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eventHandler HitPart / Explosive problem

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I have added a "HitPart" eventHandler on my building (selection: doors) for breaching with a claymore. But the eventHandler don't detected my explosives.

If I shoot on the door it detects the hitValue and the ammoClass (No indirectValue, indirectValueRange or explosiveDamage) but not with explosives.

I'm playing with ACE3 but I don't know if it is important for that. I'm trying with ied, charge, claymore but no detection. The granades (40mm and M67) works too.

 

 

This is the function who is called by the eventHandler:

// VARIABLES
(_this select 0) params ["_target", "_shooter", "_projectile", "_position", "_velocity", "_selection", "_ammo", "_vector", "_radius", "_surfaceType", "_isDirect"];
private _selectedPart =_selection select 0;
private _debug = true;

private _substr = toArray (_selectedPart);
_substr resize 5;
_substr = toLower (toString _substr);



// CHECK IF IS DOOR
if (_substr == "door_") then {

    private _hitValue = _ammo select 0;                     // Hit value
    private _indirectHitValue = _ammo select 1;             // Indirect hit value
    private _hitRange = _ammo select 2;                     // Indirect hit range
    private _explosiveDamage = _ammo select 3;              // Explosive damage
    private _ammoClass = _ammo select 4;                    // Ammo class name
	
	
    // SHOW HIT VALUE
    if (_debug) then {
	
        hint format [
		
            "_hitValue = %1 \n 
            _indirectHitValue = %2 \n 
            _hitRange = %3 \n 
            _explosiveDamage = %4 \n 
            _ammoClass = %5",
            _hitValue, _indirectHitValue, _hitRange, _explosiveDamage, _ammoClass
          
        ];
		
    };
	
	
    // IF DOOR HITS DIRECTLY
    if (_isDirect) then {
	
        private _animate = format ["%1_rot", _selectedPart];
        private _var = format ["bis_disabled_%1", _selectedPart];
        private _phase = _target animationPhase _animate;
		
		
        // OPEN DOOR COMPLETE
        if (_hitValue > 30) exitWith {
		
            _target animate [_animate, 1];
            _target setVariable [_var, 1, true];
			
        };
		
		
        // OPEN DOOR ONLY A BIT
        if (_hitValue > 21 && {_hitValue <= 30}) exitWith {
		
            _target animate [_animate, _phase + 0.2];
            _target setVariable [_var, 0, true];
			
        };
		
    };
  
};
	

 

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No I haven't because he has no selection for my doors.

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I don't know if its possible to get door locations somehow? If you could get those you could check if the explosion was near some door?

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But HitPart should work if I reading the description.

Can't understand why not.

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It says this in the hitpart wiki:

 

"Additionally, if the unit gets damaged by any means other than shooter's shooting, "HitPart" will not fire."

 

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But why my handgranades working?

And why "...In case of explosives that were planted by someone (e.g. satchel charges)... ."?

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