Arma 3
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[SHG] Survivable Wrecks
   
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Data Type: Mod
File Size
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111.890 KB
17 Dec, 2024 @ 8:00pm
8 Aug @ 4:12pm
8 Change Notes ( view )

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[SHG] Survivable Wrecks

Description
Spiritual sucessor to survivable crashes
Any landing you can walk away from is a good landing! This mod stops helocopters, planes, and ground vehicles (experimental - configurable) from immediately exploding and instead gives time for players to escape, although not unscathed.

Configurable settings are available under SHGT Survivable Wrecks
Requires ACE to apply ACE damage when ejected


29 Comments
Ztrack  [author] 19 Oct @ 1:04am 
That's an odd error, it runs fine on our servers and i haven't heard this from anyone else...
Check that your mod is updated to current version on your server and use the standard CBA settings in a fresh mission file.
I don't have a public git for this project. You can DM me in discord if you think theres an issue
(@Ztrack in arma discord)
Richard Feynman 18 Oct @ 6:16am 
Are the sources available? I want to create a Pull-Request.
My server says on startup:
File SurvivableWrecks\config.cpp, line 24:
/CfgFunctions/SHGT/SurvivableWrecks/survivableWrecks_GlobalInit.postInit': Missing ';' prior '}'
Mitchoro the Meat Hashira 25 Sep @ 1:24pm 
all the ai fall out in mid air for me
Ztrack  [author] 19 Sep @ 6:57pm 
works perfectly fine with RHS. I dont use cup
CSIGN 19 Sep @ 6:02pm 
Is this compatible with modded vehicles at all? It works mostly well for vanilla helicopters apart from the Taru which explodes if you get inside and turn the engine on after you spawn it in, but seems to not affect CUP helicopters at all
Kynikosa 26 Aug @ 7:20am 
Would it be possible to create a version where ACE is not a dependency? Or compatibility with ACE Singleplayer?
MajorDETROIT 13 Aug @ 5:58pm 
@TROGDORtheBURNINATOR its the closest thing ive found to stopping ai from bailing, but its semi broken now
TROGDORtheBURNINATOR 10 Aug @ 5:16pm 
@Ztrack you can use the captive ai anti bailing hack like freestyles did. it would stop them from bailing i believe.
Ztrack  [author] 8 Aug @ 4:13pm 
I've added a CBA setting for the timer Ewan
Majordetroit: This is more a base ARMA AI thing i think. I'm not specifically ordering AI to stay/leave
TheEwan 2 Aug @ 8:25am 
Is there any possibility to create a cba setting to change the timer for it to explode?