redburn 20 Posted June 29, 2018 Hi, I'm creating a covered mission. I'm trying to create a script in which if some member of my group shoots, alert the enemy against and if it shoots my team too: obj1 addEventHandler ["Killed", { _unit = (_this select 0); _unitName = name _unit; _groupmember = nameofgroup _unit _unitSide = side _unit; _Killer = (_this select 1); _KillerName = name _Killer; _KillerSide = side _Killer; if (_unitSide == _KillerSide) then { hint "Este era un miembro del equipo"; } else { _killer setCaptive 0; }; }]; _restofunits = (units _group - [_leader]); player addEventHandler ["Fired", { select 0 _unit = (_this select 0); _groupmember = nameofgroup _unit _weaponName = (_this select 1); if (_weaponName) then { _unit setCaptive 0; }; }]; but I do not know exactly how to do it with a group. Can somebody help me? Share this post Link to post Share on other sites
Grumpy Old Man 3540 Posted June 29, 2018 1 hour ago, redburn said: Hi, I'm creating a covered mission. I'm trying to create a script in which if some member of my group shoots, alert the enemy against and if it shoots my team too: but I do not know exactly how to do it with a group. Can somebody help me? This is what I'm using, works for all units and takes speed of sound and average reaction time into consideration: //reveal all firing units to nearby units, no distinction between friend or foe { _x addEventHandler ["Fired",{ params ["_firer"]; _nearbyUnits = allUnits select {_x distance2D _firer < viewDistance};//change viewDistance as needed { _reveal = [_x,_firer] spawn { params ["_unit","_firer"]; //take speed of sound into consideration and add an average reaction time of ~0.17-0.21s for audible input _delay = (_unit distance _firer) / 343; sleep _delay; //reaction time sleep random [0.15,0.17,0.21]; _unit reveal [_firer,0.5];//increase this number if you want a more immediate reaction }; } forEach _nearbyUnits; }]; } forEach allUnits; //to test _rnd = selectRandom allUnits; _rnd fire currentweapon _rnd; Comments basically got it covered. Adjust the values to your liking, the reveal value at 4 will result in an immediate response (after speed of sound and reaction time has been applied). Cheers 5 Share this post Link to post Share on other sites
AZCoder 921 Posted June 29, 2018 7 hours ago, Grumpy Old Man said: This is what I'm using, works for all units and takes speed of sound and average reaction time into consideration: Immersive, that's awesome. I may integrate this into my reaction script. Thanks. 2 Share this post Link to post Share on other sites
Grumpy Old Man 3540 Posted June 29, 2018 1 hour ago, AZCoder said: Immersive, that's awesome. I may integrate this into my reaction script. Thanks. Thanks, it's a bit watered down, since I'm also using different reveal values for different weapons and distances, also taking suppressors into account, but something like this is easy to build upon. Cheers 1 Share this post Link to post Share on other sites
redburn 20 Posted June 29, 2018 1 hour ago, Grumpy Old Man said: Thanks, it's a bit watered down, since I'm also using different reveal values for different weapons and distances, also taking suppressors into account, but something like this is easy to build upon. Cheers Thanks man, i'm learning scripter lenguaje, it's more or less complicated but I'm trying to learn every thing. 2 Share this post Link to post Share on other sites