Cloughy 0 Posted March 3, 2014 (edited) I was wondering if anyone knew the hitpoint I would need to kill the headlights on the ZSU? I have looked through the config viewer, and there isn't a hitpoint listed, but you can shoot them out. Cheers GC Edited March 3, 2014 by Cloughy Share this post Link to post Share on other sites
Rocksteady 10 Posted March 3, 2014 For vehicles it's normally light_l and light_r Can't speak for armor though try putting in the ZSU init: this addEventHandler ["dammaged", "hint format['%1',_this select 1]"] then shoot the lights. any part you damage will hint. edit: Though if you got AI in there just changing their behaviour is probably easier. Share this post Link to post Share on other sites
Cloughy 0 Posted March 7, 2014 For vehicles it's normally light_l and light_rCan't speak for armor though try putting in the ZSU init: this addEventHandler ["dammaged", "hint format['%1',_this select 1]"] then shoot the lights. any part you damage will hint. edit: Though if you got AI in there just changing their behaviour is probably easier. No, it didn't work. I thing the 'dammaged' event handler is an old one. I did have a hint system that used the hitpart, but didn't get a value when shooting the headlights. Also I only have gunner in and the units are on danger. Cheers GC Share this post Link to post Share on other sites
das attorney 858 Posted March 7, 2014 Try this (used to work in Arma 2): _zsu setHit ["light_l", 1]; Share this post Link to post Share on other sites
Cloughy 0 Posted March 15, 2014 Try this (used to work in Arma 2): _zsu setHit ["light_l", 1]; Doesn't work on these dam things. I only have a gunner in the ZSU, so even setting the unit to danger doesn't work. Bis: Why hasn't the ZSU got a hit point on the light? Cheers GC Share this post Link to post Share on other sites
Cloughy 0 Posted April 18, 2014 Has anyone had any luck with this. I was hoping the latest patch had added the correct hitpoints, but it hasn't. Cheers Gareth Share this post Link to post Share on other sites