CommuneCode 10 Posted October 22, 2013 I am making a paintball mission and I need the guns given to players to not kill them but to just be able to run another script when the damage is dealt... is there any lower the damage a gun does with a script so it doesnt kill the players? :j: Share this post Link to post Share on other sites
das attorney 857 Posted October 22, 2013 Add a handledamage eventhandler to each unit: http://community.bistudio.com/wiki/Arma_3:_Event_Handlers#HandleDamage Share this post Link to post Share on other sites
CommuneCode 10 Posted October 22, 2013 that looks very complicated... is there a way to do it with the weapons themselves, like not through the players because the way i plan on scripting it to tell the difference between teams is by the different damage the weapons do... im not script orientated and I can only do basic stuff... if not though I will try to figure that out ---------- Post added at 02:14 ---------- Previous post was at 02:02 ---------- also if anyone has a towing script for arma 3 that would be great... I cant manage to find a good one Share this post Link to post Share on other sites
Von Quest 1161 Posted October 22, 2013 Cool. I would love to see a "paintball" setup for some "training" areas. Non-lethal with colored markings. Not sure how in the heck you could do this. Fingers crossed. Anyone got good ideas or leads? :pray: Share this post Link to post Share on other sites
iceman77 18 Posted October 22, 2013 Paintball: This should simulate paintball pretty well. Add this to playable units init this AddEventHandler ["HandleDamage", {False}]; You could also maybe come up with a scoring system using the hit EH. idk about applying any sort of paint markings though. Share this post Link to post Share on other sites
lappihuan 178 Posted October 22, 2013 You could use Particle Effects to simulate a Color Splash. Try this PE Editor out. Share this post Link to post Share on other sites
Tajin 348 Posted October 22, 2013 that looks very complicated... It is actually much easier than creating a workaround to do it in a different way. Also, the Eventhandler actually tells you who the shooter was, so sorting out who's shooting who is as easy as it gets. Share this post Link to post Share on other sites
CommuneCode 10 Posted October 22, 2013 well without giving too much of my ideas away the way I wanted to do it was set the damage a certain weapon does to say 0.1, then use the event handler for player damage to tell the script to say "hey this guy took this much damage so he is on this team and needs to go to this box to sit out till the match is over" Share this post Link to post Share on other sites
Tajin 348 Posted October 22, 2013 Aye sure but theres no need for that sort of constuct (which wouldn't work very well anyway *) when you're using the handledamage eventhandler. Additionally, you could use fired-eventhandlers to make your bullets go slower (more like real paintball bullets) and to add some effects. (depending on how far you want to take this) *: There is no such thing as a fixed damage value for a certain weapon. You have ammotypes and muzzlespeed. The resulting damage depends on multiple factors. (unless you're using "handleDamage) Share this post Link to post Share on other sites
CommuneCode 10 Posted October 22, 2013 (edited) ok all these links are great to get me started but they dont tell me how the hell to make them work in a script ---------- Post added at 20:43 ---------- Previous post was at 20:06 ---------- I made a new thread if you have any suggestions please put them here, if you want to post stuff about coding to help me, keep posting here... Thanks, ragin.Click here to email me and I will try to get back to you Edited October 22, 2013 by CommuneCode Added e-mail Share this post Link to post Share on other sites