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Tajin

[Release] Takedown & Knockout

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So I often thought it would be good to be able to silently dispatch enemys without having to shoot. Atleast if you manage to sneak up close enough on them.

At some point I discoverey Zodd's stakedown script which is really nice but wasn't quite what I wanted.

So here is what I put together for a the mcc_template that me and my friends are currently using (among other features).:

Here is the script:

http://rising.at/projekte/ArmA/Takedown/eed_takedown.sqf

Run it from you init.sqf with this line:

nul = [] execVM "eed_takedown.sqf";

So what does this one do exactly?

  • You get a takedown/knockout action that you can use on every unit.
  • If you want to exclude certain units from this, you can a use "this setVariable['eed_knockOut',true];" on them.
  • The action is added directly to the player and can be used on any target under certain conditions.:
    1. You need to be standing
    2. You need to be close enough
    3. You need to be behind your target
  • You can only "takedown" hostile targets, friendly or civilian units get knocked out for a random amount of time instead.
  • The script plays a short, improvised animation to visualize the attack.
  • The script uses the unconcious effect from X39_MedSys

It's pretty simple really but it does what I wanted and maybe someone out there has use for it.

I might add some more effects and details to it in the future though.

Changelog:

v1.1:
- X39_MedSys [color="#FF0000"]required[/color] (used for knockout effect)

Edited by Tajin

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That's brilliant. Will def use this in my Wolfpack MP campaign! Thanks buddy!

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One thing worth mentioning: The knockout effect is extremely simple right now and not very effective on players.

I suggest you only use that on AI for the time beeing.

I'll post an improved version soon, just got to fix some other script first. ;)

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Fantastic! Can't wait to check this out... :bounce3:

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Oops, forgot to include some functions in the code tags.

Uploaded the .sqf instead now.

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Cool idea, I'll have a look later. Reminds me of some Rambo mission I've played back in Arma 2.

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Guest

Release frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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Knife next update may be?

Hmm I could attach one to the players hand when he does the animation, but I don't think a knife-item exists in the game by default.

There are a lot of other crazy items I could use but I'm not so happy about those.

I mean a soldier doing a takedown with a cordless drill would be kinda weird. :P

A custom animation would also be pretty cool but thats beyond my field of expertise.

ps.: Thx foxhound – watchful as always. ;)

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Minor Update:

- Now utilizes x39_MedSys for the knockout

- x39_MedSys required

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Guest

New version frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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I can't take down enemy silently, even i prone and move slow they notice, what should i do?

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I never said it was easy. ^^

It largely depends on your difficutily settings, the environment (day/night) and if your enemy has NVGs.

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