Astrosammy 10 Posted August 17, 2014 AIs running over each other and the player can be very annoying. Maybe this quick and dirty script is useful for some: It detects these incidents using the Hit event handler, and repairs the damage. As I said, its quick and dirty, so I leave this here as a start for more experienced scripters. And sorry, I know it's a bit hard to read :p. _handled = []; //add eventhandler to units spawned at mission start {_x addEventHandler ["Hit",{ if((vehicle (_this select 1) != _this select 1) && (((_this select 1) distance (_this select 0)) < 10) && (side (_this select 0) == side (_this select 1) || ((side (_this select 0) == west) && (side (_this select 1) == civilian)) || ((side (_this select 1) == west) && (side (_this select 0) == civilian)))) then { hint format ["%4 %1 was hit by %5 %2's vehicle and damaged %3 percent.",name (_this select 0),name (_this select 1),((_this select 2)*100),side (_this select 0), side (_this select 1)]; (_this select 0) setDamage ((damage (_this select 0)) - (_this select 2)); }; }]; _handled = _handled + [_x]; } foreach allunits; while {true} do //add eventhandler to units spawned after mission start { { if (!(_x in _handled)) then { _x addEventHandler ["Hit",{ if((vehicle (_this select 1) != _this select 1) && (((_this select 1) distance (_this select 0)) < 10) && (side (_this select 0) == side (_this select 1) || ((side (_this select 0) == west) && (side (_this select 1) == civilian)) || ((side (_this select 1) == west) && (side (_this select 0) == civilian)))) then { hint format ["%4 %1 was hit by %5 %2's vehicle and damaged %3 percent.",name (_this select 0),name (_this select 1),((_this select 2)*100),side (_this select 0), side (_this select 1)]; (_this select 0) setDamage ((damage (_this select 0)) - (_this select 2)); }; sleep 0.1; }]; }; _handled = _handled + [_x]; } foreach allunits; sleep 0.1; }; (Script has no arguments) Share this post Link to post Share on other sites