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IAmMarshicus

Damage ILS (EMP)

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Hello, I've been working on an EMP script (just for fun) for a few days now. Basically I want to know what the name (I assume it's a classname) for the ILS in helicopters and planes. I've tried pretty much everything - even in Czech.

If you know what the classname is or a way for me to find out for myself, please post.

EDIT - The code I used in the end is below. (Thanks Max Power)

call {if (count thislist > 0) then {{if (alive _x) then {_x setHit ["elektronika", 1]}} forEach thislist};false};

Edited by TheHandsy

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Anyone got a solution?

Yeah, it's called "patience". This is a Forum, not a chat. So as long your thread is on the first page and there were less than 24h since your last post, no need to bump it.

To your problem, AFAIK there is no way to disable default ILS on helicopters/planes.

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Talking about the feature vs the gauge. You need to override the functionality of the ILS scripts. To do that you need to find the script names and replace them with your own.

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Talking about the feature vs the gauge. You need to override the functionality of the ILS scripts. To do that you need to find the script names and replace them with your own.

I'm not too sure what you're saying will damage the ILS. It just seems like it's too much just to disable it... But I'll still have a go at it anyway. Mind explaining where I can find these script names/scripts? Thank you.

Myke;1806004']Yeah' date=' it's called "patience". This is a Forum, not a chat. So as long your thread is on the first page and there were less than 24h since your last post, no need to bump it.

To your problem, AFAIK there is no way to disable default ILS on helicopters/planes.[/quote']

Don't try to be a smart ass. Thanks for your input though.

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Don't try to be a smart ass. Thanks for your input though.

Just pointing you to have a little more patience. Good things come to those who wait. :D

Anyway, if i'm not completely wrong, the ILS isn't scripted but hardcoded so there is no chance to override/disable it. In the planes, it is config'ed to respective anims with "ILS" as direct data source.

So, the ILS itself is set up in the islands config, no way to work it up from that side. In the vehicles, it directly reads out the islands config data to display the correct value.

I'm affraid, there is no way to get around this. Sorry for that.

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Myke;1806669']Just pointing you to have a little more patience. Good things come to those who wait. :D

Anyway' date=' if i'm not completely wrong, the ILS isn't scripted but hardcoded so there is no chance to override/disable it. In the planes, it is config'ed to respective anims with "ILS" as direct data source.

So, the ILS itself is set up in the islands config, no way to work it up from that side. In the vehicles, it directly reads out the islands config data to display the correct value.

I'm affraid, there is no way to get around this. Sorry for that.[/quote']

Perhaps I've got this wrong... In some planes/helicopters they've got a 'ILS' damage indicator in the top left. When that gets completely damaged the screens inside the plane/helicopter turn off. This is what I want to make happen. But I didn't realise that the little ball that rotates when flying is the ILS... That still moves anyway no matter what state the plane/helicopter is in.

EDIT - Sorry it's not an ILS indicator, it's an INST indicator... That's what happens when you do five minutes of research trying to find out what they meant.

Surely you can script the ILS (screens inside) to be damaged because it can happen inside the game. I've been using the setHit command to destroy the engine inside vehicles... At first I thought that would also turn off the ILS but it doesn't.

Hopefully that can help you get a better understanding of what I'm talking about. Sorry I've made it complicated. :/

If you don't know a solution, do you at-least know if there is a file inside the game with all the "Named Selections"?

Edited by TheHandsy

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In that case you will want to set the damage to the instruments. I believe there is no way to selectively damage certain parts of the aircraft though. You could try checking out different values for that.

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In that case you will want to set the damage to the instruments. I believe there is no way to selectively damage certain parts of the aircraft though. You could try checking out different values for that.

It is possible to damage certain parts of aircraft, I've been doing it with the "setHit" command.

And how can I check out different values? :confused:

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By that I mean selecting a number .01 to 1 using setDamage. Instruments are a damage-able part of the aircraft, so if you used that you could probably disable them.

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I had already set that to one. I guess I'll have to hunt through the game files till I can find the "named selection".

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LOL, I thought you meant ILS as in "Instrument Landing System", the line-up system on the instruments for landing in poor-weather.

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Are you trying to prevent an AI from landing at an airfield or something? I'm confused by what you're trying to do.

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Are you trying to prevent an AI from landing at an airfield or something? I'm confused by what you're trying to do.

Okay. Basically I want the screens in aircraft (I assume they are the ILS but I think I'm wrong) to be turned off by a script which is meant to resemble an EMP. I have been using this code below in a trigger for the time being to disable parts of aircraft and even some other vehicles. This code just destroys the engine.

call {if (count thislist > 0) then {{if (alive _x) then {_x setHit ["motor", 1]}} forEach thislist};false};

I need to know the name for the ILS/INST which would replace "motor" which is in the code so I can turn off the screens. Also, I do know that some of the screens appear smashed when the INST is damaged - but I'd prefer that than the thing still working.

I really hope that makes more sense. :D

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He means instrumentation. Which you can damage selectively.

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Myke;1808634']I might be wrong but try it with selection "avionics"

Nope, that doesn't seem to be working either.

Why did BIS have to put most of their code in Czech? :rolleyes:

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Bumpity bump.

Maybe listing here what you've already researched yourself about this problem would help to prevent unnecessary work be done twice or more and probably is better spent than just mindless bumping.

So far, myself didn't found any way to disable instruments scriptingwise so if yourself are not willing to spend some time into it, i'm affraid that you have to live with a "can't be done" answer.

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its been awhile since i been in config.. however.. it should be possible to turn it on / off.. the plane does it with engineOn / Off

screenshot3wdu.jpg

i could be wrong.. about the condition "on" be manipulated outside of the .pbo?

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@Loki

nice find but sadly not of any use. Trust me, i was (and being) messing around with the HUD but there is no way so far to have it influenced by scripting or have it unlocked from engine state.

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@Myke

i'll take your word for it.. you been messing with air vehicles for a long time :)

just thought maybe there could be a workaround.

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