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After latest Dev Build Update I can't blow friendly downed blackhawk

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Situation: I've been developing a mission. In the mission you have to blow up a blackhawk. I tested it out a few days ago and everything played out as planned. However, after the latest update I decided to give it another test run. Now after blowing the blackhawk my friendly a.i. soldiers in my group kill me! I'm guessing this is because they think I am committing fratricide?

Is there a command I can put into the blackhawks' initilization that will disable the a.i. from doing this?

Thanks

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Put this in the init field of the Ghosthawk:

this addRating -(rating this);

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hmm, that did not work. Do I have to put in a specific number in the rating this area or just paste it into the INIT just like you listed?

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Paste exactly what I wrote into the init field of the chopper. That'll remove the "cost" of destroying it by it's exact value.

Alternately you can put this in the init of the player:

this addRating 10000;

That'll give you enough buffer to blow up the vehicle and a few dudes if you were so inclined :)

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You can also add a trigger:

* repeated

* condition: (rating player) < 0

* activation: player addrating (abs(rating player)+1000)

Or anything else that constantly keeps (rating player) above 0...

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Kylania, I've tried both the lines and get the same result :(

Is there a chance something was changed with the latest update? This part of my mission was working fine till the other day.

I even have the Ghosthawk as "EMPTY" for the side.

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Anyone else have any possible solutions for this?

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have you tried an addaction that uses a script to simulate blowing the chopper? then the player is not the one doing it.

You can have a check that the player is carrying the right type of explosive and have that removed when they 'set the charge' - run a timer and boom!

edit: alternatively group an enemy unit to the blackhawk at presence of zero, that will hopefully make it enemy and you won't be penalized.

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have you tried an addaction that uses a script to simulate blowing the chopper? then the player is not the one doing it.

You can have a check that the player is carrying the right type of explosive and have that removed when they 'set the charge' - run a timer and boom!

edit: alternatively group an enemy unit to the blackhawk at presence of zero, that will hopefully make it enemy and you won't be penalized.

I've tried grouping the blackhawk to an enemy but it won't snap to a group using the group tool. I think because its an "Empty" vehicle?

As for an add action, I really want the player or players to decide how to blow this bird. Not limit them on how to do it.

I'm really puzzled on why this is happening. It was working perfect before. I've even erased that whole part of my mission and recreated it again and its still causing the a.i. to kill me after blowing the bird.

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is there an initialization command that will just make the blackhawk OPFOR?

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OK tested and it works for me

put your blackhawk down as an AI controlled bird, then group to an opfor unit with zero presence - make sure its rank is very high, or at least higher than the helo, then use the code in the blackhawk init field to remove the crew.... then you have an enemy chopper you can destroy.

{deletevehicle _x} foreach crew this

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OK tested and it works for me

put your blackhawk down as an AI controlled bird, then group to an opfor unit with zero presence - make sure its rank is very high, or at least higher than the helo, then use the code in the blackhawk init field to remove the crew.... then you have an enemy chopper you can destroy.

{deletevehicle _x} foreach crew this

Thanks a ton! It worked.

Haha I've spent a ton of time trying to reference threads,youtube videos, ect trying to figure this simple thing out.

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