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TomDark

EventHandler "Hit" and others

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Hello,

I created a Mission where you defend an outpos.

And there are a some units ,they are not in a group

and the don´t say

hit:

( i´m hit, the got me, medic ...)

reload

( change Mag, reloading, ....)

under fire

(take cover , get down)

Kill

(take this, i got him .....)

I would like to make it more realistic in the Firefight .

1: is there a possibility to add more then one sound in the EventHandler

(Name addEventHandler ["Hit", {Man1 say "I_m_hit"}]

2: It works, but UNO12 says the sound twice (Mendown Mendown)

(UNO13 addEventHandler ["Killed", {UNO12 say "mendown"}]};

3:how can i add the multiple sound for an reload in the EventHandler Command

4:how can i do this "if an UNO soldier kill any insurgents in an attacking group: he say ( take this, i got him, comeon .... !)

am grateful for any help ;)

Edited by TomDark

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I am using random voices when team-mates are killed or hit with these style codes/scripts:

{_x addEventHandler ["hit",{[_this select 0] exec "CHATrandom.sqs"}]} foreach units group player; {_x addEventHandler ["killed",{[_this select 0] exec "CHATrandom2.sqs"}]} foreach units group player;

CHATrandom.sqs example

_x = _this select 0;
_n = floor(random 9);
_m = floor(random 12);
_b = floor(random 16);
? _n == 0: _x say ["VSFX_help", 3]; 
? _n == 2: _x say ["VSFX_scream1", 3]; 
? _n == 3: _x say ["VSFX_scream2", 3]; 
? _n == 4: _x say ["VSFX_scream3", 3]; 
? _n == 5: _x say ["VSFX_scream4", 3]; 
? _n == 6: _x say ["VSFX_scream5", 3]; 
? _n == 7: _x say ["VSFX_scream6", 3]; 
? _n == 8: _x say ["VSFX_scream7", 3]; 
? _n == 1: _x say ["VSFX_scream8", 3]; 
~((random 1)+1)
? _b == 6 and (alive leader _x) and (_x != leader _x): leader _x say ["sp1s8v9", 3]; 
? _b == 2 and (alive leader _x) and (_x != leader _x): leader _x say ["sp1s8v11", 3]; 
? _b == 1 and (alive leader _x) and (_x != leader _x): leader _x say ["sp1s8v15", 3]; 
? _b == 0 and (alive leader _x) and (_x != leader _x): leader _x say ["sp1s8v16", 3]; 
? _b == 3 and (alive leader _x) and (_x != leader _x): leader _x say ["sp1s8v18", 3]; 
? _b == 7 and (alive leader _x) and (_x != leader _x): leader _x say ["sp1s8v19", 3]; 
? _b == 4 and (alive leader _x) and (_x != leader _x): leader _x say ["sp1s8v26", 3]; 
? _b == 5 and (alive leader _x) and (_x != leader _x): leader _x say ["VSFX_cover2", 3]; 
~((random 1)+5)
? _m == 2 and (alive leader _x) and (_x != leader _x): leader _x say ["VSFX_corpsman", 3]; 
? _m == 1 and (alive leader _x) and (_x != leader _x): leader _x say ["VSFX_medic2", 3]; 
? _m == 0 and (alive leader _x) and (_x != leader _x): leader _x say ["VSFX_beenhit", 3]; 
exit

Btw. Thanks for hinting why the sounds are doubled sometimes. I should add a condition to see if unit is dead so then the "hit" would be then ingored.

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great script , men ! it works good !

now i looking for a Reloading script ( i got a reload, ...) and Kill script( if you kill an enemy in an attacking group)

I'm looking forward when my mission is completed :-)

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