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dilavni

repair scripting - scripting limitations?

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Hello everyone! I've made a repair script that repairs gradually all vehicles of the given type in a given list (f.e. thislist from an area trigger). The repair speed is divided amongst the vehicles that are being repaired, and overflying or passing vehicles do not slow the repair as they are not included when they move / are in the air.

I know someone must have done this better somewhere, and I just made it in order to see if I can.

This is the supposed limitation I encounter (might also be my lack of knowledge) : repairing through the setDamage command sets ALL the different parts of the vehicle to the value given. In other words, if a vehicle with completely busted instruments lands to be repaired (and has very little other damage), the damage command returns a very low damage and setting it a little bit higher repairs the busted instruments to green almost instantly. This also LESSENS the condition of other parts that are untouched, although in this case it's hard to notice.

So I need to be able to repair specific parts of a vehicle, preferably one at a time. Can this be done? I've browsed through the script commands but am unable to find anything.

Thanks for any help!

Edited by dilavni
title clarification

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Use the setHit command: http://community.bistudio.com/wiki/setHit

You'll have to figure out the part names. The one time I needed to, I used the HandleDamage EH and the example shown here: http://community.bistudio.com/wiki/ArmA_2:_Event_Handlers#HandleDamage

I don't know of a way to check the individual damage of different parts, so it's still a bit limited.

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Thanks for the info Celery, this is definitely progress to the right direction. You are right, I need something that can give me the current damage of a vehicle part or I won't be able to do what I want.

Do you think that even handler can help me? When the vehicles enter the trigger, it's too late to attach the event handler as they probably wont be damaged inside the repair area.

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