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IDProjectCategoryView StatusDate SubmittedLast Update
0007971Arma 3Feature Requestpublic2013-05-02 17:002014-10-25 17:23
Assigned ToIceman 
PlatformPC OSWin VistaOS Version64 bit
Product Version0.56.104.778 
Target VersionFixed in Version 
29 vote(s) 100,00%
vote(s) 0,00%
Summary0007971: Requesting: Ability to remove Trees with a script in a Forest Area !
DescriptionI would Like to Request the ability to Remove Trees on the map by script.

It would enable mission designers to clear landing sites, crash sites and also make clearings in the forests.

Right now we are only able to damage the trees and to say the least it looks and feels not so realistic (trees falling on the ground without Collision Box).

"deleteCollection" Doesn't work Anymore! Even though it's listed as one of the commands available in ARMA3 ( [^])and was replaced a while back with "hideObject" which lacks the ability to Hide Map Object without IDs.

I use the following code to damage trees in a radius of 50 around Game Logic:

trees = nearestObjects [this,[],50]; {_x setDamage 1;} forEach trees;

Like I said, it works and damages the trees. I just want to be able to delete or hide them completely.

Lt. Lyko
Tagsbase, clearing, clearings, crash, delete, deleteCollection, forest, game, hide, hideObject, logic, Lt _Lyko, Lyko, map, script, site, sites, tree, trees, wood, woods
Game VersionArma 3 Alpha
Attached Files

- Relationships
has duplicate 0008426closed Allowing the player to remove a single bush or tree when appropriate 
related to 0006783reviewed Let mission makers exclude certain preplaced objects from map 

-  Notes
kilroywazhere (reporter)
2013-05-17 05:31

I totally see what you mean dude! Having the ability to clear out trees would be a massive improvement to our experience on Arma 3. I agree with you dawg 100%
ceeeb (reporter)
2013-05-18 00:00

Related to 0006783
Lt_Lyko (ticket author)
2013-05-18 01:14

Hey ceeeb

In case you didn't notice we both Posted FEATURE REQUESTS and not BUG related issues. I do understand on the other hand that both Requests are fairly similar to each other.

What he asked for is in my humble opinion not possible at the moment and never will be (At least in ARMA 3). Just Imagine the amount of DATA needed for ID# alone.

TREES + GARBAGE + RUBBLE + FOLIAGE + ROCKS + (GRASS)? = ?????????????.

On that said I still think my Feature Request is directly not related to his and would like to keep it separate.

Lt. Lyko
micovery (reporter)
2013-10-26 22:02

This would be great, to be able to remove trees completely. Also, removing a tree should be JIP compatible ... meaning that players joining after the tree has been removed should not see the tree.
Killzone_Kid (reporter)
2013-10-27 13:21

It would be nice if we had command removeObjectsById [array] and this array was JIP compatible. This is needed.
Lt_Lyko (ticket author)
2013-10-27 17:43

hey Killzone

If you want to remove obj with known Object IDs just use hideObject Command and use Public Variable to control it for JIP Players. This is in case you want to hide something in the middle of the mission.
If it's something you want to hide at start just run it at the INIT for each player.
redstone (Bohemia Interactive - developer)
2013-11-26 15:52

Just a note only.
At the moment according to our engine, when you remove anything from the map, "functionality" of this object still be there. I mean, when you remove anything eg. for AI this object is still there...
AD2001 (reporter)
2013-11-26 15:58

Does that also apply when something is destroyed (not referring to buildings, but to objects that just fall over and lose their collision model)?
redstone (Bohemia Interactive - developer)
2013-11-26 16:45

No, when it's destroyed, it's counted as destroyed.
ozdeadmeat (reporter)
2014-10-25 17:23

So can we have the command Killzone kid requested. He is very correct. It would be bloody handy to have. I'd get rid of those buoys in the SE of Altis.

- Issue History
Date Modified Username Field Change
2013-05-02 17:00 Lt_Lyko New Issue
2013-05-02 17:03 Lt_Lyko Tag Attached: crash
2013-05-02 17:03 Lt_Lyko Tag Attached: delete
2013-05-02 17:03 Lt_Lyko Tag Attached: game
2013-05-02 17:03 Lt_Lyko Tag Attached: hide
2013-05-02 17:03 Lt_Lyko Tag Attached: Lyko
2013-05-02 17:03 Lt_Lyko Tag Attached: map
2013-05-02 17:03 Lt_Lyko Tag Attached: script
2013-05-02 17:03 Lt_Lyko Tag Attached: tree
2013-05-02 17:03 Lt_Lyko Tag Attached: trees
2013-05-02 17:03 Lt_Lyko Tag Attached: base
2013-05-02 17:03 Lt_Lyko Tag Attached: clearing
2013-05-02 17:03 Lt_Lyko Tag Attached: clearings
2013-05-02 17:03 Lt_Lyko Tag Attached: deleteCollection
2013-05-02 17:03 Lt_Lyko Tag Attached: forest
2013-05-02 17:03 Lt_Lyko Tag Attached: hideObject
2013-05-02 17:03 Lt_Lyko Tag Attached: logic
2013-05-02 17:03 Lt_Lyko Tag Attached: Lt _Lyko
2013-05-02 17:03 Lt_Lyko Tag Attached: site
2013-05-02 17:03 Lt_Lyko Tag Attached: sites
2013-05-02 17:03 Lt_Lyko Tag Attached: wood
2013-05-02 17:03 Lt_Lyko Tag Attached: woods
2013-05-17 03:04 Lt_Lyko Description Updated View Revisions
2013-05-17 05:31 kilroywazhere Note Added: 0027452
2013-05-18 00:00 ceeeb Note Added: 0027657
2013-05-18 01:14 Lt_Lyko Note Added: 0027663
2013-05-18 12:50 MadDogX Relationship added has duplicate 0008426
2013-10-26 22:02 micovery Note Added: 0058503
2013-10-27 13:21 Killzone_Kid Note Added: 0058552
2013-10-27 17:43 Lt_Lyko Note Added: 0058568
2013-11-25 17:01 Dwarden Relationship added related to 0006783
2013-11-26 15:52 redstone Note Added: 0061014
2013-11-26 15:58 AD2001 Note Added: 0061016
2013-11-26 16:45 redstone Note Added: 0061021
2014-05-14 09:41 Iceman Assigned To => Iceman
2014-05-14 09:41 Iceman Status new => reviewed
2014-10-25 17:23 ozdeadmeat Note Added: 0082941

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