Cockheaven 21 Posted March 10, 2020 Hi guys I did a quick search for similar scenarios to what I'm trying to achieve and it turned up dry. I have an HVT (HVT1_1) in a building, he's armed and dangerous. Players need to capture him alive, so what i'd like to do is (no matter what ammunition) have the HVT go unconscious upon being hit so players may subdue and stabilize him. I know I can enable AI unconsciousness using ACE settings but I don't want that to be global I just want HVT1_1 to be able to go unconscious. Here is what I have so far HVT1_1 init this addEventHandler ["HitPart", {this setDammage 0.7; this setvariable ["ACE_isUnconscious", true, true]; this setUnconscious true;}]; The problem is HVT1_1 Dies... Share this post Link to post Share on other sites
mrcurry 493 Posted March 11, 2020 9 hours ago, Cockheaven said: Hi guys I did a quick search for similar scenarios to what I'm trying to achieve and it turned up dry. I have an HVT (HVT1_1) in a building, he's armed and dangerous. Players need to capture him alive, so what i'd like to do is (no matter what ammunition) have the HVT go unconscious upon being hit so players may subdue and stabilize him. I know I can enable AI unconsciousness using ACE settings but I don't want that to be global I just want HVT1_1 to be able to go unconscious. Here is what I have so far HVT1_1 init this addEventHandler ["HitPart", {this setDammage 0.7; this setvariable ["ACE_isUnconscious", true, true]; this setUnconscious true;}]; The problem is HVT1_1 Dies... Try using HandleDamage eh instead and return 0 in it. this addEventHandler ["HandleDamage", {this setDamage 0.7; this setvariable ["ACE_isUnconscious", true, true]; this setUnconscious true; 0}]; Note: Haven't tested this approach with ace before so not sure how that's gonna gel 1 Share this post Link to post Share on other sites
Cockheaven 21 Posted March 12, 2020 Thanks for the assistance @mrcurry I took your idea and ran with it, heres what ended up being an acceptable solution. HVT1_1 init HVT1_1 addEventHandler ["HandleDamage", {HVT1_1 setDamage 0.7; HVT1_1 allowDamage false; ["ace_captives_setSurrendered",[HVT1_1,true]] call CBA_fnc_globalEvent; HVT1_1 allowDamage true; 0}]; A little redundancy with the allowdamage but better alive than !alive... What I observed, with the current ACE settings not allowing AI unconscious it seems it scans for AI that are unconscious (ACE unconscious) and if it returns true it kills them. So it seems with the Allow AI Unconsciousness option disabled it is not possible to have an isolated AI go unconscious, the solution was to have the AI surrender when he gets shot. Share this post Link to post Share on other sites