Doodle 10 Posted September 24, 2010 I am making a mission where 1 blufor guy has to kill 10 opfor guys. In the mission I have various explosions set to go off as the player moves towards the enemy. The problem I have is sometimes these explosions kill the opfor What I need to be able to do is have some sort of code in the badguys init field such as: badguy1 allowDamage false; (execpt if he is shot by the good guy) And while I am at it. Can anyone help me with the following. I need to set an area trigger that if a particular faction, in this case independent, enters the area they are killed. - Think instant death zone for independent Trigger conditions Activation: independent present Condition: true Act: what would I need to put in here? Any help greatly appreciated Share this post Link to post Share on other sites
CarlGustaffa 4 Posted September 24, 2010 HandleDamage EH is the only thing I can think of... Act: {_x setDamage 1} forEach thislist (or something) Share this post Link to post Share on other sites
Doodle 10 Posted September 24, 2010 Thanks for quick response I will try it out and let you know Share this post Link to post Share on other sites
ProfTournesol 956 Posted September 24, 2010 Or with the killed eventhandler, something like : this addeventhandler ["killed",{if (_this select 1 != player ) then {_this select 0 setdammage 0;}}]; Share this post Link to post Share on other sites
CarlGustaffa 4 Posted September 24, 2010 Can you remove damage even if you are dead? I've never tried it. Share this post Link to post Share on other sites
Tom_48_97 522 Posted September 24, 2010 Just tested, doesn't work with AI unit. Share this post Link to post Share on other sites
neokika 62 Posted September 24, 2010 Hi, You can try: this addEventHandler ["HandleDamage", { if ((_this select 3) == UNITNAME) then { _this select 2 } }]; Where UNITNAME is the unit who can kill the one with this eventHandler. _neo_ Share this post Link to post Share on other sites
ProfTournesol 956 Posted September 24, 2010 Just tested, doesn't work with AI unit. Ooops, was working in OFP, i didn't realize that it wasn't working anymore :rolleyes: Still playing both games a lot, mixing things together... Share this post Link to post Share on other sites
Doodle 10 Posted September 24, 2010 HandleDamage EH is the only thing I can think of...Act: {_x setDamage 1} forEach thislist (or something) This seems to work - still need to test on dedi but looking good - Many thanks Share this post Link to post Share on other sites