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canadian1337

Disabling ACE3 fall damage?

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Is there a way to do it? I know how to disable the fall damage without the ACE3 damage handlers (vanilla Arma 3) but I have no idea how to implement it with ACE3 in the mod set :s

Not entirely sure but this function could be useful:

Arguments:
0: vehicle that it will be attached to (player or vehicle) <OBJECT>
1: Effect Name <STRING>
2: Unique Reason ID <STRING>
3: Is Set (true adds/false removes) <BOOL>

Return Value:
None
  
Example:
[player, "setCaptive", "reason1", true] call ace_common_fnc_statusEffect_set

Any help appreciated :)

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Sorry for the late reply. I was wondering that as well. The only real way is to remove the ace damage eventhandler and add it back with your own conditions. This might be a bad idea if you are running other HandleDamage EHs on that player.

 

[{
	params["_unit"];
	_unit removeAllEventHandlers "HandleDamage";

	_unit addEventHandler ["HandleDamage", {
		params ["_unit", "_selection", "_damage", "_source", "_projectile", "_hitIndex", "_instigator", "_hitPoint"];
		private _ret = damage _unit;
		// Handle falling damage
		private _vehicle = vehicle _unit;
		private _impactVelocity = (velocity _unit) select 2;
		if ((_impactVelocity > 0) || {(_vehicle != _unit ) || {!((_source == _unit) || {isNull _source}) || {(_projectile != "")}}}) then {
			_ret = _this call ace_medical_fnc_handleDamage;
		};
		_ret
	}];
},[player],1] call CBA_fnc_waitAndExecute;

And here a video showing it

https://streamable.com/okvku

 

 

EDIT:

seeing this thread was bumped. The answer above does only work for OLD ACE MEDICAL. Current (rewrite) ace medical does not support this!

Edited by diwako
Changes over the time
  • Like 3

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