vehicle is on fire
- Disables ACE-cookoff for APC vehicles with MG only (e.g. BRDM/BTR w.KPVT)
- All vehicle parts can be dammaged/destroyed (turrets, wheels, etc.); massive damage immobilize vehicle instead of exploding it (pretending that transmission, wheel axes and other not simulated stuff become broken or destroyed)

Usage:
- Install the mod to your client OR dedicated server only
- Check mod settings in the ((Options -> Addon Options -> dzn Vehicle On Fire))
- (optional) update the list of the classes that should NOT cook-off/explode, but burn in the "Non-cooking off vehicles" in format [@Classname, @DamageLimit], where @Classname is a class of vehicle or it's parent, and @DamageLimit is number of damage that vehicle can take before immobilization; you can define any vehicle class or even root classes like Car. Example: ["Car", 5], ["Motorcycle", 1], ["Air", 5], ["APC", 10], ["Ship", 5], ["Tank", 15]
- (optional) update the list of the classes that are sub-classes of "Non-cooking off vehicles", but should cook-off (e.g. BTR-82A) in the "Cooking off vehicles"
- Start the game and have fun!

License: APL-SA

Credits:
Developed by 10Dozen
Tested by Tactical Shift Arma 3 community (wow, much thanks, such appreciate)
Popüler Tartışmalar Tümünü Görüntüle (1)
21
20 Haz 2022 @ 15:17
Feature Request | Bug report
Buzzil
193 Yorum
Avibird 31 May @ 7:42 
Hey can you tell me the class name of explosion you're using. I'm trying to add a fuel pump explosion to an object for a mod I am working on. I can add other explosions like LGB bombs ect but I would like to use land fuel pump explosion and add fire to the object.
SkinnierSteve 21 May @ 1:45 
Is it compatible with blastcore?
Hot Ross Buns 6 Nis @ 10:06 
I like this mod. It keeps vehicles from being immediately lethal to the occupants, which can be nice!

However, I like the ACE cookoff sound effects more. Is there a way to keep this mod and ACE3 but have the ACE3 cook-off sound effects take priority over this mods?

Cheers!
спасибо за ответ а я то думал можно
Buzzil  [yaratıcı] 9 Mar @ 23:45 
>how to extinguish?
никак, пожар просто замена взрыва
how to extinguish?
CTPEJLOK 15 Şub @ 7:24 
Искал медь, нашел золото...
Спасибо родненький!
Phil J Herman 16 Ara 2023 @ 14:58 
@Buzzil I tried that but it did not seem to do it. Signatures and everything look good, I have been tinkering with the server for a bit. Everything is working great just no UI options on the dedicated. It is possible it is some issue with my server setup maybe. I saw you have the code available on github and I see where I could change this on init to get the behavior I want - I may tinker with it that way. Before I go that route my last question is, do you know if it is possible for me to edit "GVAR(cookingVehicles)" from the admin debug console? It seems everything works besides the addon options for me so that might do the trick. I appreciate your help! Love the mod by the way, it adds a lot of immersion! Awesome stuff.
Buzzil  [yaratıcı] 16 Ara 2023 @ 3:33 
@Phil J Herman
I think you need mod both on server and your client to be able to see it in UI.
Phil J Herman 16 Ara 2023 @ 2:11 
@Buzzil Thank you for the quick reply! I was able to find the settings in Addon Options on a single player game, so I know what I am looking for now. But on my dedicated servers I do not see anything about this mod on any tab, even as admin. It is loaded too. I even tried running with only CBA and this mod in the case it was a conflict but still nothing on the dedicated servers. Any ideas?