Nikoladis 12 Posted April 8, 2018 Hello, So when an AI gets kills, for example through artillery support, how can I transfer those kills to the player, as he was the one who ordered the strikes? Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted April 8, 2018 You can use setShotParents with a fired eventhandler on the artillery. Problem is, as soon as the first artillery shell hits a target everything that's not instantly getting killed will know about the unit that "owns" the shots. Further read: Current ticket. Been almost a year. At the current rate of minor tweaks this should take them 3 more years to resolve. Cheers Share this post Link to post Share on other sites
Muzzleflash 111 Posted April 8, 2018 One option is to use this approach: // Run on server addMissionEventHandler ["EntityKilled", { params ["_killed", "_killer", "_instigator"]; // Was it an artillery guy that killed the person? if ([arty_guy1, arty_guy2, arty_guy3] find _instigator != -1) then { // Determine proper _player to receive credit private _player = player24; if (!isNull _player) then { private _toAdd = [1, -1] select (side player == side _killed); _player addPlayerScores [_toAdd, 0, 0, 0, _toAdd]; }; }; }]; 2 Share this post Link to post Share on other sites
Nikoladis 12 Posted April 8, 2018 I will try that, thanks! Share this post Link to post Share on other sites