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zovirl

How to make invincible units

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I'm sure this has been asked before but I couldn't find it anywhere. How can I make invincible units without the allowdammage command?

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i dont think u can without it.

make a trig and in the on act:::::---

unitname setdammage 0

make sure that its on not present and repeatidly

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Hmm. Why did BIS go and remove that command? Having some invincible units now and then would really be handy...

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well do wot i said and u will get them.

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I couldn't get that to work.  What do you set the trigger activation to?  Everything I tried ("!alive Player1", "getdammage Player1 > 0") resulted in the character being resurected a split second after being dead, and the mission was already quitting...

(Edited by zovirl at 8:39 am on Nov. 17, 2001)

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You can't make invincible units anymore. It's a bad thing because it was good for testing your missions.

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do wot i say......

TRIGGER::---

dectect WEST and NOT PRESENT, REPEATIDLY.

ON ACT:: unitname setdammage 0....

and it does work cuz i have been using it constantly..

it detects the west unit, it activates after the unit isn't present becuz he's dead and u want it to work repeatidly.....

there is no reason for it not working ... all my mates and s**t have got it to wk.

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It doesn't work. I get killed then stand up again, but the "You are dead" screen appears.

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i didn't say it wud wk for the player. thats the problem i haven't got around and no one has answered to..

say if u have a big grp of wot ever and made all the same triggers for them... no matter how hard they get hit they will still stand up like a zombie..

i have only found one prob..... if u shoot one of ur guys more than once in the head within a split second, the trigger doesn't act quick enough to respond.

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Ok, this is how you make any unit completely invincible.

Nothing will make the unit die, although I found that

it doesn't work well for planes if they crash. simply put

this in the units init line:

this addeventhandler [""hit"", {this setdammage 0}];this addeventhandler [""dammaged"", {this setdammage 0}]

there is one drawback: If you put this in the init line of a

vehicle with soldiers in it, only the vehicle will be invincible.

If you want total invincibility, you must start the soldiers out

as separate units, add the eventhandlers, and then use

the moveindriver/gunner/cargo commands to load the units

into the vehicle.

This is fun thing to do, as you can walk underwater without

dying and if you get blown up, you will fly through the air

and land on your feet smile.gif

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Is there a script or command you could use to make MBTs and armored vehicles immune to small arms fire, so you could make realistic tank battles?

The way it is now it's possible to take out an Abrams with a PK if you have enough ammo.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (OxPecker @ Feb. 25 2003,23:58)</td></tr><tr><td id="QUOTE">Is there a script or command you could use to make MBTs and armored vehicles immune to small arms fire, so you could make realistic tank battles?

The way it is now it's possible to take out an Abrams with a PK if you have enough ammo.<span id='postcolor'>

And do you have enought time to destroy it with PK ?

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There are a select few units in which BIS made for use in cutscenes i believe, that are basically invincible, but i can't remember the name. What you would do is make your mission, open up the mission.sqm and change the unit manually. Find a decoded config.bin and they'll be in there. But, there may not be the units you need to use in there. Like i said, its only a select few units. So just get a decoded .bin and find em. Sorry can't remember the names. Look for something like CHEATSabetour or something along those lines. wink.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Bart.Jan @ Feb. 26 2003,00:28)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (OxPecker @ Feb. 25 2003,23:58)</td></tr><tr><td id="QUOTE">Is there a script or command you could use to make MBTs and armored vehicles immune to small arms fire, so you could make realistic tank battles?

The way it is now it's possible to take out an Abrams with a PK if you have enough ammo.<span id='postcolor'>

And do you have enought time to destroy it with PK ?<span id='postcolor'>

Not generally, but it was just an example.

MBT should be immune to anything less than, say, cannon fire.

You can take out a tank with hand grenades too, which isn't very realistic.

Just a thought.

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Better be careful, cause invincible units "aren't realistic" tounge.gif

A word out to all those realism-focused players:

Like I said about most MODS, you don't have to use this! It's not necessary for the game, it's just fun.

Anyhoo, since I'm not one of those people, I think I shall use that fun code! :> (Yahoo sneaky grin smiley)

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Hmm, just noticed this topic. I like the code

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addeventhandler [""hit"", {this setdammage 0}];this addeventhandler [""dammaged"", {this setdammage 0}]<span id='postcolor'>

but it dosn't work. when you put it in the units init field you get an error saying unknown operator hit

is anyone else getting this?

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/me wonders if anyone noticed his post confused.gif

A word to Skul. The units i mentioned are for cutscenes, and i've only seen them used in cutscenes. Say you want a unit running through a barraged of bullets but not die, use the Cheat units. I've used em myself in cutscenes and are actually very usefull. But i see no use for them in the actual game itself. Unless of course you were angry or something and felt the need to take out an entire Russian platoon, then i could understand. tounge.gif

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correction:

should be

"hit" and "dammaged"

not

""hit"" and ""dammaged""

sorry about that smile.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (OxPecker @ Feb. 26 2003,02:12)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Bart.Jan @ Feb. 26 2003,00:28)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (OxPecker @ Feb. 25 2003,23:58)</td></tr><tr><td id="QUOTE">Is there a script or command you could use to make MBTs and armored vehicles immune to small arms fire, so you could make realistic tank battles?

The way it is now it's possible to take out an Abrams with a PK if you have enough ammo.<span id='postcolor'>

And do you have enought time to destroy it with PK ?<span id='postcolor'>

Not generally, but it was just an example.

MBT should be immune to anything less than, say, cannon fire.

You can take out a tank with hand grenades too, which isn't very realistic.

Just a thought.<span id='postcolor'>

I tried it with scripting this in the config.cpp (of a bradley) using the "armorStructural=2.5" but it didn't have the effect that I wanted, I could still bash it with a M2 (takes a long time but I it's doable). Hell, on one occasion I fired a M16 on a badly damaged sigma T72 and the tank just exploded. Anyway, any idea's? confused.gif

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Sorry to dredge an old thread up from the dead, but I'm attempting to do the same thing as in this thread, but the

this addeventhandler ["hit", {this setdammage 0}];this addeventhandler ["dammaged", {this setdammage 0}]

bit doesn't work at all. Did BIS change this in a more recent patch? what is it with them and removing any way to create invulnurable units?!?!

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