store spawned objects as netID
This is to try to make sure damaged buildings and other damaged objects are deleted upon mission completion.
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@ -40,7 +40,7 @@ if !(isNull _group) then
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_building = createVehicle[_bldClassName,[0,0,0],[],0,"CAN_COLLIDE"];
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_building setPosATL (_bldRelPos vectorAdd _center);
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_building setDir _bldDir;
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_buildingsSpawned pushBack _building;
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_buildingsSpawned pushBack (netID _building);
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_staticsSpawned = [_building,_group,_statics,_men,_aiDifficultyLevel,_uniforms,_headGear,_vests,_backpacks,"none",_weaponList,_sideArms] call blck_fnc_spawnGarrisonInsideBuilding_ATL;
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}forEach _garrisonedBuilding_ATLsystem;
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};
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@ -43,7 +43,7 @@ if !(isNull _group) then
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_x params["_bldClassName","_bldRelPos","_bldDir","_s","_d","_p","_noStatics","_typesStatics","_noUnits"];
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if (_typesStatics isEqualTo []) then {_typesStatics = ["B_HMG_01_high_F"]};
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_building = createVehicle[_bldClassName,[0,0,0],[],0,"CAN_COLLIDE"];
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_buildingsSpawned pushBack _building;
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_buildingsSpawned pushBack (netID _building);
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_building setPosATL (_bldRelPos vectorAdd _center);
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[_building, _bldDir] call blck_fnc_setDirUp;
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_staticsSpawned = [_building,_group,_noStatics,_typesStatics,_noUnits,_aiDifficultyLevel,_uniforms,_headGear,_vests,_backpacks,"none",_weaponList,_sideArms] call blck_fnc_spawnGarrisonInsideBuilding_relPos;
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@ -40,5 +40,5 @@ _smoke setVariable ["LAST_CHECK", (diag_tickTime + 14400)];
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_smoke setPos _posWreck;
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_smoke attachto [_fire, [0,0,1.5]];
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_objs = [_fire,_smoke];
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_objs = [netID _fire,netID _smoke];
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_objs
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@ -40,7 +40,8 @@ private _hiddenObjs = [];
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};
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_obj = createVehicle[_className,[0,0,0],[],0,"CAN_COLLIDE"];
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_obj setPosATL _objPos;
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_newObjs pushback _obj;
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_newObjs pushback (netID _obj);
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[_obj, _dir] call blck_fnc_setDirUp;
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_obj setVectorUp [0,0,1];
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_obj enableDynamicSimulation _sim;
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@ -38,7 +38,7 @@ private _hiddenObjs = [];
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_obj enableSimulationGlobal false;
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_obj enableDynamicSimulation false;
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_obj setDir (_obj getRelDir _coords);
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_newObjs pushback _obj;
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_newObjs pushback (netID _obj);
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sleep 0.1;
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} forEach _missionLandscape;
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