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texkaz

Killing a helicopter using AI launched SAM

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Want the player to approach for extraction while a helicopter comes in and gets shot down. Figured I could do setdamage 1, but I'd rather have that missile visible...for cinematic effects. Тried messing with dotarget  and dofire commands. They aren't working and honestly I'd prefer the sam soldiers not be seen or shot by the player as it would completely mess up the flow of my scenario.

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1 hour ago, Plasmasuka said:

Hello !

 

You could use this function : BIS_fnc_neutralizeUnit

 

Have a nice day :)

 

 

Not very cinematic having a static AA titan launcher spawn mid air for a split second.

 

Cheers

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I forgot to say that a prior doTarget is needed

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What I did for that:

opforAA selectWeapon "launch_O_Titan_F";
opforAAr doTarget helo;
_firing = opforAAleader fireAtTarget [helo,"launch_O_Titan_F"];

 

and if you want an effect on rotor only, make invincible your helo before a shot, wait for the shot  and delay, (waitUntil {_firing}; sleep 3) add:

helo allowdamage true;

helo setHit [getText(configFile >> "cfgVehicles" >> typeOf helo >> "HitPoints" >> "HitVRotor" >> "name"), 1];

 

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Is that in a script.sqf or in the trigger?

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Where you want as far as you run that on server (not everywhere).

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Its an sp mission that I would like to have easily adaptable to coop if I choose to do it. So honestly any command line that is simple and that could work for both would be great. If its run on the server means the missile is seen by everyone right? I might just opt for doing a plain old this setdamage 1 for simplicity sake if I have to mess with that stuff.

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