kutya 0 Posted August 28, 2006 I'd like to make this (but don't know how): A unit fires (complete sound and anim), but I don't want the effect of the bullet impact. Let's say a tank fires, but I want that the shell doesn't hit anything (actually I want to calculate where it hits and make my own explosion). Since now I've managed to play a firing sound, but it's a bit dumb to hear the firing from a completely static unit. In this case I don't tell a unit to fire, just play the sound. Please, help someone Share this post Link to post Share on other sites
Chris Death 0 Posted August 28, 2006 You'll need a "fired" eventhandler and deleteVehicle the bullet, which you catch by the EH. ~S~ CD Share this post Link to post Share on other sites
kutya 0 Posted August 28, 2006 Thanks, I'll try it! Share this post Link to post Share on other sites
Chris Death 0 Posted August 28, 2006 btw - i forgot to mention that you will need also the nearestObject command to catch the bullet by the information you got out of the fired EH. As far as i remember there might be a problem because the bullet can be too fast out of range for the nearestObject detection, but you could try a search here or on ofpec since this has been answered lots of times b4 too. Just i didn't need it for myself yet thus i can only tell ya what i remember having read ages ago. ~S~ CD Share this post Link to post Share on other sites
kutya 0 Posted August 28, 2006 Okay Now that you mention it, I saw a similar thing in JAM3 for AI blocking smoke. I'll check there. But now I've got another problem. Looked for it on OFPEC, but didn't find a solution: cannot make vehicles to doTarget or doFire. I've made a clean mission with only me (named "me") and a soldier. In the init of the soldier I've put: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this doTarget me and it was ok. But when I changed the soldier to a tank. I didn't move. I've tried variations such as: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">gunner this doTarget me commander this doTarget me but it didn't work. Same with doFire. Share this post Link to post Share on other sites
Chris Death 0 Posted August 28, 2006 For vehicles you can use: vehicle setfuel 0 :if it's something like a tank, so that only the turret moves and not the whole vehicle. vehicle doWatch position :i've been using getpos gl1 for position whilst gl1 was a gamelogic. vehicle fire "weapon" :example - w1 fire "gun120" - which would make an M1A2 (original BIS) make fire it's primary weapon. ~S~ CD Share this post Link to post Share on other sites