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IAmMarshicus

Damage ILS (EMP)

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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.

You can be sure i would say if i knew a way. Actually i try to show up the HUD regardless of enginestate but so far without success.

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[N] = Number [C] = Class = String [A] = Array

[...]

configFile >> CfgVehicles >> Helicopter >> HitAvionics >> name = elektronika

[...]

configFile >> CfgVehicles >> Helicopter >> HitAvionics >> visual = elektronika

[...]

:rolleyes:

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Nope. I'm not a scripter. I did have the presence of mind to check the ah1z hitpoints LOD. I'm just wondering if any of your suggestions worked, though?

And I find your question interesting seeing as you didn't even check to see if 'avionics' was an actual classname, nevermind script a mission to test your shit.

Edited by Max Power

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Nope. I'm not a scripter. I did have the presence of mind to check the ah1z hitpoints LOD. I'm just wondering if any of your suggestions worked, though?

And I find your question interesting seeing as you didn't even check to see if 'avionics' was an actual classname, nevermind script a mission to test your shit.

Calm down, actually i was testing the things i've suggested (and your suggestions aswell as i also checked the configs meanwhile) ingame and oddly enough, setHit on "elektronika" didn't worked.

About avionics, i though that i saw this once in a config although i forget the "hit..." in front of it. So i wasn't that wrong. ;)

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I didn't suggest elektronika. I'm not a scripter. I displayed information from the biki pertaining to the search phrase 'elektronika' based on a hitpoint named selection in the hitpoint LOD of the ah1z p3d. The search result I displayed the link for shows the nested classes I quoted. This enabled you to read them and make sense of them. If I suggested 'elektronika' with confidence, my reply would have been:

Try elektronika:rolleyes:

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Try elektronika:rolleyes:

Thank you so much! :D

That indeed does damage the INST, but for some reason it doesn't seem to turn off the screens in every aircraft. I think I can change that by also damaging other selections of the aircraft though.

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

Thank you for the help but sadly this was one of the first things I did try... I think a patch had changed it ages ago because now turning the engine off yourself just stops the vehicle from moving. Whereas before, I'm quite certain it did turn off everything within the vehicle. I'm most-likely wrong though.

Myke;1809829']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.

What is your problem? I waited much longer this time before I bumped the thread - as you suggested... And why should I add what has already been said? If I were to jump into a thread like this I would read through it' date=' there were only a few pages at the time.

Myke;1809829']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.

Assuming I'm reading this right... I made this thread because I had ran completely out of ideas on how to solve my problem and asked this community for assistance. Each time I was given a supposed solution I would take it and try every way I knew to get them to work.

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Thank you so much!

That indeed does damage the INST, but for some reason it doesn't seem to turn off the screens in every aircraft.

so does that mean you got some kind of joy?

i had only chimed in on this thread.. because i think the idea of a small scale EMP knocking out electronics is a nice immersion idea.

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so does that mean you got some kind of joy?

i had only chimed in on this thread.. because i think the idea of a small scale EMP knocking out electronics is a nice immersion idea.

Well... yeah. Although it doesn't seem to do what I wanted on everything, I believe it's an easy fix. I'll post back in here after testing to see if it was an easy fix.

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Mate, you got me wrong although i have to admit that my response was formulated a little harsh. My apologies to that.

What i meant, you surely doe test certain things on your own to solve this problem, s listing what you already tried would prevent people to test and suggest things you've already tried to no avail. This would help to save time on your side aswell on the helpers side.

So, BTT. Thinking about a EMP, wouldn't this also influence the functionality of the engine? I mean fuel pumps and the whole control electronics surely would also fail. In this case, simply removing the fuel could be the desired effect.

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If it were me, I'd just swap out the gauges with versions that have simulation disabled - aka change the plane to a "busted" variant.

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Myke;1810248']

So' date=' BTT. Thinking about a EMP, wouldn't this also influence the functionality of the engine? I mean fuel pumps and the whole control electronics surely would also fail. In this case, simply removing the fuel could be the desired effect.[/quote']

I really should have added more in the main post. :rolleyes: That was the very first thing I did... The only effect it gave me was a giant piece of metal falling out of the sky. I also found that if a vehicle (more land-based this time) were to be next/near to a petrol station when the EMP goes off, it would just refuel. This is quite annoying because when damaging the engine of vehicles with nobody in, they seem to explode..

I think I'll have to look for a way to disable that feature - which I assume is either really difficult or impossible.

Now with more information though, I should be able to actually start work on a script and stop using the onAct field in a trigger. :D

If it were me, I'd just swap out the gauges with versions that have simulation disabled - aka change the plane to a "busted" variant.

I'll try that out as-well, thanks.

EDIT -

Thought I may as-well just post this in here rather than make a new thread...

I'm having trouble making it all work from a script. It does work fine in a trigger, but I'd prefer it to be ran from a .SQF. I've changed what I think is needed in a .SQF and I've added what I think is meant to work like "forEach thislist". What is wrong with the code below?

_list = EMPTrig nearObjects [2000];
call {if (count _list > 0) then {{if (alive _x) then {_x setHit ["elektronika", 1]}} forEach _list};false};

Any help is appreciated. :)

Edited by TheHandsy

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What is wrong with the code below?

_list = EMPTrig nearObjects [2000];
call {if (count _list > 0) then {{if (alive _x) then {_x setHit ["elektronika", 1]}} forEach _list};false};

Sorry I can't suggest any coding solution, but:

Have you tried adding -showscripterrors into the properties of the game shortcut? Helped me out a bunch of times :bounce3:

Edited by OnlyRazor

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Myke;1810248']So' date=' BTT. Thinking about a EMP, wouldn't this also influence the functionality of the engine? I mean fuel pumps and the whole control electronics surely would also fail. In this case, simply removing the fuel could be the desired effect.[/quote']

Pilots should also get the clocks from EW - the ones that doesn't work :)

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Sorry I can't suggest any coding solution, but:

Have you tried adding -showscripterrors into the properties of the game shortcut? Help me out a bunch of times :bounce3:

I never knew about that. I'll try it, thanks.

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