OLO 10 Posted January 23, 2012 Hello, my problem is that whenever I create a BAF_ied's via createVehicle command and set a "hit" EventHandler for it, the handler doesn't fire. Funny thing is that when I do exactly the same with IED's placed in the editor, the handler do fires, so obviously scripted ones lack something, but don't know what that is. Can anybody know the answer? Share this post Link to post Share on other sites
.kju 3245 Posted January 23, 2012 Try killedEH / damaged / handleDamage. Share this post Link to post Share on other sites
OLO 10 Posted January 23, 2012 (edited) Nope, it doesn't work. Looks like creating them that way makes them "naked" object that can't be dammaged. Any other suggestions? Edited January 23, 2012 by OLO Share this post Link to post Share on other sites
f2k sel 164 Posted January 23, 2012 (edited) Sorry posted in the wrong thread Edited January 23, 2012 by F2k Sel Share this post Link to post Share on other sites
OLO 10 Posted January 23, 2012 It is odd, and very frustrating :/. "BAF_ied_v1" (or any other) is not the same as the IED's objects that can be placed in the editor, so you can't do anything with them, you can't give them an EH or add an action, anything. So how I can create via script, the same object which figures in the editor list?! Sometimes this game drives me crazy... Share this post Link to post Share on other sites
Tankbuster 1747 Posted January 23, 2012 I ran into this problem a while back. I ended up having a new custom IED object made so that the event handlers would work. I then had an IED disruptor made, plus custom explosions. All good fun. Share this post Link to post Share on other sites
OLO 10 Posted January 23, 2012 Roger. Thanks for the answers. Share this post Link to post Share on other sites
.kju 3245 Posted January 23, 2012 Maybe due to this config problem with em: https://dev-heaven.net/issues/18174 Share this post Link to post Share on other sites
OLO 10 Posted January 23, 2012 I'd say definitely because of it. Thanks for the info PvPscene. Share this post Link to post Share on other sites
demonized 20 Posted January 23, 2012 a long time ago, i created a IED script in wich i spawned a ammo crate 0.3 meter (or something similar) below the (any)object, then added a handleDammage eventhandler to the crate, now players could shoot missiles or use satchels or whatever to clear out the object, the crate registrered the damage below ground, if enough damage then it activated the "extra kaboom" and was deleted. Share this post Link to post Share on other sites