Rommel 2 Posted January 9, 2007 I'm sure as you open this post your thinking... why does the man want Tail Rotor scripts? Doesnt he know that the great game worshipped by all of us already includes a working Tail rotor script which is absolutely amazing. I do know. But what I dont is how to activate that beautiful tail rotor effect supplied by BIS without having to shoot the thing myself or rely on some crazy shot Ai to knock it out by chance. Is there a setdamage command or a script hidden somewhere in the .pbos (havent searched yet) that I can execute? Thanks For The Help I am Just Sure You Will Bring. I'll be back in the morning... its 2:15am here. Share this post Link to post Share on other sites
StryDa 0 Posted January 9, 2007 do you want it to be broken as soon as you start??? If so you could just change the damage. i thinks its 0.8 for tail rotor. Share this post Link to post Share on other sites
fubarno1 0 Posted January 9, 2007 make a trigger that is activated by the Helli or something else. in the activation field put something like this heliname setdamage 0.7 I find 0.7 still lets you keep a degree of control for a while, while loosing fuel like an American V8 but you can try anything in the range. Share this post Link to post Share on other sites
Falken 0 Posted January 9, 2007 Thing is that if you setdammage to 0.7, 8 or whatever you damage the WHOLE aircraft. If you shoot out the tailrotor only the rotor is damaged, the aircraft is unharmed otherwise. I would really like to know how to take out the tail rotor ONLY. Share this post Link to post Share on other sites
mattxr 9 Posted January 9, 2007 There is no other way unless bis implement it. Share this post Link to post Share on other sites
KaRRiLLioN 0 Posted January 9, 2007 You could probably use some trigonometry to create a small explosion behind the chopper on the tail rotor. Something like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> [chopper] exec "shootRotor.sqs" Then copy this into shootRotor.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _chopper = _this select 0 #bombLoop _pos = getPos _chopper _dir = getDir _chopper _dist = -4 _posX = (_pos select 0) + _dist * sin _dir _posY = (_pos select 1) + _dist * cos _dir _posZ = getPos _chopper select 2 <bombtype> createVehicle [_posX,_posY,_posZ] ?getDamage _chopper < .8 : goto "BombLoop" It'd require a lot of tinkering to get the position right, and knowing how createvehicle can be imprecise at times, it might not work at all. Â But it's worth a try if precision is what you're after. Share this post Link to post Share on other sites
Rommel 2 Posted January 10, 2007 Yup I was thinking the same thing, but it needs to hit the plane aswell so it'd have to be at the tail rotor and above it. Would make a nice RPG hit effect though Thanks For the Help. Share this post Link to post Share on other sites