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fn_Quiksilver

'Killed' event underwater

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Hi guys,

 

I'm having trouble triggering the Killed event handler when a helicopter is destroyed in the water.

 

Any ideas why this could be happening?

 

Repro:

 

Look at a helicopter and execute:

 

cursorTarget addEventHandler ['Killed',{[WEST,'HQ'] sideChat 'killed';}];

 

Using Zeus, drop it over water surface.

 

It dies but no chat message,whereas when killing the vehicle above water, chat message is produced.

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i just did a quick test. 

 

Empty helicopter 100m up with no crew

added that eventhandler in init changing cursortarget to this

 

chopper crashes into water and explodes..

 

and the eventhandler fired and i  got the hint..

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i just did a quick test. 

 

Empty helicopter 100m up with no crew

added that eventhandler in init changing cursortarget to this

 

chopper crashes into water and explodes..

 

and the eventhandler fired and i  got the hint..

 

try 5m

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yup... nothing from 5m or 17m

 

it slips into the water and creates a wreck but no explosion

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Hi guys,

 

I'm having trouble triggering the Killed event handler when a helicopter is destroyed in the water.

 

Any ideas why this could be happening?

 

Repro:

 

Look at a helicopter and execute:

 

cursorTarget addEventHandler ['Killed',{[WEST,'HQ'] sideChat 'killed';}];

 

Using Zeus, drop it over water surface.

 

It dies but no chat message,whereas when killing the vehicle above water, chat message is produced.

It is a bug indeed and has been reported on FT http://feedback.arma3.com/view.php?id=26503 also internally

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cool thanks

 

seems things happening underwater causes problems in general. I've had 'sticky' corpses which don't want to be deleted after the player disconnects underwater, and of course items dropping underwater. wonder what the issue is.

 

 

The goal was for larger helicopters to deploy lifeboats if a heli is killed underwater. I suppose there's other ways to do it, but thought killed EH was the most appropriate. I wonder (not on dev build), does the entitykilled mission event handler work for this?

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Water is poorly implemented in general.

 

Setdamage only seems to works on some objects underwater.

Eventhanlders are  the same.

Almost every object sinks including air filled ballons and balls, unlike A2/OA where objects could float including bodies,barrels.

Setvelocity won't work in water.

Almost impossible to kill units in water even though you can shoot them in the head.

 

They spent so much time improving the graphics and subs and forgot everything else.

 

http://feedback.arma3.com/view.php?id=27736

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Also I am finding

player allowDamage FALSE;

has no effect underwater.

 

Repro

 

in dedi MP

 

execute player allowDamage FALSE while underwater

 

spawn enemy diver nearby

 

get shot

 

dead

 

Can anyone else confirm?

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