Destructable Objects adds placeable destructible objects that can be placed anywhere on the map. These objects can be broken into pieces (e.g using the jackhammer), doing so will drop material (stones) to the ground. They work just as the default crushable rocks on the base game maps.
Using this specialization, additional types of destructible objects can be added in other mods, see below for instructions. These custom destructable objects can have different properties (e.g. harder materials taking longer time to crush) and can drop other materials than stone.
You can use the destructable object specialization from this mod in your own mod . Just follow these simple steps:
To be able to use the placeableDestructibleObject specialization from Destructable Objects you first need to add the following to your modDesc.xml:
<placeableSpecializations>
<specialization name="placeableDestructibleObject" className="PlaceableDestructibleObject" filename="../FS25_DestructableObjects/scripts/specializations/PlaceableDestructibleObjectSpecialization.lua"/>
</placeableSpecializations>The you need a placeable type that supports this new placeableDestructibleObject specialization, either you can use this generic placeable type:
<placeableTypes>
<type name="placeableDestructibleObject" parent="simplePlaceable" filename="$dataS/scripts/placeables/Placeable.lua">
<specialization name="placeableDestructibleObject"/>
</type>
</placeableTypes>Or, you can define your own:
<placeableTypes>
<type name="YOUR_CUSTOM_TYPE" parent="simplePlaceable" filename="$dataS/scripts/placeables/Placeable.lua">
<specialization name="placeableDestructibleObject"/>
<!-- Add additional specializations as needed below -->
</type>
</placeableTypes>Finally, add Destructiable Objects as a dependency (this ensures the mod is available and active to avoid errors):
<dependencies>
<dependency>FS25_DestructableObjects</dependency>
</dependencies>In the placeable XML of choice, change the type attribute of your node to any type that supports the placeableDestructibleObject specialization.
Now assuming your current placeable looks like this:
<placeable type="simplePlaceable" ... />Then we change to this:
<placeable type="placeableDestructibleObject" ... />In order for the script to properly recognize the actual crushable 3D object, the following User Attributes should be set on a node in the i3d file. Normally, this is set on a transform group containing the visible crushable object(s).
| Name | Type | Value |
|---|---|---|
| onFinalize | Script Callback | Always DestructibleMapObjectSystem.onCreateGroup |
| destructibleType | String | Which type of tool is needed to break the object. E.g. ROCK. |
| destructionVolume | Float | E.g. 100. Affects how much effort/time is needed to break the object (different tools can have .different destruction power). |
| dropAmount | Float | E.g. 1000. The amount (in liters) to drop. |
| dropFillTypeName | String | E.g. WHEAT. The filltype to drop. |
| groupId | Integer | Should be -1 |
Note: It is possible to have multiple visual crushable objects per "group" (as defined by the user attributes above), which means that you define a "group" by these attributes and then you can have e.g. ten different stones in that group, each dropping the same filltype and amount.
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