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johnnyboy

Script to make helmet/hat fly off when shot in head?

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Hi guys, I need a little script that makes hat or helmet fly off when unit shot in head.  I know I saw a video of this once, so somebody has scripted it.  But I just did a search and can't find anything. 

 

I can write one, but if one exists already that will save me an hour or so (and I'm putting all my time into polishing up new Razing Cane mission).

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No need for an addon:

in init field of the unit:
 

this addEventHandler ["handledamage", {
  if ((_this select 1) == "head" && headgear (_this select 0) != "") exitWith {
    _h = headgear (_this select 0);
    removeHeadgear (_this select 0);
    _g = goggles (_this select 0);
    removeGoggles (_this select 0);
    _nv = ((assignedItems (_this select 0)) select {_x find "NV" > -1}) select 0;
    (_this select 0) unlinkItem _nv;
    _w = createVehicle ["WeaponHolderSimulated_scripted",ASLtoATL eyePos (_this select 0),[],0,"CAN_COLLIDE"];
    _w addItemCargoGlobal [_h,1];
    _w addItemCargoGlobal [_g,1];
    _w addItemCargoGlobal [_nv,1];
    _w setVelocity [5 * sin ((_this select 3) getdir (_this select 0)), 5 * cos ((_this select 3) getDir (_this select 0)), 0.3];
    _w addTorque [random 0.02, random .02, random .02];
    0
  }
}];
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11 minutes ago, pierremgi said:

No need for an addon:

in init field of the unit

Awesome! Merci Pierre!!!

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1 hour ago, pierremgi said:

No need for an addon:

in init field of the unit:
 

 

@pierremgi thanks mate works really well :-)

 

Will this work in multiplayer if applied to players ?

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eZ :rofl:

Good work all!

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Little late to the party but here's my two cents,

this addEventHandler ["handledamage", {
	params ["_unit","_part","_dam","_shooter"];
	if (_part == "head" && _dam > 0.4 && headgear _unit != "" && local _unit) exitWith {
	_unit removeEventHandler ["handleDamage", _thisEventHandler];
	private _holder = createVehicle ["WeaponHolderSimulated",ASLtoATL eyePos _unit, [], 0, "CAN_COLLIDE"];
	{
		_unit unlinkItem _x;
		_holder addItemCargoGlobal [_x,1]
	}forEach [headgear _unit, goggles _unit, hmd _unit];
	_holder setVelocity [5 * sin (_shooter getdir _unit), 5 * cos (_shooter getDir _unit), 0.3];
	_holder addTorque [random 0.02, random .02, random .02];
  }
}];

Have fun!

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On 2/18/2021 at 9:04 PM, wogz187 said:

Little late to the party but here's my two cents,


this addEventHandler ["handledamage", {
	params ["_unit","_part","_dam","_shooter"];
	if (_part == "head" && _dam > 0.4 && headgear _unit != "" && local _unit) exitWith {
	_unit removeEventHandler ["handleDamage", _thisEventHandler];
	private _holder = createVehicle ["WeaponHolderSimulated",ASLtoATL eyePos _unit, [], 0, "CAN_COLLIDE"];
	{
		_unit unlinkItem _x;
		_holder addItemCargoGlobal [_x,1]
	}forEach [headgear _unit, goggles _unit, hmd _unit];
	_holder setVelocity [5 * sin (_shooter getdir _unit), 5 * cos (_shooter getDir _unit), 0.3];
	_holder addTorque [random 0.02, random .02, random .02];
  }
}];

Have fun!

can this work for all EAST units if it is put inside a ForEach Loop ??

 

Like this 
{
this addEventHandler ["handledamage", {    params ["_unit","_part","_dam","_shooter"];
    if (_part == "head" && _dam > 0.4 && headgear _unit != "" && local _unit) exitWith {
    _unit removeEventHandler ["handleDamage", _thisEventHandler];
    private _holder = createVehicle ["WeaponHolderSimulated",ASLtoATL eyePos _unit, [], 0, "CAN_COLLIDE"];
    {
        _unit unlinkItem _x;
        _holder addItemCargoGlobal [_x,1]
    }forEach [headgear _unit, goggles _unit, hmd _unit];
    _holder setVelocity [5 * sin (_shooter getdir _unit), 5 * cos (_shooter getDir _unit), 0.3];
    _holder addTorque [random 0.02, random .02, random .02];
  }
}]

}foreach Allunits select {side _x == EAST};

 

I can't make it work this way

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@Play3r,

Here's a more recent version that handles weapon dropping,

Spoiler

this addEventHandler ["handledamage", {    params ["_unit","_part","_dam","_shooter"];
    if (!alive _unit) exitWith {_unit removeEventHandler ["handleDamage", _thisEventHandler]};
    if (_unit getVariable ["parts_handle", false]) exitWith {false};
    private _parts= ["arms", "hands", "head"];
    if (_part in _parts) then {
        private _holder = createVehicle ["WeaponHolderSimulated",ASLtoATL eyePos _unit, [], 0, "CAN_COLLIDE"];
        if !(_part == "head" && _dam > 0.4 && currentWeapon _unit != "" && local _unit) then {
            _holder addItemCargoGlobal [currentWeapon _unit,1];
            _unit removeWeapon (currentWeapon _unit);
        };
        if (_part == "head" && _dam > 0.4 && headgear _unit != "" && local _unit) then {
            _holder addItemCargoGlobal [headgear _unit,1];
            {
                _unit unlinkItem _x;
            }forEach [goggles _unit, hmd _unit, headgear _unit];
        };
        _holder setVelocity [5 * sin (_shooter getdir _unit), 5 * cos (_shooter getDir _unit), 0.3];
        _holder addTorque [random 0.02, random 0.02, random 0.02];
      };
    _unit setVariable ["parts_handle", true];
    _unit spawn {sleep 1; _this setVariable ["parts_handle", false]};
}];

from @omri2050's script goodies discord

It will work in a loop,

{
_x addEventHandler...
}foreach allUnits select {side _x == EAST};

Change "this" to "_x" inside forEach.

Have fun!

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{
  _x addEventHandler... ;
  _x setVariable ["EHforDrop",TRUE];
} foreach allUnits select {side _x == EAST && isNil {_x getVariable "EHforDrop"} };

if you're spawning east units.

 

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