CCG_bexhausted Posted December 5, 2019 Posted December 5, 2019 Hello, I wanted to harden a wooden road bridge to make it more difficult to destroy. By default its durability is 15,000. I increased it to 25,000, 30,000, 50,000 and finally 100,000. But each time only one FAB50 or ROS82 destroys it... I tried with another wooden bridge or a railway bridge with the same result. By using "fake blocks" placed on the bridge to be destroyed, i obtain a solution that is not fully satisfactory because the "fake blocks" do not react as a single entity. Any idea to solve this problem ?
LLv34_Temuri Posted December 5, 2019 Posted December 5, 2019 9 minutes ago, CCG_bexhausted said: By using "fake blocks" placed on the bridge to be destroyed, i obtain a solution that is not fully satisfactory because the "fake blocks" do not react as a single entity. I think the blocks/bridges are more durable, when they don't have an entity. So you could try with a bridge that doesn't have an entity and bundle enough fake blocks together with a counter.
CCG_bexhausted Posted December 5, 2019 Author Posted December 5, 2019 @LLv34_Temuri : Yes but no linked entity = no destruction visible on the bridge.
LLv34_Temuri Posted December 5, 2019 Posted December 5, 2019 5 hours ago, CCG_bexhausted said: @LLv34_Temuri : Yes but no linked entity = no destruction visible on the bridge. That's what I meant by "more durable". Blocks at least just become more durable, but can still be destroyed. I don't remember if bridges are be indestructible.
coconut Posted December 6, 2019 Posted December 6, 2019 15 hours ago, CCG_bexhausted said: @LLv34_Temuri : Yes but no linked entity = no destruction visible on the bridge. Is that true? Wasn’t always like that
Cynic_Al Posted December 6, 2019 Posted December 6, 2019 On 12/5/2019 at 7:03 AM, CCG_bexhausted said: Any idea to solve this problem ? Spawn the bridge on mission start, then delete and respawn it on every damage/destroyed event until the required number of hits is reached. Alternatively, as above but just repair instead of delete/respawn. 1
[DBS]Tx_Tip Posted December 6, 2019 Posted December 6, 2019 (edited) Here ya go Bex... I generally use a Durability Value of 38000 to 48000 for Bridges, Ammo Bunkers etc... so 20mm or 30mm cannot cause an <On Killed Event> yet Direct Hits do... Check your value for the Rockets though and adjust accordingly. For your Bridge question I tested using a Durability of 65000. Bombed it with a Yak loaded with unlimited 2 x FAB50s which did Destroy Bridge after 3 direct hits on different spans of the Bridge, and 6 x RoS-82 Rockets which did not. Exp. Wooden Road Bridge 250 <On Killed Event>---<Counter with a value of 1>---<Damage MCU-Repair Complete>---Road Bridge <On Killed Event>---<Counter with a value of 2>---<Damage MCU-Repair Complete>---Road Bridge <On Killed Event>---<Counter with a value of 3>---<Timer with 0 Secs>---<Damage MCU-Damage Complete>---Road Bridge | <SubTitle..."Bridge Destroyed"> *Although the Bridge is being Repaired with the Damage MCU it still registers which section of the Bridge was Destroyed prior to Repair. So set the number of <On Killed Events> less than the number of Bridge Sections which span the River else players will continually drop on the center spans without causing an <On Killed Event>. Good seeing ya and good luck. Shoot me a PM if your still having problems, Tip Edited December 6, 2019 by [DBS]Tx_Tip added that Yak took 3 separate direct hits on Bridge 1
CCG_bexhausted Posted December 8, 2019 Author Posted December 8, 2019 (edited) Thank you all for your answers. @Tip Wow! Wow! Brilliant and intelligent solution! I would never have thought of such a sequence. I think this solution will be of great interest to all people who use the Mission Editor. Thank you very much Tip for the time you spent solving my problem. And I remember strong wooden bridges that had to be struck directly to hopefully destroy them in one of your missions. Very good memories! Kind regards Bex On 12/6/2019 at 8:18 AM, coconut said: Is that true? Wasn’t always like that Hi Coconut, To solve my bridge problem I had deleted the Link Entity to no longer have a destruction message in the chat. Despite the bombardment that resulted in the destruction of the Fake Blocks associated with the bridge and therefore the message "Bridge destroyed", the bridge seemed intact. Which was disturbing! But this would deserve further testing. translated with Deepl. Edited December 8, 2019 by CCG_bexhausted
Alonzo Posted December 10, 2019 Posted December 10, 2019 Does setting durability on a bridge actually do anything? I thought it didn't, so I had ignored it until now. For the maps on Combat Box we have several where bridges are important elements. For the big bridges, I'm using a "damage amplifier" to make it clear to players when a bridge span has been killed. So on a multi-span railway bridge, for example, each span has an onKilled leading to two places: to a counter for total bridge elements killed (as Tip suggested above) and also to an MCU Damage "complete" for that bridge section. In this way once a single onKilled event has fired for the bridge section, it looks really really destroyed so players get a visual clue not to drop on it again. But it's still not all working exactly as you would expect. It's possible to hit a wooden bridge in a way that makes it look destroyed but it hasn't actually fired onKilled events. That's a bit frustrating. ?
DD_Friar Posted November 3, 2020 Posted November 3, 2020 What should I do if I DO NOT want a bride to be destroyed. I have a scenario where it is critical to game play and I don't want some smart ass in my squad taking it out, so want to make it indestructible. I have tried it with out making it a linked entity but was able to take out the middle span. If I make it a linked entity can I stop it being destroyed? Any thoughts / suggestions?
Sketch Posted November 3, 2020 Posted November 3, 2020 To make the bridge indestructible, you can add a Command Damage MCU to the bridge so that when the bridge takes damage, the Command Damage MCU repairs the bridge automaticaly. The pulse would be: Bridge -> onDamaged Event -> 10 millisecond Timer MCU (or something with a very slight delay, just in case there's more incoming damage) -> Command Damage set to Repair Complete -> Object Linked to Bridge I also recommend setting the Bridge's damage report to something smaller than 50%. This way, the bridge will repair itself sooner with it's onDamaged Event. Here we have the basic pulse logic to make sure the bridge never gets destroyed. The damage report is what fires the onDamaged Event. If you lower the value, the onDamaged Event fires sooner. 1
DD_Friar Posted November 3, 2020 Posted November 3, 2020 @Sketch - many thanks. I had found this in the manual just after posting but your confirmation and the tip about the damage % will help as well. many thanks once again for advice, much appreciated. Regards Friar 1
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